1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | 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 */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
130 | |
131 | |
131 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
133 | strip_endline (subject); |
133 | size = 0; |
134 | size = 0; |
134 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
158 | op->x = -1; |
159 | op->x = -1; |
159 | op->y = -1; |
160 | op->y = -1; |
160 | } |
161 | } |
161 | |
162 | |
162 | void |
163 | void |
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
|
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174 | |
|
|
175 | void |
|
|
176 | player::activate () |
164 | player::activate () |
177 | { |
165 | { |
178 | if (active) |
166 | if (active) |
179 | return; |
167 | return; |
180 | |
168 | |
… | |
… | |
182 | ob->remove (); |
170 | ob->remove (); |
183 | ob->map = 0; |
171 | ob->map = 0; |
184 | ob->activate_recursive (); |
172 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
174 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
175 | } |
189 | |
176 | |
190 | void |
177 | void |
191 | player::deactivate () |
178 | player::deactivate () |
192 | { |
179 | { |
… | |
… | |
199 | |
186 | |
200 | if (ob->map) |
187 | if (ob->map) |
201 | maplevel = ob->map->path; |
188 | maplevel = ob->map->path; |
202 | |
189 | |
203 | ob->remove (); |
190 | ob->remove (); |
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|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
204 | ob->map = 0; |
192 | ob->map = 0; |
205 | party = 0; |
193 | party = 0; |
206 | |
194 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
208 | ranges [range_skill] = 0; |
|
|
209 | |
196 | |
210 | players.erase (this); |
197 | players.erase (this); |
211 | } |
198 | } |
212 | |
199 | |
213 | // connect the player with a specific client |
200 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
201 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
202 | void |
216 | player::connect (client *ns) |
203 | player::connect (client *ns) |
217 | { |
204 | { |
218 | this->ns = ns; |
205 | this->ns = ns; |
219 | ns->pl = this; |
206 | ns->pl = this; |
… | |
… | |
223 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
224 | |
211 | |
225 | ns->update_look = 0; |
212 | ns->update_look = 0; |
226 | ns->look_position = 0; |
213 | ns->look_position = 0; |
227 | |
214 | |
228 | clear_los (ob); |
215 | clear_los (); |
229 | |
216 | |
230 | ns->reset_stats (); |
217 | ns->reset_stats (); |
231 | |
218 | |
232 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
235 | |
222 | |
236 | if (!legal_range (ob, shoottype)) |
223 | ob->update_weight (); |
237 | shoottype = range_none; |
|
|
238 | |
|
|
239 | ob->carrying = sum_weight (ob); |
|
|
240 | link_player_skills (ob); |
224 | link_skills (); |
241 | |
225 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
243 | |
227 | |
244 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
245 | |
229 | |
246 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
247 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
248 | { |
232 | { |
249 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
250 | |
234 | |
251 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
252 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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253 | |
|
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254 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
255 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
256 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
257 | abil = tmp; |
238 | abil = tmp; |
258 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
259 | skin = tmp; |
240 | skin = tmp; |
260 | |
241 | |
261 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
262 | } |
243 | } |
263 | |
244 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
246 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
267 | |
248 | |
268 | ob->update_stats (); |
249 | ob->update_stats (); |
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|
250 | |
269 | ns->floorbox_update (); |
251 | ns->floorbox_update (); |
270 | |
|
|
271 | esrv_send_inventory (ob, ob); |
252 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
253 | esrv_add_spells (this, 0); |
273 | |
254 | |
274 | activate (); |
255 | activate (); |
275 | |
256 | |
… | |
… | |
282 | } |
263 | } |
283 | |
264 | |
284 | void |
265 | void |
285 | player::disconnect () |
266 | player::disconnect () |
286 | { |
267 | { |
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268 | if (ob) |
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269 | { |
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270 | ob->close_container (); //TODO: client-specific |
|
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271 | ob->drop_unpaid_items (); |
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|
272 | } |
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|
273 | |
287 | if (ns) |
274 | if (ns) |
288 | { |
275 | { |
289 | if (active) |
276 | if (active) |
290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
291 | |
278 | |
… | |
… | |
294 | ns->reset_stats (); |
281 | ns->reset_stats (); |
295 | ns->pl = 0; |
282 | ns->pl = 0; |
296 | ns = 0; |
283 | ns = 0; |
297 | } |
284 | } |
298 | |
285 | |
299 | if (ob) |
286 | observe = ob; |
300 | ob->close_container (); //TODO: client-specific |
|
|
301 | |
287 | |
302 | deactivate (); |
288 | deactivate (); |
303 | } |
289 | } |
304 | |
290 | |
305 | // the need for this function can be explained |
291 | // the need for this function can be explained |
306 | // by load_object not returning the object |
292 | // by load_object not returning the object |
307 | void |
293 | void |
308 | player::set_object (object *op) |
294 | player::set_object (object *op) |
309 | { |
295 | { |
310 | ob = op; |
296 | ob = observe = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
297 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
298 | |
313 | ob->speed_left = 0.5; |
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314 | ob->speed = 1.0; |
299 | ob->speed = 1.0f; |
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300 | ob->speed_left = 0.5f; |
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301 | |
315 | ob->direction = 5; /* So player faces south */ |
302 | ob->direction = 5; /* So player faces south */ |
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303 | |
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
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305 | ob->flag [FLAG_READY_SKILL] = false; |
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306 | ob->flag [FLAG_READY_BOW] = false; |
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307 | |
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308 | for (object *op = ob->inv; op; op = op->below) |
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309 | if (op->flag [FLAG_APPLIED]) |
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310 | switch (op->type) |
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311 | { |
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
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314 | break; |
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315 | |
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316 | case WAND: |
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317 | case ROD: |
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318 | case HORN: |
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319 | case BOW: |
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320 | ranged_ob = op; |
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321 | break; |
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322 | |
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323 | case WEAPON: |
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324 | combat_ob = op; |
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325 | break; |
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326 | } |
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327 | |
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328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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329 | ob->deactivate (); // change_weapon activates, fix this better |
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330 | } |
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331 | |
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332 | void |
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333 | player::set_observe (object *op) |
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334 | { |
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335 | observe = op ? op : ob; |
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336 | do_los = 1; |
316 | } |
337 | } |
317 | |
338 | |
318 | player::player () |
339 | player::player () |
319 | { |
340 | { |
320 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
325 | unapply = unapply_nochoice; |
346 | unapply = unapply_nochoice; |
326 | |
347 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
349 | |
329 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
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331 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
352 | petmode = pet_normal; |
333 | listening = 10; |
|
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334 | usekeys = containers; |
353 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
336 | do_los = 1; |
355 | do_los = 1; |
|
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356 | |
|
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357 | weapon_sp = 1.0f; |
|
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358 | weapon_sp_left = 0.5f; |
337 | } |
359 | } |
338 | |
360 | |
339 | void |
361 | void |
340 | player::do_destroy () |
362 | player::do_destroy () |
341 | { |
363 | { |
… | |
… | |
346 | if (ob) |
368 | if (ob) |
347 | { |
369 | { |
348 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
349 | ob->destroy (); |
371 | ob->destroy (); |
350 | } |
372 | } |
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373 | |
|
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374 | ob = observe = 0; |
351 | } |
375 | } |
352 | |
376 | |
353 | player::~player () |
377 | player::~player () |
354 | { |
378 | { |
355 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
382 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
383 | */ |
407 | */ |
384 | archetype * |
408 | archetype * |
385 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
386 | { |
410 | { |
387 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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413 | |
|
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414 | if (!nat) |
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415 | return at; |
|
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416 | |
|
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417 | archvec::iterator i = archetypes.find (nat); |
388 | |
418 | |
389 | for (;;) |
419 | for (;;) |
390 | { |
420 | { |
391 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
392 | at = first_archetype; |
422 | i = archetypes.begin (); |
393 | else |
423 | else if (*i == at) |
394 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
395 | |
425 | |
396 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
397 | return at; |
427 | return *i; |
398 | |
|
|
399 | if (at == start) |
|
|
400 | { |
|
|
401 | LOG (llevError, "No Player archetypes\n"); |
|
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402 | exit (-1); |
|
|
403 | } |
|
|
404 | } |
428 | } |
405 | } |
429 | } |
406 | |
430 | |
407 | object * |
431 | object * |
408 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
412 | unsigned lastdist; |
436 | unsigned lastdist; |
413 | rv_vector rv; |
437 | rv_vector rv; |
414 | |
438 | |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
416 | { |
440 | { |
417 | /* We should not find free objects on this friendly list, but it |
|
|
418 | * does periodically happen. Given that, lets deal with it. |
|
|
419 | * While unlikely, it is possible the next object on the friendly |
|
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420 | * list is also free, so encapsulate this in a while loop. |
|
|
421 | */ |
|
|
422 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
423 | { |
|
|
424 | object *tmp = ol->ob; |
|
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425 | |
|
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426 | /* Can't do much more other than log the fact, because the object |
|
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427 | * itself will have been cleared. |
|
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428 | */ |
|
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429 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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430 | tmp->debug_desc ()); |
|
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431 | ol = ol->next; |
|
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432 | remove_friendly_object (tmp); |
|
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433 | if (!ol) |
|
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434 | return op; |
|
|
435 | } |
|
|
436 | |
|
|
437 | /* Remove special check for player from this. First, it looks to cause |
|
|
438 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
439 | * complicated method of state checking would be needed in any case - |
|
|
440 | * as it was, a clever player could type quit, and the function would |
|
|
441 | * skip them over while waiting for confirmation. Remove |
|
|
442 | * on_same_map check, as can_detect_enemy also does this |
|
|
443 | */ |
|
|
444 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
445 | continue; |
442 | continue; |
446 | |
443 | |
447 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
448 | { |
445 | { |
… | |
… | |
643 | |
640 | |
644 | return firstdir; |
641 | return firstdir; |
645 | } |
642 | } |
646 | |
643 | |
647 | void |
644 | void |
648 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
649 | { |
646 | { |
650 | object *op, *next = NULL; |
|
|
651 | |
|
|
652 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
653 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
654 | |
649 | |
655 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
656 | { |
651 | { |
657 | next = op->below; |
652 | next = op->below; |
658 | |
653 | |
659 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
660 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
665 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
666 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
667 | */ |
662 | */ |
668 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
669 | { |
664 | { |
670 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
671 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
672 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
673 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
674 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
675 | { |
672 | { |
676 | op->destroy (); |
673 | op->destroy (); |
677 | continue; |
674 | continue; |
678 | } |
675 | } |
679 | } |
676 | } |
… | |
… | |
702 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
703 | op->nrof = 1; |
700 | op->nrof = 1; |
704 | } |
701 | } |
705 | |
702 | |
706 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
707 | { |
|
|
708 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
709 | } |
|
|
710 | |
705 | |
711 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
712 | * items. Just don't identify gold or silver, or it won't be |
707 | * items. Just don't identify gold or silver, or it won't be |
713 | * merged properly. |
708 | * merged properly. |
714 | */ |
709 | */ |
715 | if (need_identify (op)) |
710 | if (need_identify (op)) |
716 | { |
711 | { |
717 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
718 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
719 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
720 | } |
715 | } |
|
|
716 | |
721 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
722 | { |
718 | { |
723 | op->destroy (); |
719 | op->destroy (); |
724 | continue; |
720 | continue; |
725 | } |
721 | } |
… | |
… | |
727 | { |
723 | { |
728 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
729 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
730 | op->level = 1; |
726 | op->level = 1; |
731 | } |
727 | } |
732 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
733 | else |
|
|
734 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
735 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
736 | |
731 | |
737 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
738 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
739 | } |
734 | } |
740 | |
735 | |
741 | void |
736 | void |
742 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
743 | { |
738 | { |
… | |
… | |
774 | } |
769 | } |
775 | |
770 | |
776 | void |
771 | void |
777 | object::roll_stats () |
772 | object::roll_stats () |
778 | { |
773 | { |
779 | int statsort [7]; |
774 | int statsort [NUM_STATS]; |
780 | |
775 | |
781 | for (;;) |
776 | for (;;) |
782 | { |
777 | { |
783 | int sum = 0; |
778 | int sum = 0; |
784 | for (int i = 7; i--; ) |
