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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
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25 | //+GPL |
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26 | |
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27 | #include <algorithm> |
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28 | #include <functional> |
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29 | |
25 | #include <global.h> |
30 | #include <global.h> |
26 | #include <pwd.h> |
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27 | #include <sproto.h> |
31 | #include <sproto.h> |
28 | #include <sounds.h> |
32 | #include <sounds.h> |
29 | #include <living.h> |
33 | #include <living.h> |
30 | #include <object.h> |
34 | #include <object.h> |
31 | #include <spells.h> |
35 | #include <spells.h> |
32 | #include <skills.h> |
36 | #include <skills.h> |
33 | |
37 | |
34 | #include <algorithm> |
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35 | #include <functional> |
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36 | |
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37 | playervec players; |
38 | playervec players; |
38 | |
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39 | void |
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40 | display_motd (const object *op) |
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41 | { |
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42 | char buf[MAX_BUF]; |
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43 | char motd[HUGE_BUF]; |
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44 | FILE *fp; |
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45 | int comp; |
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46 | int size; |
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47 | |
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48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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50 | return; |
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51 | |
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52 | motd[0] = '\0'; |
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53 | size = 0; |
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54 | |
|
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55 | while (fgets (buf, MAX_BUF, fp)) |
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56 | { |
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57 | if (*buf == '#') |
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58 | continue; |
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59 | |
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60 | strncat (motd + size, buf, HUGE_BUF - size); |
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61 | size += strlen (buf); |
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62 | } |
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63 | |
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64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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65 | close_and_delete (fp, comp); |
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66 | } |
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67 | |
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68 | void |
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69 | send_rules (const object *op) |
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70 | { |
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71 | char buf[MAX_BUF]; |
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72 | char rules[HUGE_BUF]; |
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73 | FILE *fp; |
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74 | int comp; |
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75 | int size; |
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76 | |
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77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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79 | return; |
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80 | |
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81 | rules[0] = '\0'; |
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82 | size = 0; |
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83 | |
|
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84 | while (fgets (buf, MAX_BUF, fp)) |
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85 | { |
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86 | if (*buf == '#') |
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87 | continue; |
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88 | |
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89 | if (size + strlen (buf) >= HUGE_BUF) |
|
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90 | { |
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91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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92 | break; |
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93 | } |
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94 | |
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95 | strncat (rules + size, buf, HUGE_BUF - size); |
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96 | size += strlen (buf); |
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97 | } |
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98 | |
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99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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100 | close_and_delete (fp, comp); |
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101 | } |
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102 | |
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103 | void |
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104 | send_news (const object *op) |
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105 | { |
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106 | char buf[MAX_BUF]; |
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107 | char news[HUGE_BUF]; |
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108 | char subject[MAX_BUF]; |
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109 | FILE *fp; |
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110 | int comp; |
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111 | int size; |
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112 | |
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113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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115 | return; |
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116 | |
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117 | news[0] = '\0'; |
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118 | subject[0] = '\0'; |
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119 | size = 0; |
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120 | |
|
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121 | while (fgets (buf, MAX_BUF, fp)) |
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122 | { |
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123 | if (*buf == '#') |
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124 | continue; |
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125 | |
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126 | if (*buf == '%') |
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127 | { /* send one news */ |
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128 | if (size > 0) |
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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 */ |
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130 | |
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131 | strcpy (subject, buf + 1); |
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132 | strip_endline (subject); |
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133 | size = 0; |
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134 | news[0] = '\0'; |
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135 | } |
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136 | else |
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137 | { |
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138 | if (size + strlen (buf) >= HUGE_BUF) |
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139 | { |
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140 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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141 | break; |
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142 | } |
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143 | strncat (news + size, buf, HUGE_BUF - size); |
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144 | size += strlen (buf); |
|
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145 | } |
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146 | } |
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147 | |
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148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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150 | close_and_delete (fp, comp); |
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151 | } |
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152 | |
39 | |
153 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
154 | static void |
41 | static void |
155 | set_first_map (object *op) |
42 | set_first_map (object *op) |
156 | { |
43 | { |
157 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
45 | op->x = -1; |
159 | op->y = -1; |
46 | op->y = -1; |
160 | } |
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161 | |
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162 | void |
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163 | player::enter_map () |
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164 | { |
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165 | object *tmp = object::create (); |
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166 | |
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167 | EXIT_PATH (tmp) = maplevel; |
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168 | EXIT_X (tmp) = ob->x; |
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169 | EXIT_Y (tmp) = ob->y; |
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170 | ob->enter_exit (tmp); |
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171 | |
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172 | tmp->destroy (); |
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173 | } |
47 | } |
174 | |
48 | |
175 | void |
49 | void |
176 | player::activate () |
50 | player::activate () |
177 | { |
51 | { |
… | |
… | |
180 | |
54 | |
181 | players.insert (this); |
55 | players.insert (this); |
182 | ob->remove (); |
56 | ob->remove (); |
183 | ob->map = 0; |
57 | ob->map = 0; |
184 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
187 | enter_map (); |
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188 | } |
61 | } |
189 | |
62 | |
190 | void |
63 | void |
191 | player::deactivate () |
64 | player::deactivate () |
192 | { |
65 | { |
… | |
… | |
199 | |
72 | |
200 | if (ob->map) |
73 | if (ob->map) |
201 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
202 | |
75 | |
203 | ob->remove (); |
76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
204 | ob->map = 0; |
78 | ob->map = 0; |
205 | party = 0; |
79 | party = 0; |
206 | |
80 | |
207 | // for weird reasons, this is often "ob", keeping a circular reference |
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208 | ranges [range_skill] = 0; |
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209 | |
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210 | players.erase (this); |
81 | players.erase (this); |
211 | } |
82 | } |
212 | |
83 | |
213 | // connect the player with a specific client |
84 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
86 | void |
216 | player::connect (client *ns) |
87 | player::connect (client *ns) |
217 | { |
88 | { |
218 | this->ns = ns; |
89 | this->ns = ns; |
219 | ns->pl = this; |
90 | ns->pl = this; |
… | |
… | |
223 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
224 | |
95 | |
225 | ns->update_look = 0; |
96 | ns->update_look = 0; |
226 | ns->look_position = 0; |
97 | ns->look_position = 0; |
227 | |
98 | |
228 | clear_los (ob); |
99 | clear_los (); |
229 | |
100 | |
230 | ns->reset_stats (); |
101 | ns->reset_stats (); |
231 | |
102 | |
232 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
105 | ob->race = ob->arch->race; |
235 | |
106 | |
236 | if (!legal_range (ob, shoottype)) |
107 | ob->update_weight (); |
237 | shoottype = range_none; |
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238 | |
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239 | ob->carrying = sum_weight (ob); |
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240 | link_player_skills (ob); |
108 | link_skills (); |
241 | |
109 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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243 | |
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244 | assign (title, ob->arch->clone.name); |
110 | assign (title, ob->arch->object::name); |
245 | |
111 | |
246 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
247 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
248 | { |
114 | { |
249 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
250 | |
|
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251 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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252 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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253 | |
116 | |
254 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
255 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
256 | if (tmp->arch->name == dragon_ability_force) |
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