779 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
780 | sum += statsort [i] = roll_stat (); |
786 | |
781 | |
787 | if (sum >= 82 && sum <= 116) |
782 | if (sum >= 82 && sum <= 116) |
788 | break; |
783 | break; |
789 | } |
784 | } |
790 | |
785 | |
791 | // Sort the stats so that rerolling is easier... |
786 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
787 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
788 | |
|
|
789 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
790 | stats.stat (i) = statsort [i]; |
795 | stats.Dex = statsort[1]; |
|
|
796 | stats.Con = statsort[2]; |
|
|
797 | stats.Int = statsort[3]; |
|
|
798 | stats.Wis = statsort[4]; |
|
|
799 | stats.Pow = statsort[5]; |
|
|
800 | stats.Cha = statsort[6]; |
|
|
801 | |
791 | |
802 | stats.exp = 0; |
792 | stats.exp = 0; |
803 | stats.ac = 0; |
793 | stats.ac = 0; |
804 | |
794 | |
805 | stats.hp = stats.maxhp; |
795 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
807 | } |
818 | |
808 | |
819 | void |
809 | void |
820 | object::swap_stats (int a, int b) |
810 | object::swap_stats (int a, int b) |
821 | { |
811 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
812 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
824 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
825 | |
813 | |
|
|
814 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
815 | stats.stat (i) = contr->orig_stats.stat (i); |
827 | stats.Dex = contr->orig_stats.Dex; |
|
|
828 | stats.Con = contr->orig_stats.Con; |
|
|
829 | stats.Int = contr->orig_stats.Int; |
|
|
830 | stats.Wis = contr->orig_stats.Wis; |
|
|
831 | stats.Pow = contr->orig_stats.Pow; |
|
|
832 | stats.Cha = contr->orig_stats.Cha; |
|
|
833 | |
816 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
817 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
818 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
819 | stats.ac = 0; |
837 | |
820 | |
… | |
… | |
856 | static void |
839 | static void |
857 | start_info (object *op) |
840 | start_info (object *op) |
858 | { |
841 | { |
859 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
860 | |
843 | |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
865 | } |
846 | } |
866 | |
847 | |
867 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
868 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
869 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
… | |
… | |
872 | */ |
853 | */ |
873 | void |
854 | void |
874 | player::chargen_race_done () |
855 | player::chargen_race_done () |
875 | { |
856 | { |
876 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
858 | esrv_new_player (ob->contr); |
878 | |
859 | |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
880 | if (tl) |
861 | if (tl) |
881 | create_treasure (tl, ob, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
863 | |
… | |
… | |
886 | ob->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
887 | |
868 | |
888 | if (ob->msg) |
869 | if (ob->msg) |
889 | ob->msg = 0; |
870 | ob->msg = 0; |
890 | |
871 | |
891 | /* We create this now because some of the unique maps will need it |
|
|
892 | * to save here. |
|
|
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
|
|
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
897 | make_path_to_file (buf); |
|
|
898 | } |
|
|
899 | |
|
|
900 | start_info (ob); |
872 | start_info (ob); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (ob, ob->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (ob); |
|
|
904 | esrv_send_inventory (ob, ob); |
875 | esrv_send_inventory (ob, ob); |
905 | ob->update_stats (); |
876 | ob->update_stats (); |
906 | |
877 | |
907 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
879 | * is one for this race |
909 | */ |
880 | */ |
910 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
911 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
912 | object *tmp; |
|
|
913 | char mapname[MAX_BUF]; |
|
|
914 | |
|
|
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
916 | tmp = object::create (); |
|
|
917 | EXIT_PATH (tmp) = mapname; |
|
|
918 | EXIT_X (tmp) = ob->x; |
|
|
919 | EXIT_Y (tmp) = ob->y; |
|
|
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
921 | * if the map isn't there, then stay on the |
|
|
922 | * default initial map */ |
|
|
923 | tmp->destroy (); |
|
|
924 | } |
|
|
925 | else |
883 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | } |
885 | } |
928 | |
886 | |
929 | void |
887 | void |
… | |
… | |
939 | int x = ob->x, y = ob->y; |
897 | int x = ob->x, y = ob->y; |
940 | |
898 | |
941 | ob->remove_statbonus (); |
899 | ob->remove_statbonus (); |
942 | ob->remove (); |
900 | ob->remove (); |
943 | ob->arch = get_player_archetype (ob->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
944 | ob->arch->clone.copy_to (ob); |
902 | ob->arch->copy_to (ob); |
945 | ob->instantiate (); |
903 | ob->instantiate (); |
946 | ob->stats = ob->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
947 | ob->name = ob->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
948 | ob->x = x; |
906 | ob->x = x; |
949 | ob->y = y; |
907 | ob->y = y; |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
953 | ob->add_statbonus (); |
911 | ob->add_statbonus (); |
954 | } |
912 | } |
955 | while (!allowed_class (ob)); |
913 | while (!allowed_class (ob)); |
956 | |
914 | |
957 | update_object (ob, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
973 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
975 | return; |
933 | return; |
976 | } |
934 | } |
977 | |
935 | |
978 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
979 | { |
937 | { |
980 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
981 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
982 | return; |
940 | return; |
983 | } |
941 | } |
984 | |
942 | |
985 | /* Seen some crashes here. Since we don't store an |
|
|
986 | * op->enemy_count, it is possible that something destroys the |
|
|
987 | * actual enemy, and the object is recycled. |
|
|
988 | */ |
|
|
989 | if (op->enemy->map == NULL) |
|
|
990 | { |
|
|
991 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
992 | op->enemy = NULL; |
|
|
993 | return; |
|
|
994 | } |
|
|
995 | |
|
|
996 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
997 | { |
944 | { |
998 | op->enemy = NULL; |
945 | op->enemy = NULL; |
999 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
1000 | return; |
947 | return; |
… | |
… | |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
1004 | |
951 | |
1005 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
1006 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
1007 | { |
954 | { |
1008 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
1009 | |
956 | |
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1011 | return; |
958 | return; |
1012 | } |
959 | } |
1013 | |
960 | |
1014 | /* Cornered, get rid of scared */ |
961 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
962 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
963 | op->enemy = NULL; |
1017 | } |
964 | } |
1018 | |
965 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
966 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1021 | * IT returns 1 if the player should keep on moving, 0 if he should |
967 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
968 | * stop. |
1023 | */ |
969 | */ |
1024 | int |
970 | int |
1025 | check_pick (object *op) |
971 | check_pick (object *op) |
1026 | { |
972 | { |
1027 | object *tmp, *next; |
973 | object *tmp, *next; |
1028 | int stop = 0; |
974 | int stop = 0; |
1029 | int wvratio; |
975 | int wvratio; |
1030 | char putstring[128]; |
|
|
1031 | |
976 | |
1032 | /* if you're flying, you cna't pick up anything */ |
977 | /* if you're flying, you cna't pick up anything */ |
1033 | if (op->move_type & MOVE_FLYING) |
978 | if (op->move_type & MOVE_FLYING) |
1034 | return 1; |
979 | return 1; |
1035 | |
980 | |
1036 | next = op->below; |
981 | next = op->below; |
1037 | |
982 | |
|
|
983 | int cnt = MAX_ITEM_PER_DROP; |
|
|
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
985 | |
1038 | /* loop while there are items on the floor that are not marked as |
986 | /* loop while there are items on the floor that are not marked as |
1039 | * destroyed */ |
987 | * destroyed */ |
1040 | while (next && !next->destroyed ()) |
988 | while (next && !next->destroyed ()) |
1041 | { |
989 | { |
1042 | tmp = next; |
990 | tmp = next; |
1043 | next = tmp->below; |
991 | next = tmp->below; |
1044 | |
992 | |
|
|
993 | if (cnt <= 0) |
|
|
994 | { |
|
|
995 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | |
1045 | if (op->destroyed ()) |
999 | if (op->destroyed ()) |
1046 | return 0; |
1000 | return 0; |
1047 | |
1001 | |
1048 | if (!can_pick (op, tmp)) |
1002 | if (!can_pick (op, tmp)) |
1049 | continue; |
1003 | continue; |
1050 | |
1004 | |
1051 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1005 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1052 | { |
1006 | { |
1053 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1007 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1054 | pick_up (op, tmp); |
1008 | CHK_PICK_PICKUP; |
|
|
1009 | |
1055 | continue; |
1010 | continue; |
1056 | } |
1011 | } |
1057 | |
1012 | |
1058 | /* high not bit set? We're using the old autopickup model */ |
1013 | /* pickup handling */ |
|
|
1014 | if (op->contr->mode & PU_DEBUG) |
|
|
1015 | { |
|
|
1016 | /* some debugging code to figure out item information */ |
|
|
1017 | const char *str = tmp->name |
|
|
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1020 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1022 | |
|
|
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_INHIBIT) |
|
|
1027 | return 1; |
|
|
1028 | |
|
|
1029 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1030 | return 1; |
|
|
1031 | |
|
|
1032 | /* philosophy: |
|
|
1033 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1034 | * generic. This takes no game-time. For more detailed pickups |
|
|
1035 | * and selections, select-items should be used. This is a |
|
|
1036 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1037 | * example. |
|
|
1038 | * The drawback: right now it has no frontend, so you need to |
|
|
1039 | * stick the bits you want into a calculator in hex mode and then |
|
|
1040 | * convert to decimal and then 'pickup <#> |
|
|
1041 | */ |
|
|
1042 | |
|
|
1043 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1044 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1045 | * meaning if any test passes, the item gets picked up. */ |
|
|
1046 | |
|
|
1047 | /* if mode is set to pick nothing up, return */ |
|
|
1048 | if (op->contr->mode == PU_NOTHING) |
|
|
1049 | return 1; |
|
|
1050 | |
|
|
1051 | /* if mode is set to stop when encountering objects, return */ |
|
|
1052 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1053 | * anything up */ |
|
|
1054 | if (op->contr->mode & PU_STOP) |
|
|
1055 | return 0; |
|
|
1056 | |
|
|
1057 | /* useful for going into stores and not losing your settings... */ |
|
|
1058 | /* and for battles wher you don't want to get loaded down while |
|
|
1059 | * fighting */ |
|
|
1060 | if (op->contr->mode & PU_INHIBIT) |
|
|
1061 | return 1; |
|
|
1062 | |
|
|
1063 | /* prevent us from turning into auto-thieves :) */ |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1065 | continue; |
|
|
1066 | |
|
|
1067 | /* ignore known cursed objects */ |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1069 | continue; |
|
|
1070 | |
|
|
1071 | /* all food and drink if desired */ |
|
|
1072 | /* question: don't pick up known-poisonous stuff? */ |
1059 | if (!(op->contr->mode & PU_NEWMODE)) |
1073 | if (op->contr->mode & PU_FOOD) |
|
|
1074 | if (tmp->type == FOOD) |
1060 | { |
1075 | { |
1061 | switch (op->contr->mode) |
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | if (op->contr->mode & PU_DRINK) |
|
|
1081 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
|
|
1087 | if (op->contr->mode & PU_POTION) |
|
|
1088 | if (tmp->type == POTION) |
|
|
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1095 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1096 | if (tmp->type == SPELLBOOK) |
|
|
1097 | { |
|
|
1098 | CHK_PICK_PICKUP; |
|
|
1099 | continue; |
|
|
1100 | } |
|
|
1101 | |
|
|
1102 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1103 | if (tmp->type == SKILLSCROLL) |
|
|
1104 | { |
|
|
1105 | CHK_PICK_PICKUP; |
|
|
1106 | continue; |
|
|
1107 | } |
|
|
1108 | |
|
|
1109 | if (op->contr->mode & PU_READABLES) |
|
|
1110 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* wands/staves/rods/horns */ |
|
|
1117 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1118 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1119 | { |
|
|
1120 | CHK_PICK_PICKUP; |
|
|
1121 | continue; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /* pick up all magical items */ |
|
|
1125 | if (op->contr->mode & PU_MAGICAL) |
|
|
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1127 | { |
|
|
1128 | CHK_PICK_PICKUP; |
|
|
1129 | continue; |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | if (op->contr->mode & PU_VALUABLES) |
|
|
1133 | { |
|
|
1134 | if (tmp->type == MONEY || tmp->type == GEM) |
1062 | { |
1135 | { |
1063 | case 0: |
1136 | CHK_PICK_PICKUP; |
1064 | return 1; /* don't pick up */ |
1137 | continue; |
1065 | case 1: |
|
|
1066 | pick_up (op, tmp); |
|
|
1067 | return 1; |
|
|
1068 | case 2: |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | return 0; |
|
|
1071 | case 3: |
|
|
1072 | return 0; /* stop before pickup */ |
|
|
1073 | case 4: |
|
|
1074 | pick_up (op, tmp); |
|
|
1075 | break; |
|
|
1076 | case 5: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | stop = 1; |
|
|
1079 | break; |
|
|
1080 | case 6: |
|
|
1081 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1082 | pick_up (op, tmp); |
|
|
1083 | break; |
|
|
1084 | |
|
|
1085 | case 7: |
|
|
1086 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1087 | pick_up (op, tmp); |
|
|
1088 | break; |
|
|
1089 | |
|
|
1090 | default: |
|
|
1091 | /* use value density */ |
|
|
1092 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1093 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1094 | pick_up (op, tmp); |
|
|
1095 | } |
1138 | } |
1096 | } |
1139 | } |
1097 | else |
1140 | |
1098 | { /* old model */ |
1141 | /* rings & amulets - talismans seems to be typed AMULET */ |
1099 | /* NEW pickup handling */ |
1142 | if (op->contr->mode & PU_JEWELS) |
|
|
1143 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1144 | { |
|
|
1145 | CHK_PICK_PICKUP; |
|
|
1146 | continue; |
|
|
1147 | } |
|
|
1148 | |
|
|
1149 | /* we don't forget dragon food */ |
|
|
1150 | if (op->contr->mode & PU_FLESH) |
|
|
1151 | if (tmp->type == FLESH) |
|
|
1152 | { |
|
|
1153 | CHK_PICK_PICKUP; |
|
|
1154 | continue; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | /* bows and arrows. Bows are good for selling! */ |
1100 | if (op->contr->mode & PU_DEBUG) |
1158 | if (op->contr->mode & PU_BOW) |
|
|
1159 | if (tmp->type == BOW) |
|
|
1160 | { |
|
|
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | if (op->contr->mode & PU_ARROW) |
|
|
1166 | if (tmp->type == ARROW) |
|
|
1167 | { |
|
|
1168 | CHK_PICK_PICKUP; |
|
|
1169 | continue; |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | /* all kinds of armor etc. */ |
|
|
1173 | if (op->contr->mode & PU_ARMOUR) |
|
|
1174 | if (tmp->type == ARMOUR) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_HELMET) |
|
|
1181 | if (tmp->type == HELMET) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr->mode & PU_SHIELD) |
|
|
1188 | if (tmp->type == SHIELD) |
|
|
1189 | { |
|
|
1190 | CHK_PICK_PICKUP; |
|
|
1191 | continue; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | if (op->contr->mode & PU_BOOTS) |
|
|
1195 | if (tmp->type == BOOTS) |
|
|
1196 | { |
|
|
1197 | CHK_PICK_PICKUP; |
|
|
1198 | continue; |
|
|
1199 | } |
|
|
1200 | |
|
|
1201 | if (op->contr->mode & PU_GLOVES) |
|
|
1202 | if (tmp->type == GLOVES) |
|
|
1203 | { |
|
|
1204 | CHK_PICK_PICKUP; |
|
|
1205 | continue; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | if (op->contr->mode & PU_CLOAK) |
|
|
1209 | if (tmp->type == CLOAK) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | /* hoping to catch throwing daggers here */ |
|
|
1216 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1217 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1218 | { |
|
|
1219 | CHK_PICK_PICKUP; |
|
|
1220 | continue; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* careful: chairs and tables are weapons! */ |
|
|
1224 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1225 | { |
|
|
1226 | if (tmp->type == WEAPON && !tmp->name) |
1101 | { |
1227 | { |
1102 | /* some debugging code to figure out item information */ |
1228 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1103 | if (tmp->name != NULL) |
1229 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | else |
|
|
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1108 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1109 | |
|
|
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1111 | } |
|
|
1112 | |
|
|
1113 | /* philosophy: |
|
|
1114 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1115 | * generic. This takes no game-time. For more detailed pickups |
|
|
1116 | * and selections, select-items should be used. This is a |
|
|
1117 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1118 | * example. |
|
|
1119 | * The drawback: right now it has no frontend, so you need to |
|
|
1120 | * stick the bits you want into a calculator in hex mode and then |
|
|
1121 | * convert to decimal and then 'pickup <#> |
|
|
1122 | */ |
|
|
1123 | |
|
|
1124 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1125 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1126 | * meaning if any test passes, the item gets picked up. */ |
|
|
1127 | |
|
|
1128 | /* if mode is set to pick nothing up, return */ |
|
|
1129 | |
|
|
1130 | if (op->contr->mode & PU_NOTHING) |
|
|
1131 | return 1; |
|
|
1132 | |
|
|
1133 | /* if mode is set to stop when encountering objects, return */ |
|
|
1134 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1135 | * anything up */ |
|
|
1136 | |
|
|
1137 | if (op->contr->mode & PU_STOP) |
|
|
1138 | return 0; |
|
|
1139 | |
|
|
1140 | /* useful for going into stores and not losing your settings... */ |
|
|
1141 | /* and for battles wher you don't want to get loaded down while |
|
|
1142 | * fighting */ |
|
|
1143 | if (op->contr->mode & PU_INHIBIT) |
|
|
1144 | return 1; |
|
|
1145 | |
|
|
1146 | /* prevent us from turning into auto-thieves :) */ |
|
|
1147 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1148 | continue; |
|
|
1149 | |
|
|
1150 | /* ignore known cursed objects */ |
|
|
1151 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1152 | continue; |
|
|
1153 | |
|
|
1154 | /* all food and drink if desired */ |
|
|
1155 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1156 | if (op->contr->mode & PU_FOOD) |
|
|
1157 | if (tmp->type == FOOD) |
|
|
1158 | { |
|
|
1159 | pick_up (op, tmp); |
|
|
1160 | continue; |
|
|
1161 | } |
|
|
1162 | |
|
|
1163 | if (op->contr->mode & PU_DRINK) |
|
|
1164 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1165 | { |
|
|
1166 | pick_up (op, tmp); |
|
|
1167 | continue; |
|
|
1168 | } |
|
|
1169 | |
|
|
1170 | if (op->contr->mode & PU_POTION) |
|
|
1171 | if (tmp->type == POTION) |
|
|
1172 | { |
|
|
1173 | pick_up (op, tmp); |
|
|
1174 | continue; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1178 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1179 | if (tmp->type == SPELLBOOK) |
|
|
1180 | { |
|
|
1181 | pick_up (op, tmp); |
|
|
1182 | continue; |
|
|
1183 | } |
|
|
1184 | |
|
|
1185 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1186 | if (tmp->type == SKILLSCROLL) |
|
|
1187 | { |
|
|
1188 | pick_up (op, tmp); |
|
|
1189 | continue; |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | if (op->contr->mode & PU_READABLES) |
|
|
1193 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1194 | { |
|
|
1195 | pick_up (op, tmp); |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* wands/staves/rods/horns */ |
|
|
1200 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1201 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1202 | { |
|
|
1203 | pick_up (op, tmp); |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* pick up all magical items */ |
|
|
1208 | if (op->contr->mode & PU_MAGICAL) |
|
|
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1210 | { |
|
|
1211 | pick_up (op, tmp); |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_VALUABLES) |
|
|
1216 | { |
|
|
1217 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1218 | { |
1230 | { |
1219 | pick_up (op, tmp); |
1231 | CHK_PICK_PICKUP; |
1220 | continue; |
1232 | continue; |
1221 | } |
1233 | } |
1222 | } |
1234 | } |
1223 | |
1235 | |
1224 | /* rings & amulets - talismans seems to be typed AMULET */ |
1236 | if (tmp->type == WEAPON && !tmp->name) |
1225 | if (op->contr->mode & PU_JEWELS) |
|
|
1226 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1227 | { |
|
|
1228 | pick_up (op, tmp); |
|
|
1229 | continue; |
|
|
1230 | } |
|
|
1231 | |
|
|
1232 | /* we don't forget dragon food */ |
|
|
1233 | if (op->contr->mode & PU_FLESH) |
|
|
1234 | if (tmp->type == FLESH) |
|
|
1235 | { |
|
|
1236 | pick_up (op, tmp); |
|
|
1237 | continue; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* bows and arrows. Bows are good for selling! */ |
|
|
1241 | if (op->contr->mode & PU_BOW) |
|
|
1242 | if (tmp->type == BOW) |
|
|
1243 | { |
|
|
1244 | pick_up (op, tmp); |
|
|
1245 | continue; |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | if (op->contr->mode & PU_ARROW) |
|
|
1249 | if (tmp->type == ARROW) |
|
|
1250 | { |
|
|
1251 | pick_up (op, tmp); |
|
|
1252 | continue; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | /* all kinds of armor etc. */ |
|
|
1256 | if (op->contr->mode & PU_ARMOUR) |
|
|
1257 | if (tmp->type == ARMOUR) |
|
|
1258 | { |
|
|
1259 | pick_up (op, tmp); |
|
|
1260 | continue; |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | if (op->contr->mode & PU_HELMET) |
|
|
1264 | if (tmp->type == HELMET) |
|
|
1265 | { |
|
|
1266 | pick_up (op, tmp); |
|
|
1267 | continue; |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | if (op->contr->mode & PU_SHIELD) |
|
|
1271 | if (tmp->type == SHIELD) |
|
|
1272 | { |
|
|
1273 | pick_up (op, tmp); |
|
|
1274 | continue; |
|
|
1275 | } |
|
|
1276 | |
|
|
1277 | if (op->contr->mode & PU_BOOTS) |
|
|
1278 | if (tmp->type == BOOTS) |
|
|
1279 | { |
|
|
1280 | pick_up (op, tmp); |
|
|
1281 | continue; |
|
|
1282 | } |
|
|
1283 | |
|
|
1284 | if (op->contr->mode & PU_GLOVES) |
|
|
1285 | if (tmp->type == GLOVES) |
|
|
1286 | { |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | if (op->contr->mode & PU_CLOAK) |
|
|
1292 | if (tmp->type == CLOAK) |
|
|
1293 | { |
|
|
1294 | pick_up (op, tmp); |
|
|
1295 | continue; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | /* hoping to catch throwing daggers here */ |
|
|
1299 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1300 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1301 | { |
|
|
1302 | pick_up (op, tmp); |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | |
|
|
1306 | /* careful: chairs and tables are weapons! */ |
|
|
1307 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1308 | { |
1237 | { |
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
1238 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1310 | { |
1239 | { |
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1240 | CHK_PICK_PICKUP; |
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1313 | { |
|
|
1314 | pick_up (op, tmp); |
|
|
1315 | continue; |
1241 | continue; |
1316 | } |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1320 | { |
|
|
1321 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | continue; |
|
|
1325 | } |
|
|
1326 | } |
1242 | } |
1327 | } |
1243 | } |
|
|
1244 | } |
1328 | |
1245 | |
1329 | /* misc stuff that's useful */ |
1246 | /* misc stuff that's useful */ |
1330 | if (op->contr->mode & PU_KEY) |
1247 | if (op->contr->mode & PU_KEY) |
1331 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1248 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1332 | { |
1249 | { |
1333 | pick_up (op, tmp); |
1250 | CHK_PICK_PICKUP; |
1334 | continue; |
1251 | continue; |
1335 | } |
1252 | } |
1336 | |
1253 | |
1337 | /* any of the last 4 bits set means we use the ratio for value |
1254 | /* any of the last 4 bits set means we use the ratio for value |
1338 | * pickups */ |
1255 | * pickups */ |
1339 | if (op->contr->mode & PU_RATIO) |
1256 | if (op->contr->mode & PU_RATIO) |
|
|
1257 | { |
|
|
1258 | /* use value density to decide what else to grab */ |
|
|
1259 | /* >=7 was >= op->contr->mode */ |
|
|
1260 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1261 | */ |
|
|
1262 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1263 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1340 | { |
1264 | { |
1341 | /* use value density to decide what else to grab */ |
1265 | #if 0 |
1342 | /* >=7 was >= op->contr->mode */ |
1266 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1343 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1267 | if (tmp->name != NULL) |
1344 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1345 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1346 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1347 | { |
1268 | { |
1348 | pick_up (op, tmp); |
|
|
1349 | #if 0 |
|
|
1350 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1351 | if (tmp->name != NULL) |
|
|
1352 | { |
|
|
1353 | fprintf (stderr, "%s", tmp->name); |
1269 | fprintf (stderr, "%s", tmp->name); |
1354 | } |
1270 | } |
1355 | else |
1271 | else |
1356 | fprintf (stderr, "%s", tmp->arch->name); |
1272 | fprintf (stderr, "%s", tmp->arch->archname); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1273 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1274 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1359 | #endif |
1275 | #endif |
|
|
1276 | CHK_PICK_PICKUP; |
1360 | continue; |
1277 | continue; |
1361 | } |
|
|
1362 | } |
1278 | } |
1363 | } /* the new pickup model */ |
1279 | } /* the new pickup model */ |
1364 | } |
1280 | } |
1365 | |
1281 | |
1366 | return !stop; |
1282 | return !stop; |
… | |
… | |
1372 | * found object is returned. |
1288 | * found object is returned. |
1373 | */ |
1289 | */ |
1374 | object * |
1290 | object * |
1375 | find_arrow (object *op, const char *type) |
1291 | find_arrow (object *op, const char *type) |
1376 | { |
1292 | { |
1377 | object *tmp = 0; |
|
|
1378 | |
|
|
1379 | for (op = op->inv; op; op = op->below) |
1293 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1381 | tmp = find_arrow (op, type); |
|
|
1382 | else if (op->type == ARROW && op->race == type) |
1294 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1295 | return splay (tmp); |
|
|
1296 | |
|
|
1297 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1298 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1299 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1300 | { |
|
|
1301 | splay (tmp); |
1383 | return op; |
1302 | return arrow; |
|
|
1303 | } |
1384 | |
1304 | |
1385 | return tmp; |
1305 | return 0; |
1386 | } |
1306 | } |
1387 | |
1307 | |
1388 | /* |
1308 | /* |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1309 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1390 | * against the target. A full test is not performed, simply a basic test |
1310 | * against the target. A full test is not performed, simply a basic test |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1311 | * of resistances. The archer is making a quick guess at what he sees down |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1312 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1393 | */ |
1313 | */ |
1394 | object * |
1314 | object * |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1315 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1396 | { |
1316 | { |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1317 | object *tmp = NULL, *arrow, *ntmp; |
1398 | int attacknum, attacktype, betterby = 0, i; |
1318 | int attacknum, attacktype, betterby = 0, i; |
1399 | |
1319 | |
1400 | if (!type) |
1320 | if (!type) |
… | |
… | |
1404 | { |
1324 | { |
1405 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1325 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1406 | { |
1326 | { |
1407 | i = 0; |
1327 | i = 0; |
1408 | ntmp = find_better_arrow (arrow, target, type, &i); |
1328 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1329 | |
1409 | if (i > betterby) |
1330 | if (i > betterby) |
1410 | { |
1331 | { |
1411 | tmp = ntmp; |
1332 | tmp = ntmp; |
1412 | betterby = i; |
1333 | betterby = i; |
1413 | } |
1334 | } |
1414 | } |
1335 | } |
1415 | else if (arrow->type == ARROW && arrow->race == type) |
1336 | else if (arrow->type == ARROW && arrow->race == type) |
1416 | { |
1337 | { |
1417 | /* allways prefer assasination/slaying */ |
1338 | /* allways prefer assasination/slaying */ |
1418 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1339 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1419 | { |
1340 | { |
1420 | if (arrow->attacktype & AT_DEATH) |
1341 | if (arrow->attacktype & AT_DEATH) |
1421 | { |
1342 | { |
1422 | *better = 100; |
1343 | *better = 100; |
1423 | return arrow; |
1344 | return arrow; |
… | |
… | |
1431 | else |
1352 | else |
1432 | { |
1353 | { |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1354 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1434 | { |
1355 | { |
1435 | attacktype = 1 << attacknum; |
1356 | attacktype = 1 << attacknum; |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1357 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1437 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1358 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1438 | { |
1359 | { |
1439 | tmp = arrow; |
1360 | tmp = arrow; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1361 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1441 | } |
1362 | } |
1442 | } |
1363 | } |
|
|
1364 | |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1365 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | { |
1366 | { |
1445 | tmp = arrow; |
1367 | tmp = arrow; |
1446 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1368 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1447 | } |
1369 | } |
|
|
1370 | |
1448 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1371 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1449 | { |
1372 | { |
1450 | tmp = arrow; |
1373 | tmp = arrow; |
1451 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1374 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1452 | } |
1375 | } |
1453 | } |
1376 | } |
1454 | } |
1377 | } |
1455 | } |
1378 | } |
|
|
1379 | |
1456 | if (tmp == NULL && arrow == NULL) |
1380 | if (tmp == NULL && arrow == NULL) |
1457 | return find_arrow (op, type); |
1381 | return find_arrow (op, type); |
1458 | |
1382 | |
1459 | *better = betterby; |
1383 | *better = betterby; |
1460 | return tmp; |
1384 | return tmp; |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1388 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1389 | * op = the shooter |
1466 | * type = bow->race |
1390 | * type = bow->race |
1467 | * dir = fire direction |
1391 | * dir = fire direction |
1468 | */ |
1392 | */ |
1469 | |
|
|
1470 | object * |
1393 | object * |
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1394 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1472 | { |
1395 | { |
1473 | object *tmp = NULL; |
1396 | object *tmp = NULL; |
1474 | maptile *m; |
1397 | maptile *m; |
1475 | int i, mflags, found, number; |
1398 | int i, mflags, found, number; |
1476 | sint16 x, y; |
1399 | sint16 x, y; |
… | |
… | |
1491 | for (i = 0, found = 0; i < 20; i++) |
1414 | for (i = 0, found = 0; i < 20; i++) |
1492 | { |
1415 | { |
1493 | x += freearr_x[dir]; |
1416 | x += freearr_x[dir]; |
1494 | y += freearr_y[dir]; |
1417 | y += freearr_y[dir]; |
1495 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1418 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1419 | |
1496 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1420 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1497 | { |
1421 | { |
1498 | tmp = NULL; |
1422 | tmp = 0; |
1499 | break; |
1423 | break; |
1500 | } |
1424 | } |
1501 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1425 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1502 | { |
1426 | { |
1503 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1427 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1504 | * perhaps a bad assumption. |
1428 | * perhaps a bad assumption. |
1505 | */ |
1429 | */ |
1506 | tmp = NULL; |
1430 | tmp = 0; |
1507 | break; |
1431 | break; |
1508 | } |
1432 | } |
|
|
1433 | |
1509 | if (mflags & P_IS_ALIVE) |
1434 | if (mflags & P_IS_ALIVE) |
1510 | { |
|
|
1511 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1435 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1512 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1436 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1513 | { |
|
|
1514 | found++; |
|
|
1515 | break; |
|
|
1516 | } |
|
|
1517 | if (found) |
|
|
1518 | break; |
1437 | break; |
1519 | } |
|
|
1520 | } |
1438 | } |
1521 | if (tmp == NULL) |
1439 | |
|
|
1440 | if (!tmp) |
1522 | return find_arrow (op, type); |
1441 | return find_arrow (op, type); |
1523 | |
1442 | |
1524 | if (tmp->head) |
1443 | if (tmp->head) |
1525 | tmp = tmp->head; |
1444 | tmp = tmp->head; |
1526 | |
1445 | |
… | |
… | |
1539 | */ |
1458 | */ |
1540 | int |
1459 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1460 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1461 | { |
1543 | object *left, *bow; |
1462 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1463 | int mflags; |
1545 | maptile *m; |
1464 | maptile *m; |
1546 | |
1465 | |
1547 | if (!dir) |
1466 | if (!dir) |
1548 | { |
1467 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1468 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1469 | return 0; |
1551 | } |
1470 | } |
1552 | |
1471 | |
1553 | if (op->type == PLAYER) |
1472 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1473 | bow = op->current_weapon; |
1555 | else |
1474 | else |
1556 | { |
1475 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1476 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1477 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1478 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1483 | if (!bow) |
1565 | { |
1484 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1485 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1486 | return 0; |