257 | abil = tmp; |
120 | abil = tmp; |
258 | else if (tmp->arch->name == dragon_skin_force) |
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
259 | skin = tmp; |
122 | skin = tmp; |
260 | |
123 | |
261 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
262 | } |
125 | } |
263 | |
126 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
128 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
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130 | |
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131 | ob->flag [FLAG_READY_WEAPON] = false; |
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132 | ob->flag [FLAG_READY_SKILL] = false; |
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133 | ob->flag [FLAG_READY_RANGE] = false; |
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134 | ob->flag [FLAG_READY_BOW] = false; |
267 | |
135 | |
268 | ob->update_stats (); |
136 | ob->update_stats (); |
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137 | |
269 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
270 | |
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271 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
273 | |
141 | |
274 | activate (); |
142 | activate (); |
275 | |
143 | |
276 | send_rules (ob); |
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277 | send_news (ob); |
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278 | display_motd (ob); |
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279 | |
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280 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
281 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
282 | } |
146 | } |
283 | |
147 | |
284 | void |
148 | void |
285 | player::disconnect () |
149 | player::disconnect () |
286 | { |
150 | { |
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151 | if (ob) |
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152 | { |
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153 | ob->close_container (); //TODO: client-specific |
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154 | ob->drop_unpaid_items (); |
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155 | } |
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156 | |
287 | if (ns) |
157 | if (ns) |
288 | { |
158 | { |
289 | if (active) |
159 | if (active) |
290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
160 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
291 | |
161 | |
… | |
… | |
294 | ns->reset_stats (); |
164 | ns->reset_stats (); |
295 | ns->pl = 0; |
165 | ns->pl = 0; |
296 | ns = 0; |
166 | ns = 0; |
297 | } |
167 | } |
298 | |
168 | |
299 | if (ob) |
169 | // this is important for the player scheduler to get the correct refcount |
300 | ob->close_container (); //TODO: client-specific |
170 | // when ns = 0 |
|
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171 | observe = viewpoint = ob; |
301 | |
172 | |
302 | deactivate (); |
173 | deactivate (); |
303 | } |
174 | } |
|
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175 | |
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176 | //-GPL |
304 | |
177 | |
305 | // the need for this function can be explained |
178 | // the need for this function can be explained |
306 | // by load_object not returning the object |
179 | // by load_object not returning the object |
307 | void |
180 | void |
308 | player::set_object (object *op) |
181 | player::set_object (object *op) |
309 | { |
182 | { |
310 | ob = op; |
183 | ob = observe = viewpoint = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
185 | |
|
|
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
313 | ob->speed_left = 0.5; |
187 | ob->speed_left = 0.5f; |
314 | ob->speed = 1.0; |
188 | |
315 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
316 | } |
190 | } |
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191 | |
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192 | void |
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193 | player::set_observe (object *op) |
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194 | { |
|
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195 | observe = viewpoint = op ? op : ob; |
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196 | do_los = 1; |
|
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197 | } |
|
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198 | |
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199 | void |
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200 | player::set_viewpoint (object *op) |
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201 | { |
|
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202 | viewpoint = op ? op : (object *)observe; |
|
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203 | do_los = 1; |
|
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204 | } |
|
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205 | |
|
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206 | //+GPL |
317 | |
207 | |
318 | player::player () |
208 | player::player () |
319 | { |
209 | { |
320 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
321 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
325 | unapply = unapply_nochoice; |
215 | unapply = unapply_nochoice; |
326 | |
216 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
217 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
218 | |
329 | gen_sp_armour = 10; |
219 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
220 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
221 | petmode = pet_normal; |
333 | listening = 10; |
|
|
334 | usekeys = containers; |
222 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
223 | peaceful = 1; /* default peaceful */ |
336 | do_los = 1; |
224 | do_los = 1; |
|
|
225 | |
|
|
226 | weapon_sp = 1.0f; |
|
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227 | weapon_sp_left = 0.5f; |
337 | } |
228 | } |
338 | |
229 | |
339 | void |
230 | void |
340 | player::do_destroy () |
231 | player::do_destroy () |
341 | { |
232 | { |
… | |
… | |
343 | |
234 | |
344 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
345 | |
236 | |
346 | if (ob) |
237 | if (ob) |
347 | { |
238 | { |
348 | ob->destroy_inv (false); |
239 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
240 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
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241 | //ob->contr = 0; |
349 | ob->destroy (); |
242 | ob->destroy (); |
350 | } |
243 | } |
|
|
244 | |
|
|
245 | ob = observe = viewpoint = 0; |
351 | } |
246 | } |
352 | |
247 | |
353 | player::~player () |
248 | player::~player () |
354 | { |
249 | { |
355 | /* Clear item stack */ |
250 | /* Clear item stack */ |
356 | free (stack_items); |
251 | free (stack_items); |
|
|
252 | } |
|
|
253 | |
|
|
254 | /* |
|
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255 | * get_player_archetype() return next player archetype from archetype |
|
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256 | * list. Not very efficient routine, but used only creating new players. |
|
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257 | * Note: there MUST be at least one player archetype! |
|
|
258 | */ |
|
|
259 | static archetype * |
|
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260 | get_player_archetype (archetype *at) |
|
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261 | { |
|
|
262 | // archetypes could have been reloaded |
|
|
263 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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264 | |
|
|
265 | if (!nat) |
|
|
266 | return at; |
|
|
267 | |
|
|
268 | archvec::iterator i = archetypes.find (nat); |
|
|
269 | |
|
|
270 | for (;;) |
|
|
271 | { |
|
|
272 | if (++i == archetypes.end ()) |
|
|
273 | i = archetypes.begin (); |
|
|
274 | else if (*i == at) |
|
|
275 | cleanup ("not a single player archetype found"); |
|
|
276 | |
|
|
277 | if ((*i)->type == PLAYER) |
|
|
278 | return *i; |
|
|
279 | } |
357 | } |
280 | } |
358 | |
281 | |
359 | /* Tries to add player on the connection passed in ns. |
282 | /* Tries to add player on the connection passed in ns. |
360 | * All we can really get in this is some settings like host and display |
283 | * All we can really get in this is some settings like host and display |
361 | * mode. |
284 | * mode. |
… | |
… | |
363 | player * |
286 | player * |
364 | player::create () |
287 | player::create () |
365 | { |
288 | { |
366 | player *pl = new player; |
289 | player *pl = new player; |
367 | |
290 | |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
291 | pl->set_object (get_player_archetype (0)->instance ()); |
369 | |
292 | |
370 | pl->ob->roll_stats (); |
293 | pl->ob->roll_stats (); |
371 | pl->ob->stats.wc = 2; |
294 | pl->ob->stats.wc = 2; |
372 | pl->ob->run_away = 25; /* Then we panick... */ |
295 | pl->ob->run_away = 25; /* Then we panick... */ |
373 | |
296 | |
374 | set_first_map (pl->ob); |
297 | set_first_map (pl->ob); |
375 | |
298 | |
376 | return pl; |
299 | return pl; |
377 | } |
|
|
378 | |
|
|
379 | /* |
|
|
380 | * get_player_archetype() return next player archetype from archetype |
|
|
381 | * list. Not very efficient routine, but used only creating new players. |
|
|
382 | * Note: there MUST be at least one player archetype! |
|
|
383 | */ |
|
|
384 | archetype * |
|
|
385 | get_player_archetype (archetype *at) |
|
|
386 | { |
|
|
387 | archetype *start = at; |
|
|
388 | |
|
|
389 | for (;;) |
|
|
390 | { |
|
|
391 | if (at == NULL || at->next == NULL) |
|
|
392 | at = first_archetype; |
|
|
393 | else |
|
|
394 | at = at->next; |
|
|
395 | |
|
|
396 | if (at->clone.type == PLAYER) |
|
|
397 | return at; |
|
|
398 | |
|
|
399 | if (at == start) |
|
|
400 | { |
|
|
401 | LOG (llevError, "No Player archetypes\n"); |
|
|
402 | exit (-1); |
|
|
403 | } |
|
|
404 | } |
|
|
405 | } |
300 | } |
406 | |
301 | |
407 | object * |
302 | object * |
408 | get_nearest_player (object *mon) |
303 | get_nearest_player (object *mon) |
409 | { |
304 | { |
… | |
… | |
412 | unsigned lastdist; |
307 | unsigned lastdist; |
413 | rv_vector rv; |
308 | rv_vector rv; |
414 | |
309 | |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
310 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
416 | { |
311 | { |
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 |
|
|
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; |
|
|
425 | |
|
|
426 | /* Can't do much more other than log the fact, because the object |
|
|
427 | * itself will have been cleared. |
|
|
428 | */ |
|
|
429 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
430 | tmp->debug_desc ()); |
|
|
431 | ol = ol->next; |
|
|
432 | remove_friendly_object (tmp); |
|
|
433 | if (!ol) |
|
|
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)) |
312 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
445 | continue; |
313 | continue; |
446 | |
314 | |
447 | if (lastdist > rv.distance) |
315 | if (lastdist > rv.distance) |
448 | { |
316 | { |
… | |
… | |
464 | #endif |
332 | #endif |
465 | return op; |
333 | return op; |
466 | } |
334 | } |
467 | |
335 | |
468 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
336 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
469 | * result in a monster paths backtracking. It basically determines how large a |
337 | * result in a monster paths backtracking. It basically determines how large a |
470 | * detour a monster will take from the direction path when looking |
338 | * detour a monster will take from the direction path when looking |
471 | * for a path to the player. The values are in the amount of direction |
339 | * for a path to the player. The values are in the amount of direction |
472 | * the deviation is |
340 | * the deviation is |
473 | */ |
341 | */ |
474 | #define DETOUR_AMOUNT 2 |
342 | #define DETOUR_AMOUNT 2 |
… | |
… | |
510 | */ |
378 | */ |
511 | int |
379 | int |
512 | path_to_player (object *mon, object *pl, unsigned mindiff) |
380 | path_to_player (object *mon, object *pl, unsigned mindiff) |
513 | { |
381 | { |
514 | rv_vector rv; |
382 | rv_vector rv; |
515 | sint16 x, y; |
|
|
516 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
383 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
517 | maptile *m, *lastmap; |
|
|
518 | |
384 | |
519 | get_rangevector (mon, pl, &rv, 0); |
385 | get_rangevector (mon, pl, &rv, 0); |
520 | |
386 | |
521 | if (rv.distance < mindiff) |
387 | if (rv.distance < mindiff) |
522 | return 0; |
388 | return 0; |
523 | |
389 | |
524 | x = mon->x; |
390 | mapxy pos (mon); |
525 | y = mon->y; |
|
|
526 | m = mon->map; |
|
|
527 | dir = rv.direction; |
391 | dir = rv.direction; |
528 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
392 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
529 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
393 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
530 | |
394 | |
531 | /* If we can't solve it within the search distance, return now. */ |
395 | /* If we can't solve it within the search distance, return now. */ |
532 | if (diff > max) |
396 | if (diff > max) |
533 | return 0; |
397 | return 0; |
534 | |
398 | |
535 | while (diff > 1 && max > 0) |
399 | while (diff > 1 && max > 0) |
536 | { |
400 | { |
537 | lastx = x; |
401 | mapxy lastpos = pos; |
538 | lasty = y; |
|
|
539 | lastmap = m; |
|
|
540 | x = lastx + freearr_x[dir]; |
|
|
541 | y = lasty + freearr_y[dir]; |
|
|
542 | |
402 | |
543 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
403 | pos.move (dir); |
544 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
545 | |
404 | |
546 | /* Space is blocked - try changing direction a little */ |
405 | /* Space is blocked - try changing direction a little */ |
547 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
406 | if (!pos.normalise () |
548 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
407 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
408 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
549 | { |
409 | { |
550 | /* recalculate direction from last good location. Possible |
410 | /* recalculate direction from last good location. Possible |