1568 | } |
1487 | } |
|
|
1488 | |
|
|
1489 | // optimisation: move object to top so we will find it quickly again |
|
|
1490 | if (bow->below) |
|
|
1491 | { |
|
|
1492 | bow->remove (); |
|
|
1493 | op->insert (bow); |
|
|
1494 | } |
1569 | } |
1495 | } |
1570 | |
1496 | |
1571 | if (!bow->race || !bow->skill) |
1497 | if (!bow->race || !bow->skill) |
1572 | { |
1498 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1499 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1500 | return 0; |
1575 | } |
1501 | } |
1576 | |
|
|
1577 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1578 | |
|
|
1579 | /* penalize ROF for bestarrow */ |
|
|
1580 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1581 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1582 | |
|
|
1583 | if (bowspeed < 1) |
|
|
1584 | bowspeed = 1; |
|
|
1585 | |
1502 | |
1586 | if (arrow == NULL) |
1503 | if (arrow == NULL) |
1587 | { |
1504 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1505 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1506 | { |
1590 | if (op->type == PLAYER) |
1507 | if (op->type == PLAYER) |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1508 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1509 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | else |
1510 | else |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1511 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1512 | |
1595 | return 0; |
1513 | return 0; |
1596 | } |
1514 | } |
1597 | } |
1515 | } |
1598 | |
1516 | |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1517 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1607 | } |
1525 | } |
1608 | |
1526 | |
1609 | /* this should not happen, but sometimes does */ |
1527 | /* this should not happen, but sometimes does */ |
1610 | if (arrow->nrof == 0) |
1528 | if (arrow->nrof == 0) |
1611 | { |
1529 | { |
|
|
1530 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1612 | arrow->destroy (); |
1531 | arrow->destroy (); |
1613 | return 0; |
1532 | return 0; |
1614 | } |
1533 | } |
1615 | |
1534 | |
1616 | left = arrow; /* these are arrows left to the player */ |
1535 | left = arrow; /* these are arrows left to the player */ |
1617 | arrow = get_split_ob (arrow, 1); |
1536 | arrow = arrow->split (); |
1618 | if (!arrow) |
1537 | if (!arrow) |
1619 | { |
1538 | { |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1539 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1621 | return 0; |
1540 | return 0; |
1622 | } |
1541 | } |
1623 | |
1542 | |
1624 | arrow->set_owner (op); |
1543 | arrow->set_owner (op); |
1625 | arrow->skill = bow->skill; |
1544 | arrow->skill = bow->skill; |
1626 | arrow->direction = dir; |
1545 | arrow->direction = dir; |
1627 | |
1546 | |
|
|
1547 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1548 | arrow->stats.hp = arrow->stats.dam; |
|
|
1549 | arrow->stats.grace = arrow->attacktype; |
|
|
1550 | |
|
|
1551 | if (arrow->slaying) |
|
|
1552 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1553 | |
|
|
1554 | #if 0 |
|
|
1555 | if (player *pl = op->contr) |
|
|
1556 | { |
|
|
1557 | float speed = pl->weapon_sp; |
|
|
1558 | |
|
|
1559 | /* penalize ROF for bestarrow */ |
|
|
1560 | if (pl->bowtype == bow_bestarrow) |
|
|
1561 | speed *= .9f; |
|
|
1562 | else |
|
|
1563 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1564 | |
|
|
1565 | op->speed_left += speed - op->speed; |
|
|
1566 | } |
|
|
1567 | #endif |
|
|
1568 | |
|
|
1569 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1570 | |
|
|
1571 | /* update the speed */ |
|
|
1572 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1573 | + bow->stats.dam / 7.f; |
|
|
1574 | |
|
|
1575 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1576 | arrow->speed_left = 0; |
|
|
1577 | |
|
|
1578 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1579 | |
1628 | if (op->type == PLAYER) |
1580 | if (op->type == PLAYER) |
1629 | { |
1581 | { |
1630 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1631 | op->update_stats (); |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1635 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1636 | arrow->stats.hp = arrow->stats.dam; |
|
|
1637 | arrow->stats.grace = arrow->attacktype; |
|
|
1638 | if (arrow->slaying != NULL) |
|
|
1639 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1640 | |
|
|
1641 | /* Note that this was different for monsters - they got their level |
|
|
1642 | * added to the damage. I think the strength bonus is more proper. |
|
|
1643 | */ |
|
|
1644 | |
|
|
1645 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1646 | |
|
|
1647 | /* update the speed */ |
|
|
1648 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1649 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1650 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | if (op->type == PLAYER) |
|
|
1655 | { |
|
|
1656 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1657 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1658 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1659 | |
|
|
1660 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1582 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1583 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1584 | |
|
|
1585 | if (!arrow->slaying) |
|
|
1586 | arrow->slaying = op->slaying; |
|
|
1587 | |
|
|
1588 | arrow->attacktype |= op->attacktype; |
1661 | } |
1589 | } |
1662 | else |
1590 | else |
1663 | { |
1591 | { |
1664 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1665 | arrow->level = op->level; |
1592 | arrow->level = op->level; |
1666 | } |
1593 | arrow->stats.wc -= bow->magic; |
1667 | |
1594 | |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1595 | if (!arrow->slaying) |
|
|
1596 | arrow->slaying = bow->slaying; |
|
|
1597 | |
1669 | arrow->attacktype |= bow->attacktype; |
1598 | arrow->attacktype |= bow->attacktype; |
|
|
1599 | } |
1670 | |
1600 | |
1671 | if (bow->slaying) |
1601 | wc -= arrow->level; |
1672 | arrow->slaying = bow->slaying; |
1602 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1673 | |
1603 | |
|
|
1604 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1605 | arrow->move_type = MOVE_FLY_LOW; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1606 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1676 | |
1607 | |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1608 | op->play_sound (sound_find ("fire_arrow")); |
1678 | m->insert (arrow, sx, sy, op); |
1609 | m->insert (arrow, sx, sy, op); |
1679 | |
1610 | |
1680 | if (!arrow->destroyed ()) |
1611 | if (!arrow->destroyed ()) |
1681 | move_arrow (arrow); |
1612 | move_arrow (arrow); |
1682 | |
|
|
1683 | if (op->type == PLAYER) |
|
|
1684 | { |
|
|
1685 | if (left->destroyed ()) |
|
|
1686 | esrv_del_item (op->contr, left->count); |
|
|
1687 | else |
|
|
1688 | esrv_send_item (op, left); |
|
|
1689 | } |
|
|
1690 | |
1613 | |
1691 | return 1; |
1614 | return 1; |
1692 | } |
1615 | } |
1693 | |
1616 | |
1694 | /* Special fire code for players - this takes into |
1617 | /* Special fire code for players - this takes into |
… | |
… | |
1699 | * hence the function name. |
1622 | * hence the function name. |
1700 | */ |
1623 | */ |
1701 | int |
1624 | int |
1702 | player_fire_bow (object *op, int dir) |
1625 | player_fire_bow (object *op, int dir) |
1703 | { |
1626 | { |
1704 | int ret = 0, wcmod = 0; |
1627 | int ret; |
1705 | |
1628 | |
1706 | if (op->contr->bowtype == bow_bestarrow) |
1629 | if (op->contr->bowtype == bow_bestarrow) |
1707 | { |
1630 | { |
1708 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1631 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1709 | } |
1632 | } |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1633 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1711 | { |
1634 | { |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1635 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1713 | wcmod = -1; |
|
|
1714 | |
|
|
1715 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1636 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1716 | } |
1637 | } |
1717 | else if (op->contr->bowtype == bow_threewide) |
1638 | else if (op->contr->bowtype == bow_threewide) |
1718 | { |
1639 | { |
1719 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1640 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1720 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1641 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1721 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1642 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1722 | } |
1643 | } |
1723 | else if (op->contr->bowtype == bow_spreadshot) |
1644 | else if (op->contr->bowtype == bow_spreadshot) |
1724 | { |
1645 | { |
1725 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1646 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1647 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1727 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1648 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1728 | |
|
|
1729 | } |
1649 | } |
1730 | else |
1650 | else |
1731 | { |
1651 | { |
1732 | /* Simple case */ |
1652 | /* Simple case */ |
1733 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1653 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1734 | } |
1654 | } |
|
|
1655 | |
1735 | return ret; |
1656 | return ret; |
1736 | } |
1657 | } |
1737 | |
|
|
1738 | |
1658 | |
1739 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1659 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1740 | * Broken apart from 'fire' to keep it more readable. |
1660 | * Broken apart from 'fire' to keep it more readable. |
1741 | */ |
1661 | */ |
1742 | void |
1662 | void |
1743 | fire_misc_object (object *op, int dir) |
1663 | fire_misc_object (object *op, int dir) |
1744 | { |
1664 | { |
1745 | object *item; |
1665 | object *item = op->contr->ranged_ob; |
1746 | |
1666 | |
1747 | if (!op->contr->ranges[range_misc]) |
1667 | if (!item) |
1748 | { |
1668 | { |
1749 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1669 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1750 | return; |
1670 | return; |
1751 | } |
1671 | } |
1752 | |
1672 | |
1753 | item = op->contr->ranges[range_misc]; |
|
|
1754 | if (!item->inv) |
1673 | if (!item->inv) |
1755 | { |
1674 | { |
1756 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1675 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | return; |
1676 | return; |
1758 | } |
1677 | } |
|
|
1678 | |
|
|
1679 | if (!op->change_weapon (item)) |
|
|
1680 | return; |
|
|
1681 | |
1759 | if (item->type == WAND) |
1682 | if (item->type == WAND) |
1760 | { |
1683 | { |
1761 | if (item->stats.food <= 0) |
1684 | if (item->stats.food <= 0) |
1762 | { |
1685 | { |
1763 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1686 | op->contr->play_sound (sound_find ("wand_poof")); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1687 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1688 | |
1765 | return; |
1689 | return; |
1766 | } |
1690 | } |
1767 | } |
1691 | } |
1768 | else if (item->type == ROD || item->type == HORN) |
1692 | else if (item->type == ROD || item->type == HORN) |
1769 | { |
1693 | { |
1770 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1694 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1695 | |
|
|
1696 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1697 | // for a rod or horn, this fixes some broken rods. |
|
|
1698 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1771 | { |
1699 | { |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1700 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1701 | |
1773 | if (item->type == ROD) |
1702 | if (item->type == ROD) |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1703 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1775 | else |
1704 | else |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1705 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1706 | |
1777 | return; |
1707 | return; |
1778 | } |
1708 | } |
1779 | } |
1709 | } |
1780 | |
1710 | |
1781 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1711 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1782 | { |
1712 | { |
1783 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1713 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1714 | |
1784 | if (item->type == WAND) |
1715 | if (item->type == WAND) |
1785 | { |
1716 | { |
1786 | if (!(--item->stats.food)) |
1717 | if (!(--item->stats.food)) |
1787 | { |
1718 | { |
1788 | object *tmp; |
1719 | object *tmp; |
1789 | |
1720 | |
1790 | if (item->arch) |
1721 | if (item->arch) |
1791 | { |
1722 | { |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1723 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1793 | item->face = item->arch->clone.face; |
1724 | item->face = item->arch->face; |
1794 | item->set_speed (0); |
1725 | item->set_speed (0); |
1795 | } |
1726 | } |
1796 | |
1727 | |
1797 | if ((tmp = item->in_player ())) |
1728 | if (object *pl = item->visible_to ()) |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
1729 | esrv_update_item (UPD_ANIM, pl, item); |
1799 | } |
1730 | } |
1800 | } |
1731 | } |
1801 | else if (item->type == ROD || item->type == HORN) |
1732 | else if (item->type == ROD || item->type == HORN) |
1802 | drain_rod_charge (item); |
1733 | drain_rod_charge (item); |
1803 | } |
1734 | } |
1804 | } |
1735 | } |
1805 | |
1736 | |
1806 | /* Received a fire command for the player - go and do it. |
1737 | /* Received a fire command for the player - go and do it. |
1807 | */ |
1738 | */ |
1808 | void |
1739 | bool |
1809 | fire (object *op, int dir) |
1740 | fire (object *op, int dir) |
1810 | { |
1741 | { |
1811 | int spellcost = 0; |
1742 | int spellcost = 0; |
|
|
1743 | |
|
|
1744 | player *pl = op->contr; |
|
|
1745 | |
|
|
1746 | if (pl->golem) |
|
|
1747 | { |
|
|
1748 | control_golem (op->contr->golem, dir); |
|
|
1749 | return false; |
|
|
1750 | } |
|
|
1751 | |
|
|
1752 | object *ob = pl->ranged_ob; |
|
|
1753 | |
|
|
1754 | if (!ob) |
|
|
1755 | return false; |
|
|
1756 | |
|
|
1757 | if (op->speed_left > 0.f) |
|
|
1758 | --op->speed_left; |
|
|
1759 | else |
|
|
1760 | return false; |
|
|
1761 | |
|
|
1762 | if (!op->change_weapon (ob)) |
|
|
1763 | return false; |
1812 | |
1764 | |
1813 | /* check for loss of invisiblity/hide */ |
1765 | /* check for loss of invisiblity/hide */ |
1814 | if (action_makes_visible (op)) |
1766 | if (action_makes_visible (op)) |
1815 | make_visible (op); |
1767 | make_visible (op); |
1816 | |
1768 | |
1817 | switch (op->contr->shoottype) |
1769 | switch (ob->type) |
1818 | { |
1770 | { |
1819 | case range_none: |
1771 | case BOW: |
1820 | return; |
|
|
1821 | |
|
|
1822 | case range_bow: |
|
|
1823 | player_fire_bow (op, dir); |
1772 | player_fire_bow (op, dir); |
1824 | return; |
1773 | break; |
1825 | |
1774 | |
1826 | case range_magic: /* Casting spells */ |
1775 | case SPELL: |
1827 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1776 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1828 | return; |
1777 | break; |
1829 | |
1778 | |
1830 | case range_misc: |
1779 | case BUILDER: |
|
|
1780 | apply_map_builder (op, dir); |
|
|
1781 | break; |
|
|
1782 | |
|
|
1783 | case SKILL: |
|
|
1784 | do_skill (op, op, ob, dir, 0); |
|
|
1785 | break; |
|
|
1786 | |
|
|
1787 | default: |
1831 | fire_misc_object (op, dir); |
1788 | fire_misc_object (op, dir); |
1832 | return; |
1789 | break; |
1833 | |
|
|
1834 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1835 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1836 | return; |
|
|
1837 | |
|
|
1838 | case range_skill: |
|
|
1839 | if (!op->chosen_skill) |
|
|
1840 | { |
|
|
1841 | if (op->type == PLAYER) |
|
|
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1843 | |
|
|
1844 | return; |
|
|
1845 | } |
|
|
1846 | |
|
|
1847 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1848 | return; |
|
|
1849 | case range_builder: |
|
|
1850 | apply_map_builder (op, dir); |
|
|
1851 | return; |
|
|
1852 | default: |
|
|
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1854 | return; |
|
|
1855 | } |
1790 | } |
|
|
1791 | |
|
|
1792 | return true; |
1856 | } |
1793 | } |
1857 | |
1794 | |
1858 | /* find_key |
1795 | /* find_key |
1859 | * We try to find a key for the door as passed. If we find a key |
1796 | * We try to find a key for the door as passed. If we find a key |
1860 | * and successfully use it, we return the key, otherwise NULL |
1797 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1947 | * 0 otherwise |
1884 | * 0 otherwise |
1948 | */ |
1885 | */ |
1949 | static int |
1886 | static int |
1950 | player_attack_door (object *op, object *door) |
1887 | player_attack_door (object *op, object *door) |
1951 | { |
1888 | { |
1952 | /* If its a door, try to find a use a key. If we do destroy the door, |
1889 | /* If its a door, try to find a key. If we do destroy the door, |
1953 | * might as well return immediately as there is nothing more to do - |
1890 | * might as well return immediately as there is nothing more to do - |
1954 | * otherwise, we fall through to the rest of the code. |
1891 | * otherwise, we fall through to the rest of the code. |
1955 | */ |
1892 | */ |
1956 | object *key = find_key (op, op, door); |
1893 | object *key = find_key (op, op, door); |
1957 | |
1894 | |
1958 | /* IF we found a key, do some extra work */ |