551 | * we were not traversing ideal location before. |
411 | * we were not traversing ideal location before. |
552 | */ |
412 | */ |
553 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
413 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
554 | if (rv.direction != dir) |
414 | if (rv.direction != dir) |
555 | { |
415 | { |
556 | /* OK - says direction should be different - lets reset the |
416 | /* OK - says direction should be different - lets reset the |
557 | * the values so it will try again. |
417 | * the values so it will try again. |
558 | */ |
418 | */ |
559 | x = lastx; |
|
|
560 | y = lasty; |
|
|
561 | m = lastmap; |
419 | pos = lastpos; |
562 | dir = firstdir = rv.direction; |
420 | dir = firstdir = rv.direction; |
563 | } |
421 | } |
564 | else |
422 | else |
565 | { |
423 | { |
566 | /* direct path is blocked - try taking a side step to |
424 | /* direct path is blocked - try taking a side step to |
567 | * either the left or right. |
425 | * either the left or right. |
568 | * Note increase the values in the loop below to be |
426 | * Note increase the values in the loop below to be |
569 | * more than -1/1 respectively will mean the monster takes |
427 | * more than -1/1 respectively will mean the monster takes |
570 | * bigger detour. Have to be careful about these values getting |
428 | * bigger detour. Have to be careful about these values getting |
571 | * too big (3 or maybe 4 or higher) as the monster may just try |
429 | * too big (3 or maybe 4 or higher) as the monster may just try |
572 | * stepping back and forth |
430 | * stepping back and forth |
573 | */ |
431 | */ |
574 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
432 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
575 | { |
433 | { |
576 | if (i == 0) |
434 | if (i == 0) |
577 | continue; /* already did this, so skip it */ |
435 | continue; /* already did this, so skip it */ |
|
|
436 | |
578 | /* Use lastdir here - otherwise, |
437 | /* Use lastdir here - otherwise, |
579 | * since the direction that the creature should move in |
438 | * since the direction that the creature should move in |
580 | * may change, you could get infinite loops. |
439 | * may change, you could get infinite loops. |
581 | * ie, player is northwest, but monster can only |
440 | * ie, player is northwest, but monster can only |
582 | * move west, so it does that. It goes some distance, |
441 | * move west, so it does that. It goes some distance, |
… | |
… | |
584 | * can't do that, but now finds it can move east, and |
443 | * can't do that, but now finds it can move east, and |
585 | * gets back to its original point. lastdir contains |
444 | * gets back to its original point. lastdir contains |
586 | * the last direction the creature has successfully |
445 | * the last direction the creature has successfully |
587 | * moved. |
446 | * moved. |
588 | */ |
447 | */ |
589 | |
|
|
590 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
591 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
592 | m = lastmap; |
448 | pos = lastpos; |
593 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
449 | pos.move (absdir (lastdir + i)); |
594 | if (mflags & P_OUT_OF_MAP) |
450 | |
|
|
451 | if (!pos.normalise ()) |
595 | continue; |
452 | continue; |
596 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
453 | |
597 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
454 | mapspace &ms = *pos; |
|
|
455 | |
|
|
456 | if (ms.flags () & P_BLOCKSVIEW) |
598 | continue; |
457 | continue; |
599 | if (mflags & P_BLOCKSVIEW) |
458 | |
|
|
459 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
600 | continue; |
460 | continue; |
601 | |
461 | |
602 | if (m == mon->map && blocked_link (mon, m, x, y)) |
462 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
603 | break; |
463 | break; |
604 | } |
464 | } |
|
|
465 | |
605 | /* go through entire loop without finding a valid |
466 | /* go through entire loop without finding a valid |
606 | * sidestep to take - thus, no valid path. |
467 | * sidestep to take - thus, no valid path. |
607 | */ |
468 | */ |
608 | if (i == (DETOUR_AMOUNT + 1)) |
469 | if (i == DETOUR_AMOUNT + 1) |
609 | return 0; |
470 | return 0; |
|
|
471 | |
610 | diff--; |
472 | diff--; |
611 | lastdir = dir; |
473 | lastdir = dir; |
612 | max--; |
474 | max--; |
613 | if (!firstdir) |
475 | if (!firstdir) |
614 | firstdir = dir + i; |
476 | firstdir = dir + i; |
… | |
… | |
618 | { |
480 | { |
619 | /* we moved towards creature, so diff is less */ |
481 | /* we moved towards creature, so diff is less */ |
620 | diff--; |
482 | diff--; |
621 | max--; |
483 | max--; |
622 | lastdir = dir; |
484 | lastdir = dir; |
|
|
485 | |
623 | if (!firstdir) |
486 | if (!firstdir) |
624 | firstdir = dir; |
487 | firstdir = dir; |
625 | } |
488 | } |
626 | |
489 | |
627 | if (diff <= 1) |
490 | if (diff <= 1) |
628 | { |
491 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
492 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
493 | * headed toward player for entire distance. |
631 | */ |
494 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
495 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
633 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
496 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
497 | } |
635 | |
498 | |
636 | if (diff > max) |
499 | if (diff > max) |
637 | return 0; |
500 | return 0; |
… | |
… | |
643 | |
506 | |
644 | return firstdir; |
507 | return firstdir; |
645 | } |
508 | } |
646 | |
509 | |
647 | void |
510 | void |
648 | give_initial_items (object *pl, treasurelist * items) |
511 | give_initial_items (object *pl, treasurelist *items) |
649 | { |
512 | { |
650 | object *op, *next = NULL; |
|
|
651 | |
|
|
652 | if (pl->randomitems != NULL) |
513 | if (pl->randomitems) |
653 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
514 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
654 | |
515 | |
655 | for (op = pl->inv; op; op = next) |
516 | for (object *next, *op = pl->inv; op; op = next) |
656 | { |
517 | { |
657 | next = op->below; |
518 | next = op->below; |
658 | |
519 | |
659 | /* Forces get applied per default, unless they have the |
520 | /* Forces get applied per default, unless they have the |
660 | * flag "neutral" set. Sorry but I can't think of a better way |
521 | * flag "neutral" set. Sorry but I can't think of a better way |
661 | */ |
522 | */ |
662 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
523 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
663 | SET_FLAG (op, FLAG_APPLIED); |
524 | op->set_flag (FLAG_APPLIED); |
664 | |
525 | |
665 | /* we never give weapons/armour if these cannot be used |
526 | /* we never give weapons/armour if these cannot be used |
666 | * by this player due to race restrictions |
527 | * by this player due to race restrictions |
667 | */ |
528 | */ |
668 | if (pl->type == PLAYER) |
529 | if (pl->type == PLAYER) |
669 | { |
530 | { |
670 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
531 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
532 | && |
671 | (op->type == ARMOUR || op->type == BOOTS || |
533 | (op->type == ARMOUR || op->type == BOOTS |
672 | op->type == CLOAK || op->type == HELMET || |
534 | || op->type == CLOAK || op->type == HELMET |
673 | op->type == SHIELD || op->type == GLOVES || |
535 | || op->type == SHIELD || op->type == GLOVES |
674 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
536 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
537 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
675 | { |
538 | { |
676 | op->destroy (); |
539 | op->destroy (); |
677 | continue; |
540 | continue; |
678 | } |
541 | } |
679 | } |
542 | } |
680 | |
543 | |
681 | /* This really needs to be better - we should really give |
544 | /* Here we remove duplicated skills (as duplicated spell objects have |
682 | * a substitute spellbook. The problem is that we don't really |
545 | * _very_ confusing effects for players), which could for instance be |
683 | * have a good idea what to replace it with (need something like |
546 | * generated by multiple treasurelists specifying the same skills. |
684 | * a first level treasurelist for each skill.) |
|
|
685 | * remove duplicate skills also |
|
|
686 | */ |
547 | */ |
687 | if (op->type == SPELLBOOK || op->type == SKILL) |
548 | if (op->type == SKILL) |
688 | { |
549 | { |
689 | object *tmp; |
|
|
690 | |
|
|
691 | for (tmp = op->below; tmp; tmp = tmp->below) |
550 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
692 | if (tmp->type == op->type && tmp->name == op->name) |
551 | if (tmp->type == op->type && tmp->name == op->name) |
693 | break; |
|
|
694 | |
|
|
695 | if (tmp) |
|
|
696 | { |
552 | { |
697 | op->destroy (); |
553 | op->destroy (); |
698 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
554 | break; |
699 | continue; |
|
|
700 | } |
555 | } |
701 | |
556 | |
702 | if (op->nrof > 1) |
557 | if (op->nrof > 1) |
703 | op->nrof = 1; |
558 | op->nrof = 1; |
704 | } |
559 | } |
705 | |
560 | |
706 | if (op->type == SPELLBOOK && op->inv) |
561 | if (op->type == SPELLBOOK && op->inv) |
707 | { |
562 | op->inv->clr_flag (FLAG_STARTEQUIP); |
708 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
709 | } |
|
|
710 | |
563 | |
711 | /* Give starting characters identified, uncursed, and undamned |
564 | /* Give starting characters identified, uncursed, and undamned |
712 | * items. Just don't identify gold or silver, or it won't be |
565 | * items. Just don't identify gold or silver, or it won't be |
713 | * merged properly. |
566 | * merged properly. |
714 | */ |
567 | */ |
715 | if (need_identify (op)) |
568 | if (op->need_identify ()) |
716 | { |
|
|
717 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
718 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
719 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
720 | } |
569 | { |
|
|
570 | op->set_flag (FLAG_IDENTIFIED); |
|
|
571 | op->clr_flag (FLAG_CURSED); |
|
|
572 | op->clr_flag (FLAG_DAMNED); |
|
|
573 | } |
|
|
574 | |
721 | if (op->type == SPELL) |
575 | if (op->type == SPELL) |
722 | { |
576 | { |
723 | op->destroy (); |
577 | op->destroy (); |
724 | continue; |
578 | continue; |
725 | } |
579 | } |
726 | else if (op->type == SKILL) |
580 | else if (op->type == SKILL) |
727 | { |
581 | { |
728 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
582 | op->set_flag (FLAG_CAN_USE_SKILL); |
729 | op->stats.exp = 0; |
583 | op->stats.exp = 0; |
730 | op->level = 1; |
584 | op->level = 1; |
731 | } |
585 | } |
732 | /* lock all 'normal items by default */ |
586 | else /* lock all 'normal items by default */ |
733 | else |
587 | op->set_flag (FLAG_INV_LOCKED); |
734 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
735 | } /* for loop of objects in player inv */ |
588 | } /* for loop of objects in player inv */ |
736 | |
589 | |
737 | /* Need to set up the skill pointers */ |
590 | /* Need to set up the skill pointers */ |
738 | link_player_skills (pl); |
591 | pl->contr->link_skills (); |
739 | } |
592 | } |
740 | |
593 | |
741 | void |
594 | void |
742 | get_party_password (object *op, partylist *party) |
595 | get_party_password (object *op, partylist *party) |
743 | { |
596 | { |
… | |
… | |
753 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
606 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
754 | } |
607 | } |
755 | |
608 | |
756 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
609 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
757 | static int |
610 | static int |
758 | roll_stat (void) |
611 | roll_stat () |
759 | { |
612 | { |
760 | int a[4], i, j, k; |
613 | int a[4], i, j, k; |
761 | |
614 | |
762 | for (i = 0; i < 4; i++) |
615 | for (i = 0; i < 4; i++) |
763 | a[i] = (int) rndm (6) + 1; |
616 | a[i] = rndm (1, 6); |
764 | |
617 | |
765 | for (i = 0, j = 0, k = 7; i < 4; i++) |
618 | for (i = 0, j = 0, k = 7; i < 4; i++) |
766 | if (a[i] < k) |
619 | if (a[i] < k) |
767 | k = a[i], j = i; |
620 | k = a[i], j = i; |
768 | |
621 | |
… | |
… | |
774 | } |
627 | } |
775 | |
628 | |
776 | void |
629 | void |
777 | object::roll_stats () |
630 | object::roll_stats () |
778 | { |
631 | { |
779 | int statsort [7]; |
632 | int statsort [NUM_STATS]; |
780 | |
633 | |
781 | for (;;) |
634 | for (;;) |
782 | { |
635 | { |
783 | int sum = 0; |
636 | int sum = 0; |
784 | for (int i = 7; i--; ) |
637 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
638 | sum += statsort [i] = roll_stat (); |
786 | |
639 | |
787 | if (sum >= 82 && sum <= 116) |
640 | if (sum >= 82 && sum <= 116) |
788 | break; |
641 | break; |
789 | } |
642 | } |
790 | |
643 | |
791 | // Sort the stats so that rerolling is easier... |
644 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
645 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
646 | |
|
|
647 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
648 | 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 | |
649 | |
802 | stats.exp = 0; |
650 | stats.exp = 0; |
803 | stats.ac = 0; |
651 | stats.ac = 0; |
804 | |
652 | |
805 | stats.hp = stats.maxhp; |
653 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
665 | } |
818 | |
666 | |
819 | void |
667 | void |
820 | object::swap_stats (int a, int b) |
668 | object::swap_stats (int a, int b) |
821 | { |
669 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
670 | 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 | |
671 | |
|
|
672 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
673 | 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 | |
674 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
675 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
676 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
677 | stats.ac = 0; |
837 | |
678 | |
… | |
… | |
856 | static void |
697 | static void |
857 | start_info (object *op) |
698 | start_info (object *op) |
858 | { |
699 | { |
859 | char buf[MAX_BUF]; |
700 | char buf[MAX_BUF]; |
860 | |
701 | |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
702 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
703 | 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 | } |
704 | } |
866 | |
705 | |
867 | /* This function takes the key that is passed, and does the |
706 | /* This function takes the key that is passed, and does the |
868 | * appropriate action with it (change race, or other things). |
707 | * appropriate action with it (change race, or other things). |
869 | * The function name is for historical reasons - now we have |
708 | * The function name is for historical reasons - now we have |
… | |
… | |
872 | */ |
711 | */ |
873 | void |
712 | void |
874 | player::chargen_race_done () |
713 | player::chargen_race_done () |
875 | { |
714 | { |
876 | /* this must before then initial items are given */ |
715 | /* this must before then initial items are given */ |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
716 | esrv_new_player (ob->contr); |
878 | |
717 | |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
718 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
880 | if (tl) |
719 | if (tl) |
881 | create_treasure (tl, ob, 0, 0, 0); |
720 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
721 | |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
722 | INVOKE_PLAYER (BIRTH, ob->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
885 | |
723 | |
886 | ob->contr->ns->state = ST_PLAYING; |
724 | ob->contr->ns->state = ST_PLAYING; |
887 | |
725 | |
888 | if (ob->msg) |
726 | if (ob->msg) |
889 | ob->msg = 0; |
727 | ob->msg = 0; |
890 | |
728 | |
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); |
729 | start_info (ob); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
730 | ob->clr_flag (FLAG_WIZ); |
902 | give_initial_items (ob, ob->randomitems); |
731 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (ob); |
|
|
904 | esrv_send_inventory (ob, ob); |
732 | esrv_send_inventory (ob, ob); |
905 | ob->update_stats (); |
733 | ob->update_stats (); |
906 | |
734 | |
907 | /* This moves the player to a different start map, if there |
735 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
736 | * is one for this race |
909 | */ |
737 | */ |
910 | if (*first_map_ext_path) |
738 | if (*first_map_ext_path) |
911 | { |
739 | 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 |
740 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
741 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
742 | } |
|
|
743 | |
|
|
744 | /* |
|
|
745 | * Returns true if the given player is a legal class. |
|
|
746 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
747 | * check if the stat becomes negative, thus this function |
|
|
748 | * merely checks that all stats are 1 or more, and returns |
|
|
749 | * false otherwise. |
|
|
750 | */ |
|
|
751 | static int |
|
|
752 | allowed_class (const object *op) |
|
|
753 | { |
|
|
754 | return op->stats.Dex > 0 |
|
|
755 | && op->stats.Str > 0 |
|
|
756 | && op->stats.Con > 0 |
|
|
757 | && op->stats.Int > 0 |
|
|
758 | && op->stats.Wis > 0 |
|
|
759 | && op->stats.Pow > 0 |
|
|
760 | && op->stats.Cha > 0; |
927 | } |
761 | } |
928 | |
762 | |
929 | void |
763 | void |
930 | player::chargen_race_next () |
764 | player::chargen_race_next () |
931 | { |
765 | { |
… | |
… | |
939 | int x = ob->x, y = ob->y; |
773 | int x = ob->x, y = ob->y; |
940 | |
774 | |
941 | ob->remove_statbonus (); |
775 | ob->remove_statbonus (); |
942 | ob->remove (); |
776 | ob->remove (); |
943 | ob->arch = get_player_archetype (ob->arch); |
777 | ob->arch = get_player_archetype (ob->arch); |
944 | ob->arch->clone.copy_to (ob); |
778 | ob->arch->copy_to (ob); |
945 | ob->instantiate (); |
779 | ob->instantiate (); |
946 | ob->stats = ob->contr->orig_stats; |
780 | ob->stats = ob->contr->orig_stats; |
947 | ob->name = ob->name_pl = name; |
781 | ob->name = ob->name_pl = name; |
948 | ob->x = x; |
782 | ob->x = x; |
949 | ob->y = y; |
783 | ob->y = y; |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
784 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
785 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
786 | assign (ob->contr->title, ob->arch->object::name); |
953 | ob->add_statbonus (); |
787 | ob->add_statbonus (); |
954 | } |
788 | } |
955 | while (!allowed_class (ob)); |
789 | while (!allowed_class (ob)); |
956 | |
790 | |
957 | update_object (ob, UP_OBJ_FACE); |
791 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
960 | ob->stats.hp = ob->stats.maxhp; |
794 | ob->stats.hp = ob->stats.maxhp; |
961 | ob->stats.sp = ob->stats.maxsp; |
795 | ob->stats.sp = ob->stats.maxsp; |
962 | ob->stats.grace = 0; |
796 | ob->stats.grace = 0; |
963 | } |
797 | } |
964 | |
798 | |
965 | void |
799 | static void |
966 | flee_player (object *op) |
800 | flee_player (object *op) |
967 | { |
801 | { |
968 | int dir, diff; |
802 | int dir, diff; |
969 | rv_vector rv; |
803 | rv_vector rv; |
970 | |
804 | |
971 | if (op->stats.hp < 0) |
805 | if (op->stats.hp < 0) |
972 | { |
806 | { |
973 | LOG (llevDebug, "Fleeing player is dead.\n"); |
807 | LOG (llevDebug, "Fleeing player is dead.\n"); |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
808 | op->clr_flag (FLAG_SCARED); |
975 | return; |
809 | return; |
976 | } |
810 | } |
977 | |
811 | |
978 | if (op->enemy == NULL) |
812 | if (!op->enemy) |
979 | { |
813 | { |
980 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
814 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
981 | CLEAR_FLAG (op, FLAG_SCARED); |
815 | op->clr_flag (FLAG_SCARED); |
982 | return; |
816 | return; |
983 | } |
817 | } |
984 | |
818 | |
985 | /* Seen some crashes here. Since we don't store an |
819 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
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 | { |
820 | { |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
992 | op->enemy = NULL; |
821 | op->enemy = NULL; |
993 | return; |
822 | op->clr_flag (FLAG_SCARED); |
994 | } |
|
|
995 | |
|
|
996 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
997 | { |
|
|
998 | op->enemy = NULL; |
|
|
999 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1000 | return; |
823 | return; |
1001 | } |
824 | } |
1002 | |
825 | |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
826 | get_rangevector (op, op->enemy, &rv, 0); |
1004 | |
827 | |
1005 | dir = absdir (4 + rv.direction); |
828 | dir = absdir (4 + rv.direction); |
1006 | for (diff = 0; diff < 3; diff++) |
829 | for (diff = 0; diff < 3; diff++) |
1007 | { |
830 | { |
1008 | int m = 1 - (RANDOM () & 2); |
831 | int m = 1 - rndm (2) * 2; |
1009 | |
832 | |
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
833 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1011 | return; |
834 | return; |
1012 | } |
835 | } |
1013 | |
836 | |
1014 | /* Cornered, get rid of scared */ |
837 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
838 | op->clr_flag (FLAG_SCARED); |
1016 | op->enemy = NULL; |
839 | op->enemy = NULL; |
1017 | } |
840 | } |
1018 | |
841 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
842 | /* 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 |
843 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
844 | * stop. |
1023 | */ |
845 | */ |
1024 | int |
846 | int |
1025 | check_pick (object *op) |
847 | check_pick (object *op) |
1026 | { |
848 | { |
1027 | object *tmp, *next; |
849 | object *tmp, *next; |
1028 | int stop = 0; |
850 | int stop = 0; |
1029 | int wvratio; |
851 | int wvratio; |
1030 | char putstring[128]; |
|
|
1031 | |
852 | |
1032 | /* if you're flying, you cna't pick up anything */ |
853 | /* if you're flying, you can't pick up anything */ |
1033 | if (op->move_type & MOVE_FLYING) |
854 | if (op->move_type & MOVE_FLYING) |
1034 | return 1; |
855 | return 1; |
1035 | |
856 | |
1036 | next = op->below; |
857 | next = op->below; |
|
|
858 | |
|
|
859 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
860 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1037 | |
861 | |
1038 | /* loop while there are items on the floor that are not marked as |
862 | /* loop while there are items on the floor that are not marked as |
1039 | * destroyed */ |
863 | * destroyed */ |
1040 | while (next && !next->destroyed ()) |
864 | while (next && !next->destroyed ()) |
1041 | { |
865 | { |
1042 | tmp = next; |
866 | tmp = next; |
1043 | next = tmp->below; |
867 | next = tmp->below; |
1044 | |
868 | |
|
|
869 | if (cnt <= 0) |
|
|
870 | { |
|
|
871 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
872 | return 0; |
|
|
873 | } |
|
|
874 | |
1045 | if (op->destroyed ()) |
875 | if (op->destroyed ()) |
1046 | return 0; |
876 | return 0; |
1047 | |
877 | |
1048 | if (!can_pick (op, tmp)) |
878 | if (!can_pick (op, tmp)) |
1049 | continue; |
879 | continue; |
1050 | |
880 | |
1051 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
881 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1052 | { |
882 | { |
1053 | if (item_matched_string (op, tmp, op->contr->search_str)) |
883 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1054 | pick_up (op, tmp); |
884 | CHK_PICK_PICKUP; |
|
|
885 | |
1055 | continue; |
886 | continue; |
1056 | } |
887 | } |
1057 | |
888 | |
1058 | /* high not bit set? We're using the old autopickup model */ |
889 | /* pickup handling */ |
|
|
890 | if (op->contr->mode & PU_DEBUG) |
|
|
891 | { |
|
|
892 | /* some debugging code to figure out item information */ |
|
|
893 | const char *str = tmp->name |
|
|
894 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
895 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
896 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
897 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
898 | |
|
|
899 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
900 | } |
|
|
901 | |
|
|
902 | if (op->contr->mode & PU_INHIBIT) |
|
|
903 | return 1; |
|
|
904 | |
|
|
905 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
906 | return 1; |
|
|
907 | |
|
|
908 | /* philosophy: |
|
|
909 | * It's easy to grab an item type from a pile, as long as it's |
|
|
910 | * generic. This takes no game-time. For more detailed pickups |
|
|
911 | * and selections, select-items should be used. This is a |
|
|
912 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
913 | * example. |
|
|
914 | * The drawback: right now it has no frontend, so you need to |
|
|
915 | * stick the bits you want into a calculator in hex mode and then |
|
|
916 | * convert to decimal and then 'pickup <#> |
|
|
917 | */ |
|
|
918 | |
|
|
919 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
920 | * STOP then we stop. All the rest are applied sequentially, |
|
|
921 | * meaning if any test passes, the item gets picked up. */ |
|
|
922 | |
|
|
923 | /* if mode is set to pick nothing up, return */ |
|
|
924 | if (op->contr->mode == PU_NOTHING) |
|
|
925 | return 1; |
|
|
926 | |
|
|
927 | /* if mode is set to stop when encountering objects, return */ |
|
|
928 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
929 | * anything up */ |
|
|
930 | if (op->contr->mode & PU_STOP) |
|
|
931 | return 0; |
|
|
932 | |
|
|
933 | /* useful for going into stores and not losing your settings... */ |
|
|
934 | /* and for battles wher you don't want to get loaded down while |
|
|
935 | * fighting */ |
|
|
936 | if (op->contr->mode & PU_INHIBIT) |
|
|
937 | return 1; |
|
|
938 | |
|
|
939 | /* prevent us from turning into auto-thieves :) */ |
|
|
940 | if (tmp->flag [FLAG_UNPAID]) |
|
|
941 | continue; |
|
|
942 | |
|
|
943 | /* ignore known cursed objects */ |
|
|
944 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
945 | continue; |
|
|
946 | |
|
|
947 | /* all food and drink if desired */ |
|
|
948 | /* question: don't pick up known-poisonous stuff? */ |
1059 | if (!(op->contr->mode & PU_NEWMODE)) |
949 | if (op->contr->mode & PU_FOOD) |
|
|
950 | if (tmp->type == FOOD) |
1060 | { |
951 | { |
1061 | switch (op->contr->mode) |
952 | CHK_PICK_PICKUP; |
|
|
953 | continue; |
|
|
954 | } |
|
|
955 | |
|
|
956 | if (op->contr->mode & PU_DRINK) |
|
|
957 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
958 | { |
|
|
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_POTION) |
|
|
964 | if (tmp->type == POTION) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
971 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
972 | if (tmp->type == SPELLBOOK) |
|
|
973 | { |
|
|
974 | CHK_PICK_PICKUP; |
|
|
975 | continue; |
|
|
976 | } |
|
|
977 | |
|
|
978 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
979 | if (tmp->type == SKILLSCROLL) |
|
|
980 | { |
|
|
981 | CHK_PICK_PICKUP; |
|
|
982 | continue; |
|
|
983 | } |
|
|
984 | |
|
|
985 | if (op->contr->mode & PU_READABLES) |
|
|
986 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
987 | { |
|
|
988 | CHK_PICK_PICKUP; |
|
|
989 | continue; |
|
|
990 | } |
|
|
991 | |
|
|
992 | /* wands/staves/rods/horns */ |
|
|
993 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
994 | if (tmp->type == WAND |
|
|
995 | || tmp->type == ROD |
|
|
996 | || tmp->type == HORN |
|
|
997 | || tmp->type == POWER_CRYSTAL) |
|
|
998 | { |
|
|
999 | CHK_PICK_PICKUP; |
|
|
1000 | continue; |
|
|
1001 | } |
|
|
1002 | |
|
|
1003 | /* pick up all magical items */ |
|
|
1004 | if (op->contr->mode & PU_MAGICAL) |
|
|
1005 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1006 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
1007 | { |
|
|
1008 | CHK_PICK_PICKUP; |
|
|
1009 | continue; |
|
|
1010 | } |
|
|
1011 | |
|
|
1012 | if (op->contr->mode & PU_VALUABLES) |
|
|
1013 | { |
|
|
1014 | if (tmp->type == MONEY || tmp->type == GEM) |
1062 | { |
1015 | { |
1063 | case 0: |
1016 | CHK_PICK_PICKUP; |
1064 | return 1; /* don't pick up */ |
1017 | 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 | } |
1018 | } |
1096 | } |
1019 | } |
1097 | else |
1020 | |
1098 | { /* old model */ |
1021 | /* rings & amulets - talismans seems to be typed AMULET */ |
1099 | /* NEW pickup handling */ |
|
|
1100 | if (op->contr->mode & PU_DEBUG) |
1022 | if (op->contr->mode & PU_JEWELS) |
|
|
1023 | if (tmp->type == RING |
|
|
1024 | || tmp->type == AMULET |
|
|
1025 | || tmp->type == GIRDLE |
|
|
1026 | || tmp->type == SKILL_TOOL) |
1101 | { |
1027 | { |
1102 | /* some debugging code to figure out item information */ |