1895 | /* If we found a key, do some extra work */ |
1959 | if (key) |
1896 | if (key) |
1960 | { |
1897 | { |
1961 | object *container = key->env; |
1898 | object *container = key->env; |
1962 | |
1899 | |
1963 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1964 | if (action_makes_visible (op)) |
1900 | if (action_makes_visible (op)) |
1965 | make_visible (op); |
1901 | make_visible (op); |
|
|
1902 | |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1903 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1967 | spring_trap (door->inv, op); |
1904 | spring_trap (door->inv, op); |
1968 | |
1905 | |
1969 | if (door->type == DOOR) |
1906 | if (door->type == DOOR) |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1907 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1971 | else if (door->type == LOCKED_DOOR) |
1908 | else if (door->type == LOCKED_DOOR) |
1972 | { |
1909 | { |
1973 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1910 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1974 | remove_door2 (door); /* remove door without violence ;-) */ |
1911 | remove_door2 (door); /* remove door without violence ;-) */ |
1975 | } |
1912 | } |
1976 | |
1913 | |
1977 | /* Do this after we print the message */ |
1914 | /* Do this after we print the message */ |
1978 | decrease_ob (key); /* Use up one of the keys */ |
1915 | key->decrease (); /* Use up one of the keys */ |
1979 | /* Need to update the weight the container the key was in */ |
|
|
1980 | if (container != op) |
|
|
1981 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1982 | |
1916 | |
1983 | return 1; /* Nothing more to do below */ |
1917 | return 1; /* Nothing more to do below */ |
1984 | } |
1918 | } |
1985 | else if (door->type == LOCKED_DOOR) |
1919 | else if (door->type == LOCKED_DOOR) |
1986 | { |
1920 | { |
1987 | /* Might as well return now - no other way to open this */ |
1921 | /* Might as well return now - no other way to open this */ |
1988 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1922 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1989 | return 1; |
1923 | return 1; |
1990 | } |
1924 | } |
1991 | |
1925 | |
1992 | return 0; |
1926 | return 0; |
1993 | } |
1927 | } |
… | |
… | |
1996 | * It should keep the code cleaner. |
1930 | * It should keep the code cleaner. |
1997 | * When this is called, the players direction has been updated |
1931 | * When this is called, the players direction has been updated |
1998 | * (taking into account confusion.) The player is also actually |
1932 | * (taking into account confusion.) The player is also actually |
1999 | * going to try and move (not fire weapons). |
1933 | * going to try and move (not fire weapons). |
2000 | */ |
1934 | */ |
2001 | void |
1935 | bool |
2002 | move_player_attack (object *op, int dir) |
1936 | move_player_attack (object *op, int dir) |
2003 | { |
1937 | { |
2004 | object *tmp, *mon; |
|
|
2005 | sint16 nx, ny; |
|
|
2006 | int on_battleground; |
1938 | int on_battleground; |
2007 | maptile *m; |
|
|
2008 | |
1939 | |
2009 | nx = freearr_x[dir] + op->x; |
1940 | sint16 nx = freearr_x[dir] + op->x; |
2010 | ny = freearr_y[dir] + op->y; |
1941 | sint16 ny = freearr_y[dir] + op->y; |
2011 | |
1942 | |
2012 | on_battleground = op_on_battleground (op, 0, 0); |
1943 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1944 | |
|
|
1945 | if (out_of_map (op->map, nx, ny)) |
|
|
1946 | return false; |
|
|
1947 | |
|
|
1948 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1949 | { |
|
|
1950 | --op->speed_left; |
|
|
1951 | return true; |
|
|
1952 | } |
2013 | |
1953 | |
2014 | /* If braced, or can't move to the square, and it is not out of the |
1954 | /* If braced, or can't move to the square, and it is not out of the |
2015 | * map, attack it. Note order of if statement is important - don't |
1955 | * map, attack it. Note order of if statement is important - don't |
2016 | * want to be calling move_ob if braced, because move_ob will move the |
1956 | * want to be calling move_ob if braced, because move_ob will move the |
2017 | * player. This is a pretty nasty hack, because if we could |
1957 | * player. This is a pretty nasty hack, because if we could |
2018 | * move to some space, it then means that if we are braced, we should |
1958 | * move to some space, it then means that if we are braced, we should |
2019 | * do nothing at all. As it is, if we are braced, we go through |
1959 | * do nothing at all. As it is, if we are braced, we go through |
2020 | * quite a bit of processing. However, it probably is less than what |
1960 | * quite a bit of processing. However, it probably is less than what |
2021 | * move_ob uses. |
1961 | * move_ob uses. |
2022 | */ |
1962 | */ |
2023 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1963 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1964 | |
|
|
1965 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1966 | * we find a monster - that is something we know we want to attack. |
|
|
1967 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1968 | * on the space |
|
|
1969 | */ |
|
|
1970 | object *mon; |
|
|
1971 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1972 | { |
|
|
1973 | if ((mon->flag [FLAG_ALIVE] |
|
|
1974 | || mon->type == LOCKED_DOOR |
|
|
1975 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1976 | && mon != op) |
|
|
1977 | break; |
2024 | { |
1978 | } |
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1979 | |
|
|
1980 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1981 | return false; /* into a wall */ |
|
|
1982 | |
|
|
1983 | mon = mon->head_ (); |
|
|
1984 | |
|
|
1985 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1986 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1987 | if (player_attack_door (op, mon)) |
|
|
1988 | { |
|
|
1989 | --op->contr->weapon_sp_left; |
|
|
1990 | return true; |
2026 | { |
1991 | } |
2027 | m = op->map->xy_find (nx, ny); |
1992 | |
2028 | if (!m) |
1993 | /* The following deals with possibly attacking peaceful |
2029 | return; /* Don't think this should happen */ |
1994 | * or friendly creatures. Basically, all players are considered |
|
|
1995 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1996 | * object should be pushed instead of attacked. It is assumed that |
|
|
1997 | * if you are braced, you will not attack friends accidently, |
|
|
1998 | * and thus will not push them. |
|
|
1999 | */ |
|
|
2000 | |
|
|
2001 | /* If the creature is a pet, push it even if the player is not |
|
|
2002 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2003 | * player owns it and it is either friendly or unagressive. |
|
|
2004 | */ |
|
|
2005 | if (op->type == PLAYER |
|
|
2006 | && ((mon->owner && mon->owner->contr |
|
|
2007 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
2008 | || mon->owner == op) |
|
|
2009 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2010 | { |
|
|
2011 | /* If we're braced, we don't want to switch places with it */ |
|
|
2012 | if (op->contr->braced) |
|
|
2013 | return false; |
|
|
2014 | |
|
|
2015 | if (op->speed_left > 0.f) |
|
|
2016 | { |
|
|
2017 | --op->speed_left; |
|
|
2018 | |
|
|
2019 | op->play_sound (sound_find ("push_player")); |
|
|
2020 | push_ob (mon, dir, op); |
|
|
2021 | |
|
|
2022 | if (action_makes_visible (op)) |
|
|
2023 | make_visible (op); |
|
|
2024 | |
|
|
2025 | return true; |
2030 | } |
2026 | } |
2031 | else |
2027 | else |
2032 | m = op->map; |
|
|
2033 | |
|
|
2034 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2035 | return; |
2028 | return false; |
|
|
2029 | } |
2036 | |
2030 | |
2037 | mon = 0; |
|
|
2038 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2039 | * we find a monster - that is something we know we want to attack. |
|
|
2040 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2041 | * on the space |
|
|
2042 | */ |
|
|
2043 | while (tmp) |
|
|
2044 | { |
|
|
2045 | if (tmp == op) |
|
|
2046 | { |
|
|
2047 | tmp = tmp->above; |
|
|
2048 | continue; |
|
|
2049 | } |
|
|
2050 | |
|
|
2051 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2052 | { |
|
|
2053 | mon = tmp; |
|
|
2054 | break; |
|
|
2055 | } |
|
|
2056 | |
|
|
2057 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2058 | mon = tmp; |
|
|
2059 | |
|
|
2060 | tmp = tmp->above; |
|
|
2061 | } |
|
|
2062 | |
|
|
2063 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2064 | return; /* into a wall */ |
|
|
2065 | |
|
|
2066 | if (mon->head) |
|
|
2067 | mon = mon->head; |
|
|
2068 | |
|
|
2069 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2070 | if (player_attack_door (op, mon)) |
|
|
2071 | return; |
|
|
2072 | |
|
|
2073 | /* The following deals with possibly attacking peaceful |
|
|
2074 | * or frienddly creatures. Basically, all players are considered |
|
|
2075 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2076 | * object should be pushed instead of attacked. It is assumed that |
|
|
2077 | * if you are braced, you will not attack friends accidently, |
|
|
2078 | * and thus will not push them. |
|
|
2079 | */ |
|
|
2080 | |
|
|
2081 | /* If the creature is a pet, push it even if the player is not |
|
|
2082 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2083 | * player owns it and it is either friendly or unagressive. |
|
|
2084 | */ |
|
|
2085 | if ((op->type == PLAYER) |
|
|
2086 | #if COZY_SERVER |
|
|
2087 | && |
|
|
2088 | ((mon->owner && mon->owner->contr |
|
|
2089 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2090 | #else |
|
|
2091 | && mon->owner == op |
|
|
2092 | #endif |
|
|
2093 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2094 | { |
|
|
2095 | /* If we're braced, we don't want to switch places with it */ |
|
|
2096 | if (op->contr->braced) |
|
|
2097 | return; |
|
|
2098 | |
|
|
2099 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2100 | (void) push_ob (mon, dir, op); |
|
|
2101 | if (op->contr->tmp_invis || op->hide) |
|
|
2102 | make_visible (op); |
|
|
2103 | |
|
|
2104 | return; |
|
|
2105 | } |
|
|
2106 | |
|
|
2107 | /* in certain circumstances, you shouldn't attack friendly |
2031 | /* in certain circumstances, you shouldn't attack friendly |
2108 | * creatures. Note that if you are braced, you can't push |
2032 | * creatures. Note that if you are braced, you can't push |
2109 | * someone, but put it inside this loop so that you won't |
2033 | * someone, but put it inside this loop so that you won't |
2110 | * attack them either. |
2034 | * attack them either. |
2111 | */ |
2035 | */ |
2112 | if ((mon->type == PLAYER || mon->enemy != op) && |
2036 | if ((mon->type == PLAYER || mon->enemy != op) |
2113 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2037 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2114 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2115 | (op->contr->peaceful |
2038 | && ((op->contr->peaceful |
2116 | || (mon->type == PLAYER |
2039 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2117 | && mon->contr-> |
|
|
2118 | peaceful)) && |
|
|
2119 | #else |
|
|
2120 | op->contr->peaceful && |
|
|
2121 | #endif |
|
|
2122 | !on_battleground)) |
2040 | && !on_battleground)) |
|
|
2041 | { |
|
|
2042 | if (op->speed_left > 0.f) |
2123 | { |
2043 | { |
|
|
2044 | --op->speed_left; |
|
|
2045 | |
2124 | if (!op->contr->braced) |
2046 | if (!op->contr->braced) |
2125 | { |
2047 | { |
2126 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2048 | op->play_sound (sound_find ("push_player")); |
2127 | push_ob (mon, dir, op); |
2049 | push_ob (mon, dir, op); |
2128 | } |
2050 | } |
2129 | else |
2051 | else |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
2052 | op->statusmsg ("You withhold your attack"); |
2131 | |
2053 | |
2132 | if (op->contr->tmp_invis || op->hide) |
2054 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2133 | make_visible (op); |
2055 | make_visible (op); |
2134 | } |
|
|
2135 | |
2056 | |
|
|
2057 | return true; |
|
|
2058 | } |
|
|
2059 | } |
2136 | /* If the object is a boulder or other rollable object, then |
2060 | /* If the object is a boulder or other rollable object, then |
2137 | * roll it if not braced. You can't roll it if you are braced. |
2061 | * roll it if not braced. You can't roll it if you are braced. |
2138 | */ |
2062 | */ |
2139 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2063 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2064 | { |
|
|
2065 | if (op->speed_left > 0.f) |
2140 | { |
2066 | { |
|
|
2067 | --op->speed_left; |
|
|
2068 | |
2141 | recursive_roll (mon, dir, op); |
2069 | recursive_roll (mon, dir, op); |
2142 | if (action_makes_visible (op)) |
2070 | if (action_makes_visible (op)) |
2143 | make_visible (op); |
2071 | make_visible (op); |
2144 | } |
|
|
2145 | |
2072 | |
|
|
2073 | return true; |
|
|
2074 | } |
|
|
2075 | } |
2146 | /* Any generic living creature. Including things like doors. |
2076 | /* Any generic living creature. Including things like doors. |
2147 | * Way it works is like this: First, it must have some hit points |
2077 | * Way it works is like this: First, it must have some hit points |
2148 | * and be living. Then, it must be one of the following: |
2078 | * and be living. Then, it must be one of the following: |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2079 | * 1) Not a player, 2) A player, but of a different party. Note |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2080 | * that party_number -1 is no party, so attacks can still happen. |
2151 | */ |
2081 | */ |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2082 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2153 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2083 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2154 | { |
2084 | { |
2155 | |
2085 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2156 | /* If the player hasn't hit something this tick, and does |
|
|
2157 | * so, give them speed boost based on weapon speed. Doing |
|
|
2158 | * it here is better than process_players2, which basically |
|
|
2159 | * incurred a 1 tick offset. |
|
|
2160 | */ |
|
|
2161 | if (!op->contr->has_hit) |
|
|
2162 | { |
2086 | { |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2087 | --op->contr->weapon_sp_left; |
2164 | |
|
|
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2166 | } |
|
|
2167 | |
2088 | |
2168 | skill_attack (mon, op, 0, 0, 0); |
2089 | skill_attack (mon, op, 0, 0, 0); |
2169 | |
|
|
2170 | /* If attacking another player, that player gets automatic |
|
|
2171 | * hitback, and doesn't loose luck either. |
|
|
2172 | * Disable hitback on the battleground or if the target is |
|
|
2173 | * the wiz. |
|
|
2174 | */ |
|
|
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2176 | { |
|
|
2177 | short luck = mon->stats.luck; |
|
|
2178 | |
|
|
2179 | mon->contr->has_hit = 1; |
|
|
2180 | skill_attack (op, mon, 0, 0, 0); |
|
|
2181 | mon->stats.luck = luck; |
|
|
2182 | } |
|
|
2183 | |
2090 | |
2184 | if (action_makes_visible (op)) |
2091 | if (action_makes_visible (op)) |
2185 | make_visible (op); |
2092 | make_visible (op); |
2186 | } |
|
|
2187 | } /* if player should attack something */ |
|
|
2188 | } |
|
|
2189 | |
2093 | |
2190 | int |
2094 | return true; |
|
|
2095 | } |
|
|
2096 | } |
|
|
2097 | |
|
|
2098 | return false; |
|
|
2099 | } |
|
|
2100 | |
|
|
2101 | bool |
2191 | move_player (object *op, int dir) |
2102 | move_player (object *op, int dir) |
2192 | { |
2103 | { |
2193 | int pick; |
2104 | int pick; |
2194 | |
2105 | |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2106 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2196 | return 0; |
2107 | return 0; |
2197 | |
2108 | |
2198 | /* Sanity check: make sure dir is valid */ |
2109 | /* Sanity check: make sure dir is valid */ |
2199 | if ((dir < 0) || (dir >= 9)) |
2110 | if ((dir < 0) || (dir >= 9)) |
2200 | { |
2111 | { |
… | |
… | |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2117 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2118 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2208 | |
2119 | |
2209 | op->facing = dir; |
2120 | op->facing = dir; |
2210 | |
2121 | |
2211 | if (op->hide) |
2122 | if (op->flag [FLAG_HIDDEN]) |
2212 | do_hidden_move (op); |
2123 | do_hidden_move (op); |
2213 | |
2124 | |
|
|
2125 | bool retval; |
|
|
2126 | |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2127 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | /*nop */ ; |
2128 | retval = RESULT_INT (0); |
2216 | else if (op->contr->fire_on) |
2129 | else if (op->contr->fire_on) |
2217 | fire (op, dir); |
2130 | retval = fire (op, dir); |
2218 | else |
2131 | else |
2219 | { |
2132 | { |
2220 | move_player_attack (op, dir); |
2133 | retval = move_player_attack (op, dir); |
2221 | pick = check_pick (op); |
2134 | pick = check_pick (op); |
2222 | } |
2135 | } |
2223 | |
2136 | |
2224 | /* Add special check for newcs players and fire on - this way, the |
2137 | /* Add special check for newcs players and fire on - this way, the |
2225 | * server can handle repeat firing. |
2138 | * server can handle repeat firing. |
… | |
… | |
2232 | /* Update how the player looks. Use the facing, so direction may |
2145 | /* Update how the player looks. Use the facing, so direction may |
2233 | * get reset to zero. This allows for full animation capabilities |
2146 | * get reset to zero. This allows for full animation capabilities |
2234 | * for players. |