1028 | CHK_PICK_PICKUP; |
1103 | if (tmp->name != 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; |
1029 | continue; |
|
|
1030 | } |
1149 | |
1031 | |
1150 | /* ignore known cursed objects */ |
1032 | /* we don't forget dragon food */ |
1151 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1033 | if (op->contr->mode & PU_FLESH) |
|
|
1034 | if (tmp->type == FLESH) |
|
|
1035 | { |
|
|
1036 | CHK_PICK_PICKUP; |
1152 | continue; |
1037 | continue; |
|
|
1038 | } |
1153 | |
1039 | |
1154 | /* all food and drink if desired */ |
1040 | /* bows and arrows. Bows are good for selling! */ |
1155 | /* question: don't pick up known-poisonous stuff? */ |
1041 | if (op->contr->mode & PU_BOW) |
|
|
1042 | if (tmp->type == BOW) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_ARROW) |
|
|
1049 | if (tmp->type == ARROW) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
|
|
1055 | /* all kinds of armor etc. */ |
|
|
1056 | if (op->contr->mode & PU_ARMOUR) |
|
|
1057 | if (tmp->type == ARMOUR) |
|
|
1058 | { |
|
|
1059 | CHK_PICK_PICKUP; |
|
|
1060 | continue; |
|
|
1061 | } |
|
|
1062 | |
|
|
1063 | if (op->contr->mode & PU_HELMET) |
|
|
1064 | if (tmp->type == HELMET) |
|
|
1065 | { |
|
|
1066 | CHK_PICK_PICKUP; |
|
|
1067 | continue; |
|
|
1068 | } |
|
|
1069 | |
|
|
1070 | if (op->contr->mode & PU_SHIELD) |
|
|
1071 | if (tmp->type == SHIELD) |
|
|
1072 | { |
|
|
1073 | CHK_PICK_PICKUP; |
|
|
1074 | continue; |
|
|
1075 | } |
|
|
1076 | |
1156 | if (op->contr->mode & PU_FOOD) |
1077 | if (op->contr->mode & PU_BOOTS) |
1157 | if (tmp->type == FOOD) |
1078 | if (tmp->type == BOOTS) |
|
|
1079 | { |
|
|
1080 | CHK_PICK_PICKUP; |
|
|
1081 | continue; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | if (op->contr->mode & PU_GLOVES) |
|
|
1085 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1086 | { |
|
|
1087 | CHK_PICK_PICKUP; |
|
|
1088 | continue; |
|
|
1089 | } |
|
|
1090 | |
|
|
1091 | if (op->contr->mode & PU_CLOAK) |
|
|
1092 | if (tmp->type == CLOAK) |
|
|
1093 | { |
|
|
1094 | CHK_PICK_PICKUP; |
|
|
1095 | continue; |
|
|
1096 | } |
|
|
1097 | |
|
|
1098 | /* hoping to catch throwing daggers here */ |
|
|
1099 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1100 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1101 | { |
|
|
1102 | CHK_PICK_PICKUP; |
|
|
1103 | continue; |
|
|
1104 | } |
|
|
1105 | |
|
|
1106 | /* careful: chairs and tables are weapons! */ |
|
|
1107 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1108 | { |
|
|
1109 | if (tmp->type == WEAPON) |
|
|
1110 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1158 | { |
1111 | { |
1159 | pick_up (op, tmp); |
1112 | CHK_PICK_PICKUP; |
1160 | continue; |
1113 | continue; |
1161 | } |
1114 | } |
|
|
1115 | } |
1162 | |
1116 | |
|
|
1117 | /* misc stuff that's useful */ |
1163 | if (op->contr->mode & PU_DRINK) |
1118 | if (op->contr->mode & PU_KEY) |
1164 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1119 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1165 | { |
1120 | { |
1166 | pick_up (op, tmp); |
1121 | CHK_PICK_PICKUP; |
1167 | continue; |
1122 | continue; |
1168 | } |
1123 | } |
1169 | |
1124 | |
|
|
1125 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1126 | * pickups */ |
1170 | if (op->contr->mode & PU_POTION) |
1127 | if (op->contr->mode & PU_RATIO) |
1171 | if (tmp->type == POTION) |
1128 | { |
|
|
1129 | /* use value density to decide what else to grab */ |
|
|
1130 | /* >=7 was >= op->contr->mode */ |
|
|
1131 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1172 | { |
1132 | */ |
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) |
1133 | wvratio = op->contr->mode & PU_RATIO; |
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1134 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1210 | { |
|
|
1211 | pick_up (op, tmp); |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_VALUABLES) |
|
|
1216 | { |
1135 | { |
1217 | if (tmp->type == MONEY || tmp->type == GEM) |
1136 | #if 0 |
|
|
1137 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1138 | if (tmp->name != NULL) |
1218 | { |
1139 | { |
1219 | pick_up (op, tmp); |
1140 | fprintf (stderr, "%s", tmp->name); |
1220 | continue; |
|
|
1221 | } |
1141 | } |
1222 | } |
|
|
1223 | |
|
|
1224 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
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 | { |
|
|
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1310 | { |
|
|
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1313 | { |
|
|
1314 | pick_up (op, tmp); |
|
|
1315 | 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 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | /* misc stuff that's useful */ |
|
|
1330 | if (op->contr->mode & PU_KEY) |
|
|
1331 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1332 | { |
|
|
1333 | pick_up (op, tmp); |
|
|
1334 | continue; |
|
|
1335 | } |
|
|
1336 | |
|
|
1337 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1338 | * pickups */ |
|
|
1339 | if (op->contr->mode & PU_RATIO) |
|
|
1340 | { |
|
|
1341 | /* use value density to decide what else to grab */ |
|
|
1342 | /* >=7 was >= op->contr->mode */ |
|
|
1343 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
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 | { |
|
|
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); |
|
|
1354 | } |
|
|
1355 | else |
1142 | else |
1356 | fprintf (stderr, "%s", tmp->arch->name); |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1145 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1359 | #endif |
1146 | #endif |
|
|
1147 | CHK_PICK_PICKUP; |
1360 | continue; |
1148 | continue; |
1361 | } |
|
|
1362 | } |
1149 | } |
1363 | } /* the new pickup model */ |
1150 | } /* the new pickup model */ |
1364 | } |
1151 | } |
1365 | |
1152 | |
1366 | return !stop; |
1153 | return !stop; |
1367 | } |
1154 | } |
1368 | |
1155 | |
|
|
1156 | /* routine for both players and monsters. We call this when |
|
|
1157 | * there is a possibility for our action distrubing our hiding |
|
|
1158 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1159 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1160 | * return 0. |
|
|
1161 | */ |
|
|
1162 | static int |
|
|
1163 | action_makes_visible (object *op) |
|
|
1164 | { |
|
|
1165 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1166 | { |
|
|
1167 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1168 | { |
|
|
1169 | // artefact invisibility is permanent, but we still make noise |
|
|
1170 | // this is important for game-balance. |
|
|
1171 | if (op->contr) |
|
|
1172 | op->make_noise (); |
|
|
1173 | |
|
|
1174 | return 0; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1178 | return 0; |
|
|
1179 | |
|
|
1180 | /* If monsters, they should become visible */ |
|
|
1181 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1182 | { |
|
|
1183 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1184 | return 1; |
|
|
1185 | } |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | return 0; |
|
|
1189 | } |
|
|
1190 | |
1369 | /* |
1191 | /* |
1370 | * Find an arrow in the inventory and after that |
1192 | * Find an arrow in the inventory and after that |
1371 | * in the right type container (quiver). Pointer to the |
1193 | * in the right type container (quiver). Pointer to the |
1372 | * found object is returned. |
1194 | * found object is returned. |
1373 | */ |
1195 | */ |
1374 | object * |
1196 | static object * |
1375 | find_arrow (object *op, const char *type) |
1197 | find_arrow (object *op, const char *type) |
1376 | { |
1198 | { |
1377 | object *tmp = 0; |
|
|
1378 | |
|
|
1379 | for (op = op->inv; op; op = op->below) |
1199 | 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) |
1200 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1201 | return splay (tmp); |
|
|
1202 | |
|
|
1203 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1204 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1205 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1206 | { |
|
|
1207 | splay (tmp); |
1383 | return op; |
1208 | return arrow; |
|
|
1209 | } |
1384 | |
1210 | |
1385 | return tmp; |
1211 | return 0; |
1386 | } |
1212 | } |
1387 | |
1213 | |
1388 | /* |
1214 | /* |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1215 | * 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 |
1216 | * 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 |
1217 | * 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. |
1218 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1393 | */ |
1219 | */ |
1394 | object * |
1220 | static object * |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1221 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1396 | { |
1222 | { |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1223 | object *tmp = NULL, *arrow, *ntmp; |
1398 | int attacknum, attacktype, betterby = 0, i; |
1224 | int attacknum, attacktype, betterby = 0, i; |
1399 | |
1225 | |
1400 | if (!type) |
1226 | if (!type) |
1401 | return NULL; |
1227 | return NULL; |
1402 | |
1228 | |
1403 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1229 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1404 | { |
1230 | { |
1405 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1231 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1406 | { |
1232 | { |
1407 | i = 0; |
1233 | i = 0; |
1408 | ntmp = find_better_arrow (arrow, target, type, &i); |
1234 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1235 | |
1409 | if (i > betterby) |
1236 | if (i > betterby) |
1410 | { |
1237 | { |
1411 | tmp = ntmp; |
1238 | tmp = ntmp; |
1412 | betterby = i; |
1239 | betterby = i; |
1413 | } |
1240 | } |
1414 | } |
1241 | } |
1415 | else if (arrow->type == ARROW && arrow->race == type) |
1242 | else if (arrow->type == ARROW && arrow->race == type) |
1416 | { |
1243 | { |
1417 | /* allways prefer assasination/slaying */ |
1244 | /* allways prefer assasination/slaying */ |
1418 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1245 | if (target->race && arrow->slaying.contains (target->race)) |
1419 | { |
1246 | { |
1420 | if (arrow->attacktype & AT_DEATH) |
1247 | if (arrow->attacktype & AT_DEATH) |
1421 | { |
1248 | { |
1422 | *better = 100; |
1249 | *better = 100; |
1423 | return arrow; |
1250 | return arrow; |
… | |
… | |
1431 | else |
1258 | else |
1432 | { |
1259 | { |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1260 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1434 | { |
1261 | { |
1435 | attacktype = 1 << attacknum; |
1262 | attacktype = 1 << attacknum; |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1263 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1437 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1264 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1438 | { |
1265 | { |
1439 | tmp = arrow; |
1266 | tmp = arrow; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1267 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1441 | } |
1268 | } |
1442 | } |
1269 | } |
|
|
1270 | |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1271 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | { |
1272 | { |
1445 | tmp = arrow; |
1273 | tmp = arrow; |
1446 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1274 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1447 | } |
1275 | } |
|
|
1276 | |
1448 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1277 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1449 | { |
1278 | { |
1450 | tmp = arrow; |
1279 | tmp = arrow; |
1451 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1280 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1452 | } |
1281 | } |
1453 | } |
1282 | } |
1454 | } |
1283 | } |
1455 | } |
1284 | } |
|
|
1285 | |
1456 | if (tmp == NULL && arrow == NULL) |
1286 | if (tmp == NULL && arrow == NULL) |
1457 | return find_arrow (op, type); |
1287 | return find_arrow (op, type); |
1458 | |
1288 | |
1459 | *better = betterby; |
1289 | *better = betterby; |
1460 | return tmp; |
1290 | return tmp; |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1294 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1295 | * op = the shooter |
1466 | * type = bow->race |
1296 | * type = bow->race |
1467 | * dir = fire direction |
1297 | * dir = fire direction |
1468 | */ |
1298 | */ |
1469 | |
1299 | static object * |
1470 | object * |
|
|
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1300 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1472 | { |
1301 | { |
1473 | object *tmp = NULL; |
1302 | object *tmp = NULL; |
1474 | maptile *m; |
1303 | maptile *m; |
1475 | int i, mflags, found, number; |
1304 | int i, mflags, found, number; |
1476 | sint16 x, y; |
1305 | sint16 x, y; |
… | |
… | |
1488 | y = op->y; |
1317 | y = op->y; |
1489 | |
1318 | |
1490 | /* find the first target */ |
1319 | /* find the first target */ |
1491 | for (i = 0, found = 0; i < 20; i++) |
1320 | for (i = 0, found = 0; i < 20; i++) |
1492 | { |
1321 | { |
1493 | x += freearr_x[dir]; |
1322 | x += DIRX (dir); |
1494 | y += freearr_y[dir]; |
1323 | y += DIRY (dir); |
1495 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1324 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1325 | |
1496 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1326 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1497 | { |
1327 | { |
1498 | tmp = NULL; |
1328 | tmp = 0; |
1499 | break; |
1329 | break; |
1500 | } |
1330 | } |
1501 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1331 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1502 | { |
1332 | { |
1503 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1333 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1504 | * perhaps a bad assumption. |
1334 | * perhaps a bad assumption. |
1505 | */ |
1335 | */ |
1506 | tmp = NULL; |
1336 | tmp = 0; |
1507 | break; |
1337 | break; |
1508 | } |
1338 | } |
|
|
1339 | |
1509 | if (mflags & P_IS_ALIVE) |
1340 | if (mflags & P_IS_ALIVE) |
1510 | { |
|
|
1511 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1341 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1512 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1342 | if (tmp->flag [FLAG_ALIVE]) |
1513 | { |
|
|
1514 | found++; |
|
|
1515 | break; |
|
|
1516 | } |
|
|
1517 | if (found) |
|
|
1518 | break; |
1343 | break; |
1519 | } |
|
|
1520 | } |
1344 | } |
1521 | if (tmp == NULL) |
1345 | |
|
|
1346 | if (!tmp) |
1522 | return find_arrow (op, type); |
1347 | return find_arrow (op, type); |
1523 | |
1348 | |
1524 | if (tmp->head) |
1349 | if (tmp->head) |
1525 | tmp = tmp->head; |
1350 | tmp = tmp->head; |
1526 | |
1351 | |
1527 | return find_better_arrow (op, tmp, type, &i); |
1352 | return find_better_arrow (op, tmp, type, &i); |
1528 | } |
1353 | } |
1529 | |
1354 | |
1530 | /* |
1355 | /* |
1531 | * Creature fires a bow - op can be monster or player. Returns |
1356 | * Creature fires a bow - op can be monster or player. Returns |
1532 | * 1 if bow was actually fired, 0 otherwise. |
1357 | * 1 if bow was actually fired, 0 otherwise. |
1533 | * op is the object firing the bow. |
1358 | * op is the object firing the bow. |
1534 | * part is for multipart creatures - the part firing the bow. |
1359 | * part is for multipart creatures - the part firing the bow. |
1535 | * dir is the direction of fire. |
1360 | * dir is the direction of fire. |
1536 | * wc_mod is any special modifier to give (used in special player fire modes) |
1361 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1539 | */ |
1364 | */ |
1540 | int |
1365 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1366 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1367 | { |
1543 | object *left, *bow; |
1368 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1369 | int mflags; |
1545 | maptile *m; |
1370 | maptile *m; |
1546 | |
1371 | |
1547 | if (!dir) |
1372 | if (!dir) |
1548 | { |
1373 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1374 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1375 | return 0; |
1551 | } |
1376 | } |
1552 | |
1377 | |
1553 | if (op->type == PLAYER) |
1378 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1379 | bow = op->current_weapon; |
1555 | else |
1380 | else |
1556 | { |
1381 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1382 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1383 | /* 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. |
1384 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1389 | if (!bow) |
1565 | { |
1390 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1391 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1392 | return 0; |
1568 | } |
1393 | } |
|
|
1394 | |
|
|
1395 | // optimisation: move object to top so we will find it quickly again |
|
|
1396 | splay (bow); |
1569 | } |
1397 | } |
1570 | |
1398 | |
1571 | if (!bow->race || !bow->skill) |
1399 | if (!bow->race || !bow->skill) |
1572 | { |
1400 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1401 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1402 | return 0; |
1575 | } |
1403 | } |
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 | |
1404 | |
1586 | if (arrow == NULL) |
1405 | if (arrow == NULL) |
1587 | { |
1406 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1407 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1408 | { |
1590 | if (op->type == PLAYER) |
1409 | if (op->type == PLAYER) |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1410 | 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 */ |
1411 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | else |
1412 | else |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1413 | op->clr_flag (FLAG_READY_BOW); |
|
|
1414 | |
1595 | return 0; |
1415 | return 0; |
1596 | } |
1416 | } |
1597 | } |
1417 | } |
1598 | |
1418 | |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1419 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1607 | } |
1427 | } |
1608 | |
1428 | |
1609 | /* this should not happen, but sometimes does */ |
1429 | /* this should not happen, but sometimes does */ |
1610 | if (arrow->nrof == 0) |
1430 | if (arrow->nrof == 0) |
1611 | { |
1431 | { |
|
|
1432 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1612 | arrow->destroy (); |
1433 | arrow->destroy (); |
1613 | return 0; |
1434 | return 0; |
1614 | } |
1435 | } |
1615 | |
1436 | |
1616 | left = arrow; /* these are arrows left to the player */ |
1437 | left = arrow; /* these are arrows left to the player */ |
1617 | arrow = get_split_ob (arrow, 1); |
1438 | arrow = arrow->split (); |
1618 | if (!arrow) |
1439 | if (!arrow) |
1619 | { |
1440 | { |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1441 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1621 | return 0; |
1442 | return 0; |
1622 | } |
1443 | } |
1623 | |
1444 | |
1624 | arrow->set_owner (op); |
1445 | arrow->set_owner (op); |
1625 | arrow->skill = bow->skill; |
1446 | arrow->skill = bow->skill; |
1626 | arrow->direction = dir; |
1447 | arrow->direction = dir; |
1627 | |
1448 | |
|
|
1449 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1450 | arrow->stats.hp = arrow->stats.dam; |
|
|
1451 | arrow->stats.grace = arrow->attacktype; |
|
|
1452 | arrow->custom_name = arrow->slaying; |
|
|
1453 | |
|
|
1454 | #if 0 |
|
|
1455 | if (player *pl = op->contr) |
|
|
1456 | { |
|
|
1457 | float speed = pl->weapon_sp; |
|
|
1458 | |
|
|
1459 | /* penalize ROF for bestarrow */ |
|
|
1460 | if (pl->bowtype == bow_bestarrow) |
|
|
1461 | speed *= .9f; |
|
|
1462 | else |
|
|
1463 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1464 | |
|
|
1465 | op->speed_left += speed - op->speed; |
|
|
1466 | } |
|
|
1467 | #endif |
|
|
1468 | |
|
|
1469 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1470 | |
|
|
1471 | /* update the speed */ |
|
|
1472 | |
|
|
1473 | arrow->speed_left = 0; |
|
|
1474 | arrow->set_speed (max (2.f, |
|
|
1475 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1476 | + bow->stats.dam / 7.f |
|
|
1477 | )); |
|
|
1478 | |
|
|
1479 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1480 | |
1628 | if (op->type == PLAYER) |
1481 | if (op->type == PLAYER) |
1629 | { |
1482 | { |
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; |
1483 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1484 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1485 | |
|
|
1486 | if (!arrow->slaying) |
|
|
1487 | arrow->slaying = op->slaying; |
|
|
1488 | |
|
|
1489 | arrow->attacktype |= op->attacktype; |
1661 | } |
1490 | } |
1662 | else |
1491 | else |
1663 | { |
1492 | { |
1664 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1665 | arrow->level = op->level; |
1493 | arrow->level = op->level; |
1666 | } |
1494 | arrow->stats.wc -= bow->magic; |
1667 | |
1495 | |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1496 | if (!arrow->slaying) |
|
|
1497 | arrow->slaying = bow->slaying; |
|
|
1498 | |
1669 | arrow->attacktype |= bow->attacktype; |
1499 | arrow->attacktype |= bow->attacktype; |
|
|
1500 | } |
1670 | |
1501 | |
1671 | if (bow->slaying) |
1502 | wc -= arrow->level; |
1672 | arrow->slaying = bow->slaying; |
1503 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1673 | |
1504 | |
|
|
1505 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1506 | arrow->move_type = MOVE_FLY_LOW; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1507 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1508 | arrow->set_flag (FLAG_NO_PICK); |
1676 | |
1509 | |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1510 | op->play_sound (sound_find ("fire_arrow")); |
1678 | m->insert (arrow, sx, sy, op); |
1511 | m->insert (arrow, sx, sy, op); |
1679 | |
1512 | |
1680 | if (!arrow->destroyed ()) |
1513 | if (!arrow->destroyed ()) |
1681 | move_arrow (arrow); |
1514 | 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 | |
1515 | |
1691 | return 1; |
1516 | return 1; |
1692 | } |
1517 | } |
1693 | |
1518 | |
1694 | /* Special fire code for players - this takes into |
1519 | /* Special fire code for players - this takes into |
… | |
… | |
1696 | * but monsters can't. Putting that code here |
1521 | * but monsters can't. Putting that code here |
1697 | * makes the fire_bow code much cleaner. |
1522 | * makes the fire_bow code much cleaner. |
1698 | * this function should only be called if 'op' is a player, |
1523 | * this function should only be called if 'op' is a player, |
1699 | * hence the function name. |
1524 | * hence the function name. |
1700 | */ |
1525 | */ |
1701 | int |
1526 | static int |
1702 | player_fire_bow (object *op, int dir) |
1527 | player_fire_bow (object *op, int dir) |
1703 | { |
1528 | { |
1704 | int ret = 0, wcmod = 0; |
1529 | int ret; |
1705 | |
1530 | |
1706 | if (op->contr->bowtype == bow_bestarrow) |
1531 | if (op->contr->bowtype == bow_bestarrow) |
1707 | { |
1532 | { |
1708 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1533 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1709 | } |
1534 | } |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1535 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1711 | { |
1536 | { |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1537 | 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); |
1538 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1716 | } |
1539 | } |
1717 | else if (op->contr->bowtype == bow_threewide) |
1540 | else if (op->contr->bowtype == bow_threewide) |
1718 | { |
1541 | { |
1719 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1542 | 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)]); |
1543 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (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)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1722 | } |
1545 | } |
1723 | else if (op->contr->bowtype == bow_spreadshot) |
1546 | else if (op->contr->bowtype == bow_spreadshot) |
1724 | { |
1547 | { |
1725 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1548 | 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); |
1549 | 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); |
1550 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1728 | |
|
|
1729 | } |
1551 | } |
1730 | else |
1552 | else |
1731 | { |
1553 | { |
1732 | /* Simple case */ |
1554 | /* Simple case */ |
1733 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1555 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1734 | } |
1556 | } |
|
|
1557 | |
1735 | return ret; |
1558 | return ret; |
1736 | } |
1559 | } |
1737 | |
|
|
1738 | |
1560 | |
1739 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1561 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1740 | * Broken apart from 'fire' to keep it more readable. |
1562 | * Broken apart from 'fire' to keep it more readable. |
1741 | */ |
1563 | */ |
1742 | void |
1564 | static void |
1743 | fire_misc_object (object *op, int dir) |
1565 | fire_misc_object (object *op, int dir) |
1744 | { |
1566 | { |
1745 | object *item; |
1567 | object *item = op->contr->ranged_ob; |
1746 | |
1568 | |
1747 | if (!op->contr->ranges[range_misc]) |
1569 | if (!item) |
1748 | { |
1570 | { |
1749 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1571 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1750 | return; |
1572 | return; |
1751 | } |
1573 | } |
1752 | |
1574 | |
1753 | item = op->contr->ranges[range_misc]; |
|
|
1754 | if (!item->inv) |
1575 | if (!item->inv) |
1755 | { |
1576 | { |
1756 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1577 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | return; |
1578 | return; |
1758 | } |
1579 | } |
|
|
1580 | |
|
|
1581 | if (!op->apply (item)) |
|
|
1582 | return; |
|
|
1583 | |
1759 | if (item->type == WAND) |
1584 | if (item->type == WAND) |
1760 | { |
1585 | { |
1761 | if (item->stats.food <= 0) |
1586 | if (item->stats.food <= 0) |
1762 | { |
1587 | { |
1763 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1588 | 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)); |
1589 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1590 | |
1765 | return; |
1591 | return; |
1766 | } |
1592 | } |
1767 | } |
1593 | } |
1768 | else if (item->type == ROD || item->type == HORN) |
1594 | else if (item->type == ROD || item->type == HORN) |
1769 | { |
1595 | { |
1770 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1596 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1597 | |
|
|
1598 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1599 | // for a rod or horn, this fixes some broken rods. |
|
|
1600 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1771 | { |
1601 | { |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1602 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1603 | |
1773 | if (item->type == ROD) |
1604 | 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)); |
1605 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1775 | else |
1606 | else |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1607 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1608 | |
1777 | return; |
1609 | return; |
1778 | } |
1610 | } |
1779 | } |
1611 | } |
1780 | |
1612 | |
1781 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1613 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1782 | { |
1614 | { |
1783 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1615 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1616 | |
1784 | if (item->type == WAND) |
1617 | if (item->type == WAND) |
1785 | { |
1618 | { |
1786 | if (!(--item->stats.food)) |
1619 | if (!(--item->stats.food)) |
1787 | { |
1620 | { |
1788 | object *tmp; |
|
|
1789 | |
|
|
1790 | if (item->arch) |
1621 | if (item->arch) |
1791 | { |
1622 | { |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1623 | item->clr_flag (FLAG_ANIMATE); |
1793 | item->face = item->arch->clone.face; |
1624 | item->face = item->arch->face; |
1794 | item->set_speed (0); |
1625 | item->set_speed (0); |
1795 | } |
1626 | } |
1796 | |
1627 | |
1797 | if ((tmp = item->in_player ())) |
1628 | if (object *pl = item->visible_to ()) |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
1629 | esrv_update_item (UPD_ANIM, pl, item); |
1799 | } |
1630 | } |
1800 | } |
1631 | } |
1801 | else if (item->type == ROD || item->type == HORN) |
1632 | else if (item->type == ROD || item->type == HORN) |
1802 | drain_rod_charge (item); |
1633 | drain_rod_charge (item); |