2147 | * for players. |
2235 | */ |
2148 | */ |
2236 | animate_object (op, op->facing); |
2149 | animate_object (op, op->facing); |
2237 | return 0; |
2150 | |
|
|
2151 | return retval; |
2238 | } |
2152 | } |
2239 | |
2153 | |
2240 | /* This is similar to handle_player, below, but is only used by the |
2154 | /* This is similar to handle_player, below, but is only used by the |
2241 | * new client/server stuff. |
2155 | * new client/server stuff. |
2242 | * This is sort of special, in that the new client/server actually uses |
2156 | * This is sort of special, in that the new client/server actually uses |
2243 | * the new speed values for commands. |
2157 | * the new speed values for commands. |
2244 | * |
2158 | * |
2245 | * Returns true if there are more actions we can do. |
2159 | * Returns true if there are more actions we can do. Should not do |
|
|
2160 | * many actions in a row, as that would be too unfair to other |
|
|
2161 | * players. |
2246 | */ |
2162 | */ |
2247 | int |
2163 | bool |
2248 | handle_newcs_player (object *op) |
2164 | handle_newcs_player (object *op) |
2249 | { |
2165 | { |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2166 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2251 | { |
2167 | { |
2252 | flee_player (op); |
2168 | if (op->speed_left > 0.f) |
2253 | /* If player is still scared, that is his action for this tick */ |
|
|
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2255 | { |
2169 | { |
2256 | op->speed_left--; |
2170 | --op->speed_left; |
|
|
2171 | flee_player (op); |
|
|
2172 | |
2257 | return 0; |
2173 | return true; |
2258 | } |
2174 | } |
|
|
2175 | else |
|
|
2176 | return false; |
2259 | } |
2177 | } |
2260 | |
2178 | |
2261 | /* call this here - we also will call this in do_ericserver, but |
2179 | /* call this here - we also will call this in do_ericserver, but |
2262 | * the players time has been increased when doericserver has been |
2180 | * the players time has been increased when doericserver has been |
2263 | * called, so we recheck it here. |
2181 | * called, so we recheck it here. |
2264 | */ |
2182 | */ |
2265 | if (op->contr->ns->handle_command ()) |
2183 | if (op->contr->ns->handle_command ()) |
2266 | return 1; |
2184 | return true; |
2267 | |
2185 | |
2268 | if (op->speed_left > 0) |
|
|
2269 | { |
|
|
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2186 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2271 | { |
|
|
2272 | /* All move commands take 1 tick, at least for now */ |
|
|
2273 | op->speed_left--; |
|
|
2274 | |
|
|
2275 | /* Instead of all the stuff below, let move_player take care |
|
|
2276 | * of it. Also, some of the skill stuff is only put in |
|
|
2277 | * there, as well as the confusion stuff. |
|
|
2278 | */ |
|
|
2279 | move_player (op, op->direction); |
2187 | return move_player (op, op->direction); |
2280 | |
2188 | |
2281 | return op->speed_left > 0; |
|
|
2282 | } |
|
|
2283 | } |
|
|
2284 | |
|
|
2285 | return 0; |
2189 | return false; |
2286 | } |
2190 | } |
2287 | |
2191 | |
2288 | int |
2192 | int |
2289 | save_life (object *op) |
2193 | save_life (object *op) |
2290 | { |
2194 | { |
… | |
… | |
2292 | return 0; |
2196 | return 0; |
2293 | |
2197 | |
2294 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2198 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2295 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2199 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2296 | { |
2200 | { |
2297 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2201 | op->play_sound (sound_find ("ob_evaporate")); |
2298 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2202 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2299 | |
|
|
2300 | if (op->contr) |
|
|
2301 | esrv_del_item (op->contr, tmp->count); |
|
|
2302 | |
2203 | |
2303 | tmp->destroy (); |
2204 | tmp->destroy (); |
2304 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2205 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2305 | |
2206 | |
2306 | if (op->stats.hp < 0) |
2207 | if (op->stats.hp < 0) |
… | |
… | |
2319 | return 0; |
2220 | return 0; |
2320 | } |
2221 | } |
2321 | |
2222 | |
2322 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2223 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2323 | * back in the map (location and map determined by values of env). This |
2224 | * back in the map (location and map determined by values of env). This |
2324 | * function will descend into containers. op is the object to start the search |
2225 | * function will descend into containers. op is the object to start the search |
2325 | * from. |
2226 | * from. |
2326 | */ |
2227 | */ |
|
|
2228 | static void |
|
|
2229 | drop_unpaid_items (object *op, object *env) |
|
|
2230 | { |
|
|
2231 | while (op) |
|
|
2232 | { |
|
|
2233 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2234 | |
|
|
2235 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2236 | op->insert_at (env); |
|
|
2237 | else if (op->inv) |
|
|
2238 | drop_unpaid_items (op->inv, env); |
|
|
2239 | |
|
|
2240 | op = next; |
|
|
2241 | } |
|
|
2242 | } |
|
|
2243 | |
2327 | void |
2244 | void |
2328 | remove_unpaid_objects (object *op, object *env) |
2245 | object::drop_unpaid_items () |
2329 | { |
2246 | { |
2330 | while (op) |
2247 | if (!flag [FLAG_REMOVED]) |
2331 | { |
2248 | ::drop_unpaid_items (inv, this); |
2332 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2333 | |
|
|
2334 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2335 | { |
|
|
2336 | if (env->type == PLAYER) |
|
|
2337 | esrv_del_item (env->contr, op->count); |
|
|
2338 | |
|
|
2339 | op->insert_at (env); |
|
|
2340 | } |
|
|
2341 | else if (op->inv) |
|
|
2342 | remove_unpaid_objects (op->inv, env); |
|
|
2343 | |
|
|
2344 | op = next; |
|
|
2345 | } |
|
|
2346 | } |
2249 | } |
2347 | |
2250 | |
2348 | /* |
2251 | /* |
2349 | * Returns pointer a static string containing gravestone text |
2252 | * Returns pointer a static string containing gravestone text |
2350 | * Moved from apply.c to player.c - player.c is what |
2253 | * Moved from apply.c to player.c - player.c is what |
2351 | * actually uses this function. player.c may not be quite the |
2254 | * actually uses this function. player.c may not be quite the |
2352 | * best, a misc file for object actions is probably better, |
2255 | * best, a misc file for object actions is probably better, |
2353 | * but there isn't one in the server directory. |
2256 | * but there isn't one in the server directory. |
2354 | */ |
2257 | */ |
2355 | char * |
2258 | const char * |
2356 | gravestone_text (object *op) |
2259 | gravestone_text (object *op) |
2357 | { |
2260 | { |
2358 | static char buf2[MAX_BUF]; |
2261 | static dynbuf_text buf; |
2359 | char buf[MAX_BUF]; |
|
|
2360 | time_t now = time (NULL); |
|
|
2361 | |
2262 | |
2362 | strcpy (buf2, " R.I.P.\n\n"); |
2263 | buf << "---- R.I.P. ----\n\n" |
|
|
2264 | << op->name; |
|
|
2265 | |
2363 | if (op->type == PLAYER) |
2266 | if (op->type == PLAYER) |
2364 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2267 | buf << " the " << op->contr->title; |
2365 | else |
|
|
2366 | sprintf (buf, "%s\n", &op->name); |
|
|
2367 | |
2268 | |
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2269 | buf << "\n\n"; |
2369 | strcat (buf2, buf); |
2270 | |
|
|
2271 | buf << "who was level "; |
|
|
2272 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2273 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2274 | |
2370 | if (op->type == PLAYER) |
2275 | if (op->type == PLAYER) |
2371 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2276 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2372 | else |
|
|
2373 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2374 | |
2277 | |
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2376 | strcat (buf2, buf); |
|
|
2377 | if (op->type == PLAYER) |
|
|
2378 | { |
2278 | { |
2379 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2279 | static char buf2[128]; |
2380 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2280 | time_t now = time (NULL); |
2381 | strcat (buf2, buf); |
|
|
2382 | } |
|
|
2383 | |
|
|
2384 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2281 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2385 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2282 | buf << buf2; |
2386 | strcat (buf2, buf); |
2283 | } |
2387 | |
2284 | |
2388 | return buf2; |
2285 | return buf; |
2389 | } |
2286 | } |
2390 | |
2287 | |
2391 | void |
2288 | void |
2392 | do_some_living (object *op) |
2289 | do_some_living (object *op) |
2393 | { |
2290 | { |
… | |
… | |
2445 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2342 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2446 | else |
2343 | else |
2447 | { |
2344 | { |
2448 | gen_grace = op->stats.maxgrace; |
2345 | gen_grace = op->stats.maxgrace; |
2449 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2346 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2450 | } |
|
|
2451 | |
|
|
2452 | /* Regenerate Spell Points */ |
|
|
2453 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
|
|
2454 | { |
|
|
2455 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2456 | if (op->stats.sp < op->stats.maxsp) |
|
|
2457 | { |
|
|
2458 | op->stats.sp++; |
|
|
2459 | /* dms do not consume food */ |
|
|
2460 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2461 | { |
|
|
2462 | op->stats.food--; |
|
|
2463 | if (op->contr->digestion < 0) |
|
|
2464 | op->stats.food += op->contr->digestion; |
|
|
2465 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2466 | op->stats.food = last_food; |
|
|
2467 | } |
|
|
2468 | } |
|
|
2469 | |
|
|
2470 | if (max_sp > 1) |
|
|
2471 | { |
|
|
2472 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2473 | if (over_sp > 0) |
|
|
2474 | { |
|
|
2475 | if (op->stats.sp < op->stats.maxsp) |
|
|
2476 | { |
|
|
2477 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2478 | |
|
|
2479 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2480 | op->stats.sp--; |
|
|
2481 | |
|
|
2482 | if (op->stats.sp > op->stats.maxsp) |
|
|
2483 | op->stats.sp = op->stats.maxsp; |
|
|
2484 | } |
|
|
2485 | op->last_sp = 0; |
|
|
2486 | } |
|
|
2487 | else |
|
|
2488 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2489 | } |
|
|
2490 | else |
|
|
2491 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2492 | } |
2347 | } |
2493 | |
2348 | |
2494 | /* Regenerate Grace */ |
2349 | /* Regenerate Grace */ |
2495 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2350 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2496 | if (--op->last_grace < 0) |
2351 | if (--op->last_grace < 0) |
… | |
… | |
2517 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2372 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2518 | } |
2373 | } |
2519 | /* wearing stuff doesn't detract from grace generation. */ |
2374 | /* wearing stuff doesn't detract from grace generation. */ |
2520 | } |
2375 | } |
2521 | |
2376 | |
|
|
2377 | if (op->stats.food > 0) |
|
|
2378 | { |
2522 | /* Regenerate Hit Points */ |
2379 | /* Regenerate Spell Points */ |
2523 | if (--op->last_heal < 0) |
2380 | if (!op->contr->golem && --op->last_sp < 0) |
2524 | { |
|
|
2525 | if (op->stats.hp < op->stats.maxhp) |
|
|
2526 | { |
2381 | { |
2527 | op->stats.hp++; |
2382 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2528 | /* dms do not consume food */ |
2383 | |
2529 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2384 | if (op->stats.sp < op->stats.maxsp) |
2530 | { |
2385 | { |
|
|
2386 | op->stats.sp++; |
|
|
2387 | |
|
|
2388 | /* dms do not consume food */ |
|
|
2389 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2390 | { |
2531 | op->stats.food--; |
2391 | op->stats.food--; |
|
|
2392 | |
2532 | if (op->contr->digestion < 0) |
2393 | if (op->contr->digestion < 0) |
2533 | op->stats.food += op->contr->digestion; |
2394 | op->stats.food += op->contr->digestion; |
2534 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2395 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2535 | op->stats.food = last_food; |
2396 | op->stats.food = last_food; |
|
|
2397 | } |
2536 | } |
2398 | } |
2537 | } |
|
|
2538 | |
2399 | |
2539 | if (max_hp > 1) |
2400 | if (max_sp > 1) |
2540 | { |
|
|
2541 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2542 | if (over_hp > 0) |
|
|
2543 | { |
2401 | { |
2544 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2402 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2403 | if (over_sp > 0) |
|
|
2404 | { |
|
|
2405 | if (op->stats.sp < op->stats.maxsp) |
|
|
2406 | { |
|
|
2407 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2408 | |
|
|
2409 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2410 | op->stats.sp--; |
|
|
2411 | |
|
|
2412 | if (op->stats.sp > op->stats.maxsp) |
|
|
2413 | op->stats.sp = op->stats.maxsp; |
|
|
2414 | } |
|
|
2415 | |
2545 | op->last_heal = 0; |
2416 | op->last_sp = 0; |
|
|
2417 | } |
|
|
2418 | else |
|
|
2419 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2546 | } |
2420 | } |
2547 | else |
2421 | else |
|
|
2422 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2423 | } |
|
|
2424 | |
|
|
2425 | /* Regenerate Hit Points */ |
|
|
2426 | if (--op->last_heal < 0) |
|
|
2427 | { |
|
|
2428 | if (op->stats.hp < op->stats.maxhp) |
2548 | { |
2429 | { |
2549 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2430 | op->stats.hp++; |
|
|
2431 | |
|
|
2432 | /* dms do not consume food */ |
|
|
2433 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2434 | { |
|
|
2435 | op->stats.food--; |
|
|
2436 | |
|
|
2437 | if (op->contr->digestion < 0) |
|
|
2438 | op->stats.food += op->contr->digestion; |
|
|
2439 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2440 | op->stats.food = last_food; |
|
|
2441 | } |
2550 | } |
2442 | } |
|
|
2443 | |
|
|
2444 | if (max_hp > 1) |
|
|
2445 | { |
|
|
2446 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2447 | |
|
|
2448 | if (over_hp > 0) |
|
|
2449 | { |
|
|
2450 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2451 | op->last_heal = 0; |
|
|
2452 | } |
|
|
2453 | else |
|
|
2454 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2551 | } |
2455 | } |
2552 | else |
2456 | else |
2553 | { |
|
|
2554 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2457 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2555 | } |
2458 | } |
2556 | } |
2459 | } |
2557 | |
2460 | |
2558 | /* Digestion */ |
2461 | /* Digestion */ |
2559 | if (--op->last_eat < 0) |
2462 | if (--op->last_eat < 0) |
2560 | { |
2463 | { |
2561 | #ifdef COZY_SERVER |
2464 | int bonus = max (0, op->contr->digestion), |
2562 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2465 | penalty = max (0, -op->contr->digestion); |
2563 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2564 | #else |
|
|
2565 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2566 | #endif |
|
|
2567 | |
2466 | |
2568 | if (op->contr->gen_hp > 0) |
|
|
2569 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2467 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2570 | else |
|
|
2571 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2572 | |
2468 | |
2573 | /* dms do not consume food */ |
2469 | /* dms do not consume food */ |
2574 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2470 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2575 | op->stats.food--; |
2471 | op->stats.food--; |
2576 | } |
2472 | } |
2577 | |
2473 | |
2578 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2474 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2579 | { |
2475 | { |
2580 | object *tmp, *flesh = 0; |
2476 | object *flesh = 0; |
2581 | |
2477 | |
2582 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2478 | for_inv_removable (op, tmp) |
2583 | { |
2479 | { |
2584 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2480 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2481 | continue; |
|
|
2482 | |
|
|
2483 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2585 | { |
2484 | { |
2586 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2485 | op->statusmsg ("You blindly grab for a bite of food. " |
2587 | { |
2486 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2589 | manual_apply (op, tmp, 0); |
2487 | manual_apply (op, tmp, 0); |
|
|
2488 | |
2590 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2489 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2591 | break; |
2490 | break; |
2592 | } |
2491 | } |
2593 | else if (tmp->type == FLESH) |
2492 | else if (tmp->type == FLESH) |
2594 | flesh = tmp; |
2493 | flesh = tmp; |
2595 | } /* End if paid for object */ |
2494 | } |
2596 | } /* end of for loop */ |
|
|
2597 | |
2495 | |
2598 | /* If player is still starving, it means they don't have any food, so |
2496 | /* If player is still starving, it means they don't have any food, so |
2599 | * eat flesh instead. |
2497 | * eat flesh instead. |
2600 | */ |
2498 | */ |
2601 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2499 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2602 | { |
2500 | { |
2603 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2501 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2502 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2604 | manual_apply (op, flesh, 0); |
2503 | manual_apply (op, flesh, 0); |
2605 | } |
2504 | } |
|
|
2505 | |
|
|
2506 | // If player is still starving, alert him! |