1803 | } |
1634 | } |
1804 | } |
1635 | } |
1805 | |
1636 | |
1806 | /* Received a fire command for the player - go and do it. |
1637 | /* Received a fire command for the player - go and do it. |
1807 | */ |
1638 | */ |
1808 | void |
1639 | bool |
1809 | fire (object *op, int dir) |
1640 | fire (object *who, int dir) |
1810 | { |
1641 | { |
1811 | int spellcost = 0; |
1642 | int spellcost = 0; |
1812 | |
1643 | |
|
|
1644 | player *pl = who->contr; |
|
|
1645 | |
|
|
1646 | if (pl->golem) |
|
|
1647 | { |
|
|
1648 | control_golem (who->contr->golem, dir); |
|
|
1649 | return false; |
|
|
1650 | } |
|
|
1651 | |
|
|
1652 | object *ob = pl->ranged_ob; |
|
|
1653 | |
|
|
1654 | if (!ob) |
|
|
1655 | return false; |
|
|
1656 | |
|
|
1657 | if (who->speed_left > 0.f) |
|
|
1658 | --who->speed_left; |
|
|
1659 | else |
|
|
1660 | return false; |
|
|
1661 | |
|
|
1662 | if (!who->apply (ob)) |
|
|
1663 | return false; |
|
|
1664 | |
1813 | /* check for loss of invisiblity/hide */ |
1665 | /* check for loss of invisiblity/hide */ |
1814 | if (action_makes_visible (op)) |
1666 | if (action_makes_visible (who)) |
1815 | make_visible (op); |
1667 | make_visible (who); |
1816 | |
1668 | |
1817 | switch (op->contr->shoottype) |
1669 | switch (ob->type) |
1818 | { |
1670 | { |
1819 | case range_none: |
1671 | case BOW: |
1820 | return; |
|
|
1821 | |
|
|
1822 | case range_bow: |
|
|
1823 | player_fire_bow (op, dir); |
1672 | player_fire_bow (who, dir); |
1824 | return; |
1673 | break; |
1825 | |
1674 | |
1826 | case range_magic: /* Casting spells */ |
1675 | case SPELL: |
1827 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1676 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1828 | return; |
1677 | break; |
1829 | |
1678 | |
1830 | case range_misc: |
1679 | case BUILDER: |
1831 | fire_misc_object (op, dir); |
|
|
1832 | return; |
|
|
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); |
1680 | apply_map_builder (who, dir); |
1851 | return; |
1681 | break; |
|
|
1682 | |
|
|
1683 | case SKILL: |
|
|
1684 | do_skill (who, who, ob, dir, 0); |
|
|
1685 | break; |
|
|
1686 | |
|
|
1687 | case RANGED: |
|
|
1688 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1689 | break; |
|
|
1690 | |
1852 | default: |
1691 | default: |
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1692 | fire_misc_object (who, dir); |
1854 | return; |
1693 | break; |
1855 | } |
1694 | } |
1856 | } |
|
|
1857 | |
1695 | |
1858 | /* find_key |
1696 | return true; |
1859 | * We try to find a key for the door as passed. If we find a key |
1697 | } |
1860 | * and successfully use it, we return the key, otherwise NULL |
1698 | |
1861 | * This function merges both normal and locked door, since the logic |
1699 | static object * |
1862 | * for both is the same - just the specific key is different. |
|
|
1863 | * pl is the player, |
|
|
1864 | * inv is the objects inventory to searched |
|
|
1865 | * door is the door we are trying to match against. |
|
|
1866 | * This function can be called recursively to search containers. |
|
|
1867 | */ |
|
|
1868 | object * |
|
|
1869 | find_key (object *pl, object *container, object *door) |
1700 | find_key_ (object *pl, object *container, object *door) |
1870 | { |
1701 | { |
1871 | object *tmp, *key; |
1702 | object *tmp, *key; |
1872 | |
1703 | |
1873 | /* Should not happen, but sanity checking is never bad */ |
1704 | /* Should not happen, but sanity checking is never bad */ |
1874 | if (!container->inv) |
1705 | if (!container->inv) |
… | |
… | |
1877 | /* First, lets try to find a key in the top level inventory */ |
1708 | /* First, lets try to find a key in the top level inventory */ |
1878 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1709 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1879 | { |
1710 | { |
1880 | if (door->type == DOOR && tmp->type == KEY) |
1711 | if (door->type == DOOR && tmp->type == KEY) |
1881 | break; |
1712 | break; |
|
|
1713 | |
1882 | /* For sanity, we should really check door type, but other stuff |
1714 | /* For sanity, we should really check door type, but other stuff |
1883 | * (like containers) can be locked with special keys |
1715 | * (like containers) can be locked with special keys |
1884 | */ |
1716 | */ |
1885 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1717 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1886 | break; |
1718 | break; |
1887 | } |
1719 | } |
… | |
… | |
1892 | * a key, return |
1724 | * a key, return |
1893 | */ |
1725 | */ |
1894 | if (!tmp) |
1726 | if (!tmp) |
1895 | { |
1727 | { |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1728 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1897 | { |
|
|
1898 | /* No reason to search empty containers */ |
1729 | /* No reason to search empty containers */ |
1899 | if (tmp->type == CONTAINER && tmp->inv) |
1730 | if (tmp->type == CONTAINER && tmp->inv) |
1900 | { |
|
|
1901 | if ((key = find_key (pl, tmp, door))) |
1731 | if ((key = find_key_ (pl, tmp, door))) |
1902 | return key; |
1732 | return key; |
1903 | } |
|
|
1904 | } |
|
|
1905 | |
1733 | |
1906 | if (!tmp) |
1734 | if (!tmp) |
1907 | return NULL; |
1735 | return 0; |
1908 | } |
1736 | } |
1909 | |
1737 | |
1910 | /* We get down here if we have found a key. Now if its in a container, |
1738 | /* We get down here if we have found a key. Now if its in a container, |
1911 | * see if we actually want to use it |
1739 | * see if we actually want to use it |
1912 | */ |
1740 | */ |
1913 | if (pl != container) |
1741 | if (pl != container) |
1914 | { |
1742 | { |
1915 | /* Only let players use keys in containers */ |
1743 | /* Only let players use keys in containers */ |
1916 | if (!pl->contr) |
1744 | if (!pl->contr) |
1917 | return NULL; |
1745 | return 0; |
|
|
1746 | |
1918 | /* cases where this fails: |
1747 | /* cases where this fails: |
1919 | * If we only search the player inventory, return now since we |
1748 | * If we only search the player inventory, return now since we |
1920 | * are not in the players inventory. |
1749 | * are not in the players inventory. |
1921 | * If the container is not active, return now since only active |
1750 | * If the container is not active, return now since only active |
1922 | * containers can be used. |
1751 | * containers can be used. |
… | |
… | |
1926 | * inv must have been an container and must have been active. |
1755 | * inv must have been an container and must have been active. |
1927 | * |
1756 | * |
1928 | * Change the color so that the message doesn't disappear with |
1757 | * Change the color so that the message doesn't disappear with |
1929 | * all the others. |
1758 | * all the others. |
1930 | */ |
1759 | */ |
1931 | if (pl->contr->usekeys == key_inventory || |
1760 | if (pl->contr->usekeys == key_inventory |
1932 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1761 | || !container->flag [FLAG_APPLIED] |
1933 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1762 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1934 | { |
1763 | { |
1935 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1764 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1936 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1765 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1937 | return NULL; |
1766 | return NULL; |
1938 | } |
1767 | } |
1939 | } |
1768 | } |
1940 | |
1769 | |
1941 | return tmp; |
1770 | return tmp; |
|
|
1771 | } |
|
|
1772 | |
|
|
1773 | /* find_key |
|
|
1774 | * We try to find a key for the door as passed. If we find a key |
|
|
1775 | * and successfully use it, we return the key, otherwise NULL |
|
|
1776 | * This function merges both normal and locked door, since the logic |
|
|
1777 | * for both is the same - just the specific key is different. |
|
|
1778 | * pl is the player, |
|
|
1779 | * inv is the objects inventory to searched |
|
|
1780 | * door is the door we are trying to match against. |
|
|
1781 | * This function can be called recursively to search containers. |
|
|
1782 | */ |
|
|
1783 | object * |
|
|
1784 | find_key (object *pl, object *container, object *door) |
|
|
1785 | { |
|
|
1786 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1787 | { |
|
|
1788 | // for match expressions, we try to find the key by applying the match |
|
|
1789 | // to the op itself, which is supposed to find the "key", instead |
|
|
1790 | // of searching through containers ourselves. |
|
|
1791 | |
|
|
1792 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1793 | } |
|
|
1794 | else |
|
|
1795 | return find_key_ (pl, container, door); |
1942 | } |
1796 | } |
1943 | |
1797 | |
1944 | /* moved door processing out of move_player_attack. |
1798 | /* moved door processing out of move_player_attack. |
1945 | * returns 1 if player has opened the door with a key |
1799 | * returns 1 if player has opened the door with a key |
1946 | * such that the caller should not do anything more, |
1800 | * such that the caller should not do anything more, |
1947 | * 0 otherwise |
1801 | * 0 otherwise |
1948 | */ |
1802 | */ |
1949 | static int |
1803 | static int |
1950 | player_attack_door (object *op, object *door) |
1804 | player_attack_door (object *op, object *door) |
1951 | { |
1805 | { |
1952 | /* If its a door, try to find a use a key. If we do destroy the door, |
1806 | /* 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 - |
1807 | * might as well return immediately as there is nothing more to do - |
1954 | * otherwise, we fall through to the rest of the code. |
1808 | * otherwise, we fall through to the rest of the code. |
1955 | */ |
1809 | */ |
1956 | object *key = find_key (op, op, door); |
1810 | object *key = find_key (op, op, door); |
1957 | |
1811 | |
1958 | /* IF we found a key, do some extra work */ |
1812 | /* If we found a key, do some extra work */ |
1959 | if (key) |
1813 | if (key) |
1960 | { |
1814 | { |
1961 | object *container = key->env; |
1815 | object *container = key->env; |
1962 | |
1816 | |
1963 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1964 | if (action_makes_visible (op)) |
1817 | if (action_makes_visible (op)) |
1965 | make_visible (op); |
1818 | make_visible (op); |
|
|
1819 | |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1820 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1967 | spring_trap (door->inv, op); |
1821 | spring_trap (door->inv, op); |
1968 | |
1822 | |
1969 | if (door->type == DOOR) |
1823 | if (door->type == DOOR) |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1824 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1971 | else if (door->type == LOCKED_DOOR) |
1825 | else if (door->type == LOCKED_DOOR) |
1972 | { |
1826 | { |
1973 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1827 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1974 | remove_door2 (door); /* remove door without violence ;-) */ |
1828 | remove_door2 (door); /* remove door without violence ;-) */ |
1975 | } |
1829 | } |
1976 | |
1830 | |
1977 | /* Do this after we print the message */ |
1831 | /* Do this after we print the message */ |
1978 | decrease_ob (key); /* Use up one of the keys */ |
1832 | 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 | |
1833 | |
1983 | return 1; /* Nothing more to do below */ |
1834 | return 1; /* Nothing more to do below */ |
1984 | } |
1835 | } |
1985 | else if (door->type == LOCKED_DOOR) |
1836 | else if (door->type == LOCKED_DOOR) |
1986 | { |
1837 | { |
1987 | /* Might as well return now - no other way to open this */ |
1838 | /* Might as well return now - no other way to open this */ |
1988 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1839 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1989 | return 1; |
1840 | return 1; |
1990 | } |
1841 | } |
1991 | |
1842 | |
1992 | return 0; |
1843 | return 0; |
1993 | } |
1844 | } |
… | |
… | |
1996 | * It should keep the code cleaner. |
1847 | * It should keep the code cleaner. |
1997 | * When this is called, the players direction has been updated |
1848 | * When this is called, the players direction has been updated |
1998 | * (taking into account confusion.) The player is also actually |
1849 | * (taking into account confusion.) The player is also actually |
1999 | * going to try and move (not fire weapons). |
1850 | * going to try and move (not fire weapons). |
2000 | */ |
1851 | */ |
2001 | void |
1852 | bool |
2002 | move_player_attack (object *op, int dir) |
1853 | move_player_attack (object *op, int dir) |
2003 | { |
1854 | { |
2004 | object *tmp, *mon; |
1855 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2005 | sint16 nx, ny; |
1856 | { |
2006 | int on_battleground; |
1857 | --op->speed_left; |
2007 | maptile *m; |
1858 | return true; |
|
|
1859 | } |
2008 | |
1860 | |
2009 | nx = freearr_x[dir] + op->x; |
1861 | sint16 nx = DIRX (dir) + op->x; |
2010 | ny = freearr_y[dir] + op->y; |
1862 | sint16 ny = DIRY (dir) + op->y; |
2011 | |
1863 | |
2012 | on_battleground = op_on_battleground (op, 0, 0); |
1864 | if (out_of_map (op->map, nx, ny)) |
|
|
1865 | return false; |
2013 | |
1866 | |
2014 | /* If braced, or can't move to the square, and it is not out of the |
1867 | /* 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 |
1868 | * 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 |
1869 | * 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 |
1870 | * 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 |
1871 | * 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 |
1872 | * 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 |
1873 | * quite a bit of processing. However, it probably is less than what |
2021 | * move_ob uses. |
1874 | * move_ob uses. |
2022 | */ |
1875 | */ |
2023 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1876 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1877 | |
|
|
1878 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1879 | * we find a monster - that is something we know we want to attack. |
|
|
1880 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1881 | * on the space |
|
|
1882 | */ |
|
|
1883 | object *mon; |
|
|
1884 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1885 | { |
|
|