|
|
2507 | if (op->stats.food < 0) |
|
|
2508 | op->failmsg ("You are starving! " |
|
|
2509 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2510 | } |
|
|
2511 | |
|
|
2512 | if (op->stats.food < 0) |
2606 | } |
2513 | { |
|
|
2514 | op->stats.hp += op->stats.food; |
|
|
2515 | op->stats.food = 0; |
2607 | |
2516 | |
2608 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2517 | if (op->stats.hp < 0) |
2609 | op->stats.food++, op->stats.hp--; |
2518 | { |
|
|
2519 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2520 | op->contr->killer->destroy (); |
|
|
2521 | } |
|
|
2522 | } |
2610 | |
2523 | |
|
|
2524 | /* killer should be set here already */ |
2611 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2525 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2612 | kill_player (op); |
2526 | kill_player (op); |
2613 | } |
2527 | } |
2614 | } |
2528 | } |
2615 | |
2529 | |
… | |
… | |
2619 | * file. |
2533 | * file. |
2620 | */ |
2534 | */ |
2621 | void |
2535 | void |
2622 | kill_player (object *op) |
2536 | kill_player (object *op) |
2623 | { |
2537 | { |
|
|
2538 | int x, y; |
2624 | char buf[MAX_BUF]; |
2539 | char buf[MAX_BUF]; |
2625 | int x, y; |
|
|
2626 | |
|
|
2627 | //int i; |
|
|
2628 | maptile *map; /* this is for resurrection */ |
2540 | maptile *map; /* this is for resurrection */ |
2629 | |
|
|
2630 | /* int z; |
|
|
2631 | int num_stats_lose; |
|
|
2632 | int lost_a_stat; |
|
|
2633 | int lose_this_stat; |
|
|
2634 | int this_stat; */ |
|
|
2635 | int will_kill_again; |
2541 | int will_kill_again; |
2636 | archetype *at; |
2542 | archetype *at; |
2637 | object *tmp; |
2543 | object *tmp; |
2638 | |
2544 | |
2639 | if (save_life (op)) |
2545 | if (save_life (op)) |
2640 | return; |
2546 | return; |
2641 | |
2547 | |
|
|
2548 | /* restore player */ |
|
|
2549 | at = archetype::find ("poisoning"); |
|
|
2550 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2551 | { |
|
|
2552 | tmp->destroy (); |
|
|
2553 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2554 | } |
|
|
2555 | |
|
|
2556 | at = archetype::find ("confusion"); |
|
|
2557 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2558 | { |
|
|
2559 | tmp->destroy (); |
|
|
2560 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2561 | } |
|
|
2562 | |
|
|
2563 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2564 | |
|
|
2565 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2566 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2567 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2568 | |
|
|
2569 | if (op->stats.food <= 0) |
|
|
2570 | op->stats.food = 999; |
|
|
2571 | |
|
|
2572 | // remove all spell effects that are active |
|
|
2573 | // to avoid long-term effects such as word-of-recall |
|
|
2574 | for (object *item = op->inv; item; ) |
|
|
2575 | { |
|
|
2576 | object *next = item->below; |
|
|
2577 | |
|
|
2578 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2579 | item->destroy (); |
|
|
2580 | |
|
|
2581 | item = next; |
|
|
2582 | } |
2642 | |
2583 | |
2643 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2584 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2644 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2585 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2645 | * Look at op_on_battleground() for more info --AndreasV |
2586 | * Look at op_on_battleground() for more info --AndreasV |
2646 | */ |
2587 | */ |
2647 | if (op_on_battleground (op, &x, &y)) |
2588 | if (op_on_battleground (op, &x, &y)) |
2648 | { |
2589 | { |
2649 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2590 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2650 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2591 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
2651 | |
2592 | |
2652 | /* restore player */ |
|
|
2653 | at = archetype::find ("poisoning"); |
|
|
2654 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2655 | { |
|
|
2656 | tmp->destroy (); |
|
|
2657 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2658 | } |
|
|
2659 | |
|
|
2660 | at = archetype::find ("confusion"); |
|
|
2661 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2662 | { |
|
|
2663 | tmp->destroy (); |
|
|
2664 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2665 | } |
|
|
2666 | |
|
|
2667 | cure_disease (op, 0); /* remove any disease */ |
|
|
2668 | op->stats.hp = op->stats.maxhp; |
|
|
2669 | if (op->stats.food <= 0) |
|
|
2670 | op->stats.food = 999; |
|
|
2671 | |
|
|
2672 | /* create a bodypart-trophy to make the winner happy */ |
2593 | /* create a bodypart-trophy to make the winner happy */ |
2673 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2594 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2674 | { |
2595 | { |
2675 | sprintf (buf, "%s's finger", &op->name); |
2596 | tmp->name = format ("%s's finger" , &op->name); |
2676 | tmp->name = buf; |
2597 | tmp->name_pl = format ("%s's fingers", &op->name); |
2677 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2678 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2679 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2680 | tmp->msg = buf; |
2598 | tmp->msg = format ( |
|
|
2599 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2600 | &op->name, op->contr->title, |
|
|
2601 | (int)op->level, |
|
|
2602 | op->contr->killer_name () |
|
|
2603 | ); |
2681 | tmp->value = 0, tmp->type = 0; |
2604 | tmp->value = 0, tmp->type = 0; |
2682 | tmp->materialname = "organics"; |
2605 | tmp->materialname = "organics"; |
2683 | tmp->insert_at (op, tmp); |
2606 | tmp->insert_at (op, tmp); |
2684 | } |
2607 | } |
2685 | |
2608 | |
… | |
… | |
2691 | |
2614 | |
2692 | INVOKE_PLAYER (DEATH, op->contr); |
2615 | INVOKE_PLAYER (DEATH, op->contr); |
2693 | |
2616 | |
2694 | command_kill_pets (op, 0); |
2617 | command_kill_pets (op, 0); |
2695 | |
2618 | |
2696 | if (op->stats.food < 0) |
2619 | op->contr->play_sound (sound_find ("player_dies")); |
2697 | { |
|
|
2698 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2699 | strcpy (op->contr->killer, "starvation"); |
|
|
2700 | } |
|
|
2701 | else |
|
|
2702 | sprintf (buf, "%s died.", &op->name); |
|
|
2703 | |
|
|
2704 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2705 | |
2620 | |
2706 | /* save the map location for corpse, gravestone */ |
2621 | /* save the map location for corpse, gravestone */ |
2707 | x = op->x; |
2622 | x = op->x; |
2708 | y = op->y; |
2623 | y = op->y; |
2709 | map = op->map; |
2624 | map = op->map; |
… | |
… | |
2737 | |
2652 | |
2738 | lost_a_stat = 0; |
2653 | lost_a_stat = 0; |
2739 | |
2654 | |
2740 | for (z = 0; z < num_stats_lose; z++) |
2655 | for (z = 0; z < num_stats_lose; z++) |
2741 | { |
2656 | { |
2742 | i = RANDOM () % NUM_STATS; |
2657 | i = rndm (NUM_STATS); |
2743 | |
2658 | |
2744 | if (settings.stat_loss_on_death) |
2659 | if (settings.stat_loss_on_death) |
2745 | { |
2660 | { |
2746 | /* Pick a random stat and take a point off it. Tell the player |
2661 | /* Pick a random stat and take a point off it. Tell the player |
2747 | * what he lost. |
2662 | * what he lost. |
… | |
… | |
2798 | } |
2713 | } |
2799 | } |
2714 | } |
2800 | |
2715 | |
2801 | if (lose_this_stat) |
2716 | if (lose_this_stat) |
2802 | { |
2717 | { |
2803 | this_stat = get_attr_value (&(dep->stats), i); |
2718 | this_stat = get_attr_value (&dep->stats, i); |
2804 | /* We could try to do something clever like find another |
2719 | /* We could try to do something clever like find another |
2805 | * stat to reduce if this fails. But chances are, if |
2720 | * stat to reduce if this fails. But chances are, if |
2806 | * stats have been depleted to -50, all are pretty low |
2721 | * stats have been depleted to -50, all are pretty low |
2807 | * and should be roughly the same, so it shouldn't make a |
2722 | * and should be roughly the same, so it shouldn't make a |
2808 | * difference. |
2723 | * difference. |
… | |
… | |
2816 | lost_a_stat = 1; |
2731 | lost_a_stat = 1; |
2817 | } |
2732 | } |
2818 | } |
2733 | } |
2819 | } |
2734 | } |
2820 | } |
2735 | } |
|
|
2736 | |
2821 | /* If no stat lost, tell the player. */ |
2737 | /* If no stat lost, tell the player. */ |
2822 | if (!lost_a_stat) |
2738 | if (!lost_a_stat) |
2823 | { |
2739 | { |
2824 | /* determine_god() seems to not work sometimes... why is this? |
2740 | /* determine_god() seems to not work sometimes... why is this? |
2825 | Should I be using something else? GD */ |
2741 | Should I be using something else? GD */ |
2826 | const char *god = determine_god (op); |
2742 | shstr_tmp god = determine_god (op); |
2827 | |
2743 | |
2828 | if (god && (strcmp (god, "none"))) |
2744 | if (god != shstr_none) |
2829 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2745 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", &god); |
2830 | else |
2746 | else |
2831 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2747 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2832 | } |
2748 | } |
2833 | #else |
2749 | #else |
2834 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2750 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2835 | #endif |
2751 | #endif |
2836 | |
2752 | |
2837 | /* Put a gravestone up where the character 'almost' died. List the |
2753 | /* Put a gravestone up where the character 'almost' died. List the |
2838 | * exp loss on the stone. |
2754 | * exp loss on the stone. |
2839 | */ |
2755 | */ |
2840 | tmp = arch_to_object (archetype::find ("gravestone")); |
2756 | tmp = arch_to_object (archetype::find ("gravestone")); |
2841 | sprintf (buf, "%s's gravestone", &op->name); |
2757 | tmp->name = format ("%s's gravestone", &op->name); |
2842 | tmp->name = buf; |
2758 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2843 | sprintf (buf, "%s's gravestones", &op->name); |
2759 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2844 | tmp->name_pl = buf; |
2760 | &op->name, op->contr->title, op->contr->killer_name ()); |
2845 | 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); |
|
|
2846 | tmp->msg = buf; |
|
|
2847 | tmp->x = op->x, tmp->y = op->y; |
2761 | tmp->x = op->x, tmp->y = op->y; |
2848 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2762 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2849 | |
2763 | |
2850 | /**************************************/ |
2764 | /**************************************/ |
2851 | /* */ |
2765 | /* */ |
2852 | /* Subtract the experience points, */ |
2766 | /* Subtract the experience points, */ |
2853 | /* if we died cause of food, give us */ |
|
|
2854 | /* food, and reset HP's... */ |
|
|
2855 | /* */ |
2767 | /* */ |
2856 | /**************************************/ |
2768 | /**************************************/ |
2857 | |
2769 | |
2858 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2859 | /* restore player */ |
|
|
2860 | at = archetype::find ("poisoning"); |
|
|
2861 | tmp = present_arch_in_ob (at, op); |
|
|
2862 | |
|
|
2863 | if (tmp) |
|
|
2864 | { |
|
|
2865 | tmp->destroy (); |
|
|
2866 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2867 | } |
|
|
2868 | |
|
|
2869 | at = archetype::find ("confusion"); |
|
|
2870 | tmp = present_arch_in_ob (at, op); |
|
|
2871 | if (tmp) |
|
|
2872 | { |
|
|
2873 | tmp->destroy (); |
|
|
2874 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2875 | } |
|
|
2876 | |
|
|
2877 | cure_disease (op, 0); /* remove any disease */ |
|
|
2878 | |
|
|
2879 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2770 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2880 | apply_death_exp_penalty (op); |
2771 | apply_death_exp_penalty (op); |
2881 | if (op->stats.food < 100) |
|
|
2882 | op->stats.food = 900; |
|
|
2883 | op->stats.hp = op->stats.maxhp; |
|
|
2884 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2885 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2886 | |
2772 | |
2887 | /* |
2773 | /* |
2888 | * Check to see if the player has any unpaid items. If so, remove them |
2774 | * Check to see if the player has any unpaid items. If so, remove them |
2889 | * and put them back in the map. |
2775 | * and put them back in the map. |
2890 | */ |
2776 | */ |
2891 | remove_unpaid_objects (op->inv, op); |
2777 | op->drop_unpaid_items (); |
2892 | |
2778 | |
2893 | /****************************************/ |
2779 | /****************************************/ |
2894 | /* */ |
2780 | /* */ |
2895 | /* Move player to his current respawn- */ |
2781 | /* Move player to his current respawn- */ |
2896 | /* position (usually last savebed) */ |
2782 | /* position (usually last savebed) */ |
… | |
… | |
2916 | object *force; |
2802 | object *force; |
2917 | int at; |
2803 | int at; |
2918 | |
2804 | |
2919 | force = get_archetype (FORCE_NAME); |
2805 | force = get_archetype (FORCE_NAME); |
2920 | /* 50 ticks should be enough time for the spell to abate */ |
2806 | /* 50 ticks should be enough time for the spell to abate */ |
2921 | force->speed = 0.1; |
2807 | force->speed = 0.1f; |
2922 | force->speed_left = -5.0; |
2808 | force->speed_left = -5.f; |
2923 | SET_FLAG (force, FLAG_APPLIED); |
2809 | SET_FLAG (force, FLAG_APPLIED); |
2924 | for (at = 0; at < NROFATTACKS; at++) |
2810 | for (at = 0; at < NROFATTACKS; at++) |
2925 | if (will_kill_again & (1 << at)) |
2811 | if (will_kill_again & (1 << at)) |
2926 | force->resist[at] = 100; |
2812 | force->resist[at] = 100; |
2927 | |
2813 | |
2928 | insert_ob_in_ob (force, op); |
2814 | insert_ob_in_ob (force, op); |
2929 | op->update_stats (); |
2815 | op->update_stats (); |
2930 | |
|
|
2931 | } |
2816 | } |
2932 | |
2817 | |
2933 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2818 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2934 | } |
2819 | } |
2935 | |
2820 | |
… | |
… | |
2955 | |
2840 | |
2956 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2841 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2957 | { |
2842 | { |
2958 | if (tmp->nrof > 1) |
2843 | if (tmp->nrof > 1) |
2959 | { |
2844 | { |
2960 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2845 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2961 | tmp2->destroy (); |
|
|
2962 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2846 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2963 | } |
2847 | } |
2964 | else |
2848 | else |
2965 | tmp->destroy (); |
2849 | tmp->destroy (); |
2966 | } |
2850 | } |
… | |
… | |
2977 | void |
2861 | void |
2978 | fix_weight (void) |
2862 | fix_weight (void) |
2979 | { |
2863 | { |
2980 | for_all_players (pl) |
2864 | for_all_players (pl) |
2981 | { |
2865 | { |
2982 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2866 | sint32 old = pl->ob->carrying; |
2983 | |
2867 | |
2984 | if (old == sum) |
2868 | pl->ob->update_weight (); |
2985 | continue; |
2869 | |
|
|
2870 | if (old != pl->ob->carrying) |
|
|
2871 | { |
2986 | pl->ob->update_stats (); |
2872 | pl->ob->update_stats (); |
2987 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2873 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2874 | } |
2988 | } |
2875 | } |
2989 | } |
2876 | } |
2990 | |
2877 | |
2991 | void |
2878 | void |
2992 | fix_luck (void) |
2879 | fix_luck (void) |
… | |
… | |
3034 | } |
2921 | } |
3035 | |
2922 | |
3036 | void |
2923 | void |
3037 | make_visible (object *op) |
2924 | make_visible (object *op) |
3038 | { |
2925 | { |
3039 | op->hide = 0; |
2926 | op->flag [FLAG_HIDDEN] = 0; |
3040 | op->invisible = 0; |
2927 | op->invisible = 0; |
|
|
2928 | |
3041 | if (op->type == PLAYER) |
2929 | if (op->type == PLAYER) |
3042 | { |
2930 | { |
3043 | op->contr->tmp_invis = 0; |
2931 | op->contr->tmp_invis = 0; |
3044 | op->contr->invis_race = 0; |
2932 | op->contr->invis_race = 0; |
3045 | } |
2933 | } |
… | |
… | |
3048 | } |
2936 | } |
3049 | |
2937 | |
3050 | int |
2938 | int |
3051 | is_true_undead (object *op) |
2939 | is_true_undead (object *op) |
3052 | { |
2940 | { |
3053 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2941 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3054 | return 1; |
2942 | return 1; |
3055 | |
2943 | |
3056 | return 0; |
2944 | return 0; |
3057 | } |
2945 | } |
3058 | |
2946 | |
3059 | /* look at the surrounding terrain to determine |
2947 | /* look at the surrounding terrain to determine |
3060 | * the hideability of this object. Positive levels |
2948 | * the hideability of this object. Positive levels |
3061 | * indicate greater hideability. |
2949 | * indicate greater hideability. |
3062 | */ |
2950 | */ |
3063 | |
|
|
3064 | int |
2951 | int |
3065 | hideability (object *ob) |
2952 | hideability (object *ob) |
3066 | { |
2953 | { |
3067 | int i, level = 0, mflag; |
2954 | int i, level = 0, mflag; |
3068 | sint16 x, y; |
2955 | sint16 x, y; |
3069 | |
2956 | |
3070 | if (!ob || !ob->map) |
2957 | if (!ob || !ob->map) |
3071 | return 0; |
2958 | return 0; |
3072 | |
2959 | |
3073 | /* so, on normal lighted maps, its hard to hide */ |
2960 | /* so, on normal lighted maps, its hard to hide */ |
3074 | level = ob->map->darkness - 2; |
2961 | level = ob->map->darklevel () - 2; |
3075 | |
2962 | |
3076 | /* this also picks up whether the object is glowing. |
2963 | /* this also picks up whether the object is glowing. |
3077 | * If you carry a light on a non-dark map, its not |
2964 | * If you carry a light on a non-dark map, its not |
3078 | * as bad as carrying a light on a pitch dark map */ |
2965 | * as bad as carrying a light on a pitch dark map */ |
3079 | if (has_carried_lights (ob)) |
2966 | if (has_carried_lights (ob)) |
3080 | level = -(10 + (2 * ob->map->darkness)); |
2967 | level = -(10 + (2 * ob->map->darklevel ())); |
3081 | |
2968 | |
3082 | /* scan through all nearby squares for terrain to hide in */ |
2969 | /* scan through all nearby squares for terrain to hide in */ |
3083 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2970 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2971 | i <= SIZEOFFREE1; |
|
|
2972 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3084 | { |
2973 | { |
3085 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2974 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3086 | if (mflag & P_OUT_OF_MAP) |
2975 | if (mflag & P_OUT_OF_MAP) |
3087 | { |
|
|
3088 | continue; |
2976 | continue; |
3089 | } |
2977 | |
3090 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2978 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3091 | level += 2; |
2979 | level += 2; |
3092 | else /* open terrain! */ |
2980 | else /* open terrain! */ |
3093 | level -= 1; |
2981 | level -= 1; |
3094 | } |
2982 | } |
… | |
… | |
3102 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2990 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3103 | * every time they move - as we subtract off 'invisibility' |
2991 | * every time they move - as we subtract off 'invisibility' |
3104 | * AND, for players, if they move into a ridiculously unhideable |
2992 | * AND, for players, if they move into a ridiculously unhideable |
3105 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2993 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3106 | */ |
2994 | */ |
3107 | |
|
|
3108 | void |
2995 | void |
3109 | do_hidden_move (object *op) |
2996 | do_hidden_move (object *op) |
3110 | { |
2997 | { |
3111 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2998 | int hide = 0; |
3112 | object *skop; |
|
|
3113 | |
2999 | |
3114 | if (!op || !op->map) |
3000 | if (!op || !op->map) |
3115 | return; |
3001 | return; |
3116 | |
3002 | |
3117 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3003 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
3004 | int num = random_roll (0, 19, op, PREFER_LOW); |
3118 | |
3005 | |
3119 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3006 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3120 | if (op->type == PLAYER && op->contr->run_on) |
3007 | if (op->type == PLAYER && op->contr->run_on) |
3121 | if (!skop || num >= skop->level) |
3008 | if (!skop || num >= skop->level) |
3122 | { |
3009 | { |
… | |
… | |
3132 | num -= hide; |
3019 | num -= hide; |
3133 | |
3020 | |
3134 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3021 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3135 | { |
3022 | { |
3136 | make_visible (op); |
3023 | make_visible (op); |
|
|
3024 | |
3137 | if (op->type == PLAYER) |
3025 | if (op->type == PLAYER) |
3138 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3026 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3139 | } |
3027 | } |
3140 | else if (op->type == PLAYER && skop) |
3028 | else if (op->type == PLAYER && skop) |
3141 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3029 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3194 | * object op. This function works fine for monsters, |
3082 | * object op. This function works fine for monsters, |
3195 | * but we dont worry if the object isnt the top one in |
3083 | * but we dont worry if the object isnt the top one in |
3196 | * a pile (say a coin under a table would return "viewable" |
3084 | * a pile (say a coin under a table would return "viewable" |
3197 | * by this routine). Another question, should we be |
3085 | * by this routine). Another question, should we be |
3198 | * concerned with the direction the player is looking |
3086 | * concerned with the direction the player is looking |
3199 | * in? Realistically, most of use cant see stuff behind |
3087 | * in? Realistically, most of us can't see stuff behind |
3200 | * our backs...on the other hand, does the "facing" direction |
3088 | * our backs...on the other hand, does the "facing" direction |
3201 | * imply the way your head, or body is facing? Its possible |
3089 | * imply the way your head, or body is facing? It's possible |
3202 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3090 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3203 | * -b.t. |
3091 | * -b.t. |
3204 | * This function is now map tiling safe. |
3092 | * This function is now map tiling safe. |
3205 | */ |
3093 | */ |
3206 | |
|
|
3207 | int |
3094 | int |
3208 | player_can_view (object *pl, object *op) |
3095 | player_can_view (object *pl, object *op) |
3209 | { |
3096 | { |
3210 | rv_vector rv; |
3097 | rv_vector rv; |
3211 | int dx, dy; |
3098 | int dx, dy; |
… | |
… | |
3223 | |
3110 | |
3224 | get_rangevector (pl, op, &rv, 0x1); |
3111 | get_rangevector (pl, op, &rv, 0x1); |
3225 | |
3112 | |
3226 | /* starting with the 'head' part, lets loop |
3113 | /* starting with the 'head' part, lets loop |
3227 | * through the object and find if it has any |
3114 | * through the object and find if it has any |
3228 | * part that is in the los array but isnt on |
3115 | * part that is in the los array but isn't on |
3229 | * a blocked los square. |
3116 | * a blocked los square. |
3230 | * we use the archetype to figure out offsets. |
3117 | * we use the archetype to figure out offsets. |
3231 | */ |
3118 | */ |
3232 | while (op) |
3119 | while (op) |
3233 | { |
3120 | { |
3234 | dx = rv.distance_x + op->arch->clone.x; |
3121 | dx = rv.distance_x + op->arch->x; |
3235 | dy = rv.distance_y + op->arch->clone.y; |
3122 | dy = rv.distance_y + op->arch->y; |
3236 | |
3123 | |
3237 | /* only the viewable area the player sees is updated by LOS |
3124 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3238 | * code, so we need to restrict ourselves to that range of values |
|
|
3239 | * for any meaningful values. |
|
|
3240 | */ |
|
|
3241 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3242 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3243 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3244 | return 1; |
3125 | return 1; |
|
|
3126 | |
3245 | op = op->more; |
3127 | op = op->more; |
3246 | } |
3128 | } |
|
|
3129 | |
3247 | return 0; |
3130 | return 0; |
3248 | } |
3131 | } |
3249 | |
3132 | |
3250 | /* routine for both players and monsters. We call this when |
3133 | /* routine for both players and monsters. We call this when |
3251 | * there is a possibility for our action distrubing our hiding |
3134 | * there is a possibility for our action distrubing our hiding |
3252 | * place or invisiblity spell. Artefact invisiblity is not |
3135 | * place or invisiblity spell. Artefact invisiblity causes |
3253 | * effected by this. If we arent invisible to begin with, we |
3136 | * "noise" instead. If we arent invisible to begin with, we |
3254 | * return 0. |
3137 | * return 0. |
3255 | */ |
3138 | */ |
3256 | int |
3139 | int |
3257 | action_makes_visible (object *op) |
3140 | action_makes_visible (object *op) |
3258 | { |
3141 | { |
3259 | |
|
|
3260 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3142 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3261 | { |
3143 | { |
3262 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3144 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3145 | { |
|
|
3146 | // artefact invisibility is permanent, but we still make noise |
|
|
3147 | // this is important for game-balance. |
|
|
3148 | if (op->contr) |
|
|
3149 | op->make_noise (); |
|
|
3150 | |
3263 | return 0; |
3151 | return 0; |
|
|
3152 | } |
3264 | |
3153 | |
3265 | if (op->contr && op->contr->tmp_invis == 0) |
3154 | if (op->contr && op->contr->tmp_invis == 0) |
3266 | return 0; |
3155 | return 0; |
3267 | |
3156 | |
3268 | /* If monsters, they should become visible */ |
3157 | /* If monsters, they should become visible */ |
3269 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3158 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3270 | { |
3159 | { |
3271 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3160 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3272 | return 1; |
3161 | return 1; |
3273 | } |
3162 | } |
3274 | } |
3163 | } |
|
|
3164 | |
3275 | return 0; |
3165 | return 0; |
3276 | } |
3166 | } |
3277 | |
3167 | |
3278 | /* op_on_battleground - checks if the given object op (usually |
3168 | /* op_on_battleground - checks if the given object op (usually |
3279 | * a player) is standing on a valid battleground-tile, |
3169 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3284 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3174 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3285 | */ |
3175 | */ |
3286 | int |
3176 | int |
3287 | op_on_battleground (object *op, int *x, int *y) |
3177 | op_on_battleground (object *op, int *x, int *y) |
3288 | { |
3178 | { |
3289 | object *tmp; |
|
|
3290 | |
|
|
3291 | /* A battleground-tile needs the following attributes to be valid: |
3179 | /* A battleground-tile needs the following attributes to be valid: |
3292 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3180 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3293 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3181 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3294 | * and the exit-coordinates sp/hp must both be > 0. |
3182 | * and the exit-coordinates sp/hp must both be > 0. |
3295 | * => The intention here is to prevent abuse of the battleground- |
3183 | * => The intention here is to prevent abuse of the battleground- |
3296 | * feature (like pickable or hidden battleground tiles). */ |
3184 | * feature (like pickable or hidden battleground tiles). */ |
3297 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3185 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3298 | { |
3186 | { |
3299 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3187 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3300 | { |
3188 | { |
3301 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3189 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3302 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3190 | && tmp->type == BATTLEGROUND |
|
|
3191 | && tmp->name == shstr_battleground |
|
|
3192 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3303 | { |
3193 | { |
3304 | /*before we assign the exit, check if this is a teambattle */ |
3194 | /* before we assign the exit, check if this is a teambattle */ |
3305 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3195 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3306 | { |
3196 | { |
3307 | object *invtmp; |
|
|
3308 | |
|
|
3309 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3197 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3310 | { |
3198 | { |
3311 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3199 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3312 | { |
3200 | { |
3313 | if (x != NULL && y != NULL) |
3201 | if (x && y) |
3314 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3202 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3203 | |
3315 | return 1; |
3204 | return 1; |
3316 | } |
3205 | } |
3317 | } |
3206 | } |
3318 | } |
3207 | } |
|
|
3208 | |
3319 | if (x != NULL && y != NULL) |
3209 | if (x && y) |
3320 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3210 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3211 | |
3321 | return 1; |
3212 | return 1; |
3322 | } |
3213 | } |
3323 | } |
3214 | } |
3324 | } |
3215 | } |
|
|
3216 | |
3325 | /* If we got here, did not find a battleground */ |
3217 | /* If we got here, did not find a battleground */ |
3326 | return 0; |
3218 | return 0; |
3327 | } |
3219 | } |
3328 | |
3220 | |
3329 | /* |
3221 | /* |
… | |
… | |
3345 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3237 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3346 | int i = 0, j = 0; |
3238 | int i = 0, j = 0; |
3347 | |
3239 | |
3348 | /* get the appropriate treasurelist */ |
3240 | /* get the appropriate treasurelist */ |
3349 | if (atnr == ATNR_FIRE) |
3241 | if (atnr == ATNR_FIRE) |
3350 | trlist = treasurelist::find ("dragon_ability_fire"); |
3242 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3351 | else if (atnr == ATNR_COLD) |
3243 | else if (atnr == ATNR_COLD) |
3352 | trlist = treasurelist::find ("dragon_ability_cold"); |
3244 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3353 | else if (atnr == ATNR_ELECTRICITY) |
3245 | else if (atnr == ATNR_ELECTRICITY) |
3354 | trlist = treasurelist::find ("dragon_ability_elec"); |
3246 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3355 | else if (atnr == ATNR_POISON) |
3247 | else if (atnr == ATNR_POISON) |
3356 | trlist = treasurelist::find ("dragon_ability_poison"); |
3248 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3357 | |
3249 | |
3358 | if (trlist == NULL || who->type != PLAYER) |
3250 | if (trlist == NULL || who->type != PLAYER) |
3359 | return; |
3251 | return; |
3360 | |
3252 | |
3361 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3253 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3365 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3257 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3366 | return; |
3258 | return; |
3367 | } |
3259 | } |
3368 | |
3260 | |
3369 | /* everything seems okay - now bring on the gift: */ |
3261 | /* everything seems okay - now bring on the gift: */ |
3370 | item = &(tr->item->clone); |
3262 | item = tr->item; |
3371 | |
3263 | |
3372 | if (item->type == SPELL) |
3264 | if (item->type == SPELL) |
3373 | { |
3265 | { |
3374 | if (check_spell_known (who, item->name)) |
3266 | if (check_spell_known (who, item->name)) |
3375 | return; |
3267 | return; |
… | |
… | |
3434 | { |
3326 | { |
3435 | /* forces in the treasurelist can alter the player's stats */ |
3327 | /* forces in the treasurelist can alter the player's stats */ |
3436 | object *skin; |
3328 | object *skin; |
3437 | |
3329 | |
3438 | /* first get the dragon skin force */ |
3330 | /* first get the dragon skin force */ |
3439 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3440 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3331 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3441 | ; |
3332 | ; |
3442 | |
3333 | |
3443 | if (!skin) |
3334 | if (!skin) |
3444 | return; |
3335 | return; |
3445 | |
3336 | |
… | |
… | |
3480 | else |
3371 | else |
3481 | { |
3372 | { |
3482 | /* generate misc. treasure */ |
3373 | /* generate misc. treasure */ |
3483 | tmp = arch_to_object (tr->item); |
3374 | tmp = arch_to_object (tr->item); |
3484 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3375 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3485 | tmp = insert_ob_in_ob (tmp, who); |
3376 | who->insert (tmp); |
3486 | if (who->type == PLAYER) |
|
|
3487 | esrv_send_item (who, tmp); |
|
|
3488 | } |
3377 | } |
3489 | } |
3378 | } |
3490 | |
3379 | |
3491 | /** |
3380 | /** |
3492 | * Unready an object for a player. This function does nothing if the object was |
3381 | * Unready an object for a player. This function does nothing if the object was |
3493 | * not readied. |
3382 | * not readied. |
3494 | */ |
3383 | */ |
3495 | void |
3384 | void |
3496 | player_unready_range_ob (player *pl, object *ob) |
3385 | player_unready_range_ob (player *pl, object *ob) |
3497 | { |
3386 | { |
3498 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3387 | if (pl->ob->current_weapon == ob) |
|
|
3388 | pl->ob->current_weapon = 0; |
|
|
3389 | |
|
|
3390 | if (pl->combat_ob == ob) |
|
|
3391 | pl->combat_ob = 0; |
|
|
3392 | |
3499 | if (pl->ranges[i] == ob) |
3393 | if (pl->ranged_ob == ob) |
3500 | { |
|
|
3501 | pl->ranges[i] = 0; |
3394 | pl->ranged_ob = 0; |
3502 | if (pl->shoottype == i) |
|
|
3503 | pl->shoottype = range_none; |
|
|
3504 | } |
|
|
3505 | } |
3395 | } |
3506 | |
3396 | |
3507 | sint8 |
3397 | sint8 |
3508 | player::visibility_at (maptile *map, int x, int y) const |
3398 | player::darkness_at (maptile *map, int x, int y) const |
3509 | { |
3399 | { |
3510 | if (!ns) |
3400 | if (!ns) |
3511 | return 0; |
3401 | return LOS_BLOCKED; |
3512 | |
3402 | |
3513 | int dx, dy; |
3403 | int dx, dy; |
3514 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3404 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3515 | return 0; |
3405 | return LOS_BLOCKED; |
3516 | |
3406 | |
3517 | x += dx - ns->current_x + ns->mapx / 2; |
3407 | x += dx - ns->current_x; |
3518 | y += dy - ns->current_y + ns->mapy / 2; |
3408 | y += dy - ns->current_y; |
3519 | |
3409 | |
3520 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3521 | return 0; |
|
|
3522 | |
|
|
3523 | return 100 - blocked_los [x][y]; |
3410 | return blocked_los (x, y); |
3524 | } |
3411 | } |
|
|
3412 | |
|
|
3413 | void |
|
|
3414 | player::infobox (const char *title, const char *msg, int color) |
|
|
3415 | { |
|
|
3416 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3417 | } |
|
|
3418 | |
|
|
3419 | void |
|
|
3420 | player::statusmsg (const char *msg, int color) |
|
|
3421 | { |
|
|
3422 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3423 | } |
|
|
3424 | |
|
|
3425 | void |
|
|
3426 | player::failmsg (const char *msg, int color) |
|
|
3427 | { |
|
|
3428 | play_sound (sound_find ("generic_failure")); |
|
|
3429 | statusmsg (msg, color); |
|
|
3430 | } |
|
|
3431 | |