1886 | if ((mon->flag [FLAG_ALIVE] |
|
|
1887 | || mon->type == LOCKED_DOOR |
|
|
1888 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1889 | && mon != op) |
|
|
1890 | break; |
2024 | { |
1891 | } |
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1892 | |
|
|
1893 | /* no monster == player tries to move into a wall or so */ |
|
|
1894 | if (!mon) |
|
|
1895 | { |
|
|
1896 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1897 | if (op->move_type & ob->move_block) |
2026 | { |
1898 | { |
2027 | m = op->map->xy_find (nx, ny); |
1899 | if (ob->move_block == MOVE_ALL) |
2028 | if (!m) |
1900 | move_into_wall (op, ob); |
2029 | return; /* Don't think this should happen */ |
1901 | else |
|
|
1902 | { |
|
|
1903 | if (op->contr->ns->bumpmsg) |
|
|
1904 | { |
|
|
1905 | op->play_sound (sound_find ("blocked_move")); |
|
|
1906 | |
|
|
1907 | op->statusmsg (ob->invisible |
|
|
1908 | ? "Something blocks you." |
|
|
1909 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1910 | ); |
|
|
1911 | } |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | break; |
|
|
1915 | } |
|
|
1916 | |
|
|
1917 | return false; |
|
|
1918 | } |
|
|
1919 | |
|
|
1920 | mon = mon->head_ (); |
|
|
1921 | |
|
|
1922 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1923 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1924 | if (player_attack_door (op, mon)) |
|
|
1925 | { |
|
|
1926 | --op->contr->weapon_sp_left; |
|
|
1927 | return true; |
|
|
1928 | } |
|
|
1929 | |
|
|
1930 | /* The following deals with possibly attacking peaceful |
|
|
1931 | * or friendly creatures. Basically, all players are considered |
|
|
1932 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1933 | * object should be pushed instead of attacked. It is assumed that |
|
|
1934 | * if you are braced, you will not attack friends accidently, |
|
|
1935 | * and thus will not push them. |
|
|
1936 | */ |
|
|
1937 | |
|
|
1938 | /* If the creature is a pet, push it even if the player is not |
|
|
1939 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1940 | * player owns it and it is either friendly or unagressive. |
|
|
1941 | */ |
|
|
1942 | if (op->type == PLAYER |
|
|
1943 | && ((mon->owner && mon->owner->contr |
|
|
1944 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1945 | || mon->owner == op) |
|
|
1946 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1947 | { |
|
|
1948 | /* If we're braced, we don't want to switch places with it */ |
|
|
1949 | if (op->contr->braced) |
|
|
1950 | return false; |
|
|
1951 | |
|
|
1952 | if (op->speed_left > 0.f) |
|
|
1953 | { |
|
|
1954 | --op->speed_left; |
|
|
1955 | |
|
|
1956 | op->play_sound (sound_find ("push_player")); |
|
|
1957 | push_ob (mon, dir, op); |
|
|
1958 | |
|
|
1959 | if (action_makes_visible (op)) |
|
|
1960 | make_visible (op); |
|
|
1961 | |
|
|
1962 | return true; |
2030 | } |
1963 | } |
2031 | else |
1964 | else |
2032 | m = op->map; |
|
|
2033 | |
|
|
2034 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2035 | return; |
1965 | return false; |
|
|
1966 | } |
2036 | |
1967 | |
2037 | mon = 0; |
1968 | bool on_battleground = op_on_battleground (op, 0, 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 | |
1969 | |
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 |
1970 | /* in certain circumstances, you shouldn't attack friendly |
2108 | * creatures. Note that if you are braced, you can't push |
1971 | * creatures. Note that if you are braced, you can't push |
2109 | * someone, but put it inside this loop so that you won't |
1972 | * someone, but put it inside this loop so that you won't |
2110 | * attack them either. |
1973 | * attack them either. |
2111 | */ |
1974 | */ |
2112 | if ((mon->type == PLAYER || mon->enemy != op) && |
1975 | if ((mon->type == PLAYER || mon->enemy != op) |
2113 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1976 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2114 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2115 | (op->contr->peaceful |
1977 | && ((op->contr->peaceful |
2116 | || (mon->type == PLAYER |
1978 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2117 | && mon->contr-> |
|
|
2118 | peaceful)) && |
|
|
2119 | #else |
|
|
2120 | op->contr->peaceful && |
|
|
2121 | #endif |
|
|
2122 | !on_battleground)) |
1979 | && !on_battleground)) |
|
|
1980 | { |
|
|
1981 | if (op->speed_left > 0.f) |
2123 | { |
1982 | { |
|
|
1983 | --op->speed_left; |
|
|
1984 | |
2124 | if (!op->contr->braced) |
1985 | if (!op->contr->braced) |
2125 | { |
1986 | { |
2126 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1987 | op->play_sound (sound_find ("push_player")); |
2127 | push_ob (mon, dir, op); |
1988 | push_ob (mon, dir, op); |
2128 | } |
1989 | } |
2129 | else |
1990 | else |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
1991 | op->statusmsg ("You withhold your attack"); |
2131 | |
1992 | |
2132 | if (op->contr->tmp_invis || op->hide) |
1993 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2133 | make_visible (op); |
1994 | make_visible (op); |
2134 | } |
|
|
2135 | |
1995 | |
|
|
1996 | return true; |
|
|
1997 | } |
|
|
1998 | } |
2136 | /* If the object is a boulder or other rollable object, then |
1999 | /* 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. |
2000 | * roll it if not braced. You can't roll it if you are braced. |
2138 | */ |
2001 | */ |
2139 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2002 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
2003 | { |
|
|
2004 | if (op->speed_left > 0.f) |
2140 | { |
2005 | { |
|
|
2006 | --op->speed_left; |
|
|
2007 | |
2141 | recursive_roll (mon, dir, op); |
2008 | recursive_roll (mon, dir, op); |
2142 | if (action_makes_visible (op)) |
2009 | if (action_makes_visible (op)) |
2143 | make_visible (op); |
2010 | make_visible (op); |
2144 | } |
|
|
2145 | |
2011 | |
|
|
2012 | return true; |
|
|
2013 | } |
|
|
2014 | } |
2146 | /* Any generic living creature. Including things like doors. |
2015 | /* Any generic living creature. Including things like doors. |
2147 | * Way it works is like this: First, it must have some hit points |
2016 | * 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: |
2017 | * 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 |
2018 | * 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. |
2019 | * that party_number -1 is no party, so attacks can still happen. |
2151 | */ |
2020 | */ |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2021 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2153 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2022 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2154 | { |
2023 | { |
2155 | |
2024 | 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 | { |
2025 | { |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2026 | --op->contr->weapon_sp_left; |
2164 | |
|
|
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2166 | } |
|
|
2167 | |
2027 | |
2168 | skill_attack (mon, op, 0, 0, 0); |
2028 | 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 | |
2029 | |
2184 | if (action_makes_visible (op)) |
2030 | if (action_makes_visible (op)) |
2185 | make_visible (op); |
2031 | make_visible (op); |
2186 | } |
|
|
2187 | } /* if player should attack something */ |
|
|
2188 | } |
|
|
2189 | |
2032 | |
2190 | int |
2033 | return true; |
|
|
2034 | } |
|
|
2035 | } |
|
|
2036 | |
|
|
2037 | return false; |
|
|
2038 | } |
|
|
2039 | |
|
|
2040 | bool |
2191 | move_player (object *op, int dir) |
2041 | move_player (object *op, int dir) |
2192 | { |
2042 | { |
2193 | int pick; |
|
|
2194 | |
|
|
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2043 | if (!op->map || op->map->state != MAP_ACTIVE) |
2196 | return 0; |
2044 | return 0; |
2197 | |
2045 | |
2198 | /* Sanity check: make sure dir is valid */ |
2046 | /* Sanity check: make sure dir is valid */ |
2199 | if ((dir < 0) || (dir >= 9)) |
2047 | if (dir < 0 || dir > 8) |
2200 | { |
2048 | { |
2201 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2049 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2202 | return 0; |
2050 | return 0; |
2203 | } |
2051 | } |
2204 | |
2052 | |
2205 | /* peterm: added following line */ |
2053 | /* peterm: added following line */ |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2054 | if (op->flag [FLAG_CONFUSED] && dir) |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2055 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2208 | |
2056 | |
2209 | op->facing = dir; |
2057 | op->facing = dir; |
2210 | |
2058 | |
2211 | if (op->hide) |
2059 | if (op->flag [FLAG_HIDDEN]) |
2212 | do_hidden_move (op); |
2060 | do_hidden_move (op); |
2213 | |
2061 | |
|
|
2062 | bool retval; |
|
|
2063 | int pick = 0; |
|
|
2064 | |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2065 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | /*nop */ ; |
2066 | retval = RESULT_INT (0); |
2216 | else if (op->contr->fire_on) |
2067 | else if (op->contr->fire_on) |
2217 | fire (op, dir); |
2068 | retval = fire (op, dir); |
2218 | else |
2069 | else |
2219 | { |
2070 | { |
2220 | move_player_attack (op, dir); |
2071 | retval = move_player_attack (op, dir); |
2221 | pick = check_pick (op); |
2072 | pick = check_pick (op); |
2222 | } |
2073 | } |
2223 | |
2074 | |
2224 | /* Add special check for newcs players and fire on - this way, the |
2075 | /* Add special check for newcs players and fire on - this way, the |
2225 | * server can handle repeat firing. |
2076 | * server can handle repeat firing. |
… | |
… | |
2232 | /* Update how the player looks. Use the facing, so direction may |
2083 | /* Update how the player looks. Use the facing, so direction may |
2233 | * get reset to zero. This allows for full animation capabilities |
2084 | * get reset to zero. This allows for full animation capabilities |
2234 | * for players. |
2085 | * for players. |
2235 | */ |
2086 | */ |
2236 | animate_object (op, op->facing); |
2087 | animate_object (op, op->facing); |
2237 | return 0; |
2088 | |
|
|
2089 | return retval; |
2238 | } |
2090 | } |
2239 | |
2091 | |
2240 | /* This is similar to handle_player, below, but is only used by the |
2092 | /* This is similar to handle_player, below, but is only used by the |
2241 | * new client/server stuff. |
2093 | * new client/server stuff. |
2242 | * This is sort of special, in that the new client/server actually uses |
2094 | * This is sort of special, in that the new client/server actually uses |
2243 | * the new speed values for commands. |
2095 | * the new speed values for commands. |
2244 | * |
2096 | * |
2245 | * Returns true if there are more actions we can do. |
2097 | * Returns true if there are more actions we can do. Should not do |
|
|
2098 | * many actions in a row, as that would be too unfair to other |
|
|
2099 | * players. |
2246 | */ |
2100 | */ |
2247 | int |
2101 | bool |
2248 | handle_newcs_player (object *op) |
2102 | handle_newcs_player (object *op) |
2249 | { |
2103 | { |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2104 | if (op->flag [FLAG_SCARED]) |
2251 | { |
2105 | { |
2252 | flee_player (op); |
2106 | 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 | { |
2107 | { |
2256 | op->speed_left--; |
2108 | --op->speed_left; |
|
|
2109 | flee_player (op); |
|
|
2110 | |
2257 | return 0; |
2111 | return true; |
2258 | } |
2112 | } |
|
|
2113 | else |
|
|
2114 | return false; |
2259 | } |
2115 | } |
2260 | |
2116 | |
2261 | /* call this here - we also will call this in do_ericserver, but |
2117 | /* call this here - we also will call this in do_ericserver, but |
2262 | * the players time has been increased when doericserver has been |
2118 | * the players time has been increased when doericserver has been |
2263 | * called, so we recheck it here. |
2119 | * called, so we recheck it here. |
2264 | */ |
2120 | */ |
2265 | if (op->contr->ns->handle_command ()) |
2121 | if (op->contr->ns->handle_command ()) |
2266 | return 1; |
2122 | return true; |
2267 | |
2123 | |
2268 | if (op->speed_left > 0) |
|
|
2269 | { |
|
|
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2124 | 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); |
2125 | return move_player (op, op->direction); |
2280 | |
2126 | |
2281 | return op->speed_left > 0; |
|
|
2282 | } |
|
|
2283 | } |
|
|
2284 | |
|
|
2285 | return 0; |
2127 | return false; |
2286 | } |
2128 | } |
2287 | |
2129 | |
2288 | int |
2130 | static int |
2289 | save_life (object *op) |
2131 | save_life (object *op) |
2290 | { |
2132 | { |
2291 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2133 | if (!op->flag [FLAG_LIFESAVE]) |
2292 | return 0; |
2134 | return 0; |
2293 | |
2135 | |
2294 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2136 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2295 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2137 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2296 | { |
2138 | { |
2297 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2139 | 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)); |
2140 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2299 | |
2141 | |
2300 | if (op->contr) |
|
|
2301 | esrv_del_item (op->contr, tmp->count); |
|
|
2302 | |
|
|
2303 | tmp->destroy (); |
2142 | tmp->destroy (); |
2304 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2143 | op->clr_flag (FLAG_LIFESAVE); |
2305 | |
2144 | |
2306 | if (op->stats.hp < 0) |
2145 | if (op->stats.hp < 0) |
2307 | op->stats.hp = op->stats.maxhp; |
2146 | op->stats.hp = op->stats.maxhp; |
2308 | |
2147 | |
2309 | if (op->stats.food < 0) |
2148 | if (op->stats.food < 0) |
2310 | op->stats.food = 999; |
2149 | op->stats.food = MAX_FOOD; |
2311 | |
2150 | |
2312 | op->update_stats (); |
2151 | op->update_stats (); |
2313 | return 1; |
2152 | return 1; |
2314 | } |
2153 | } |
2315 | |
2154 | |
2316 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2155 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2317 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2156 | op->clr_flag (FLAG_LIFESAVE); |
2318 | enter_player_savebed (op); /* bring him home. */ |
2157 | enter_player_savebed (op); /* bring him home. */ |
2319 | return 0; |
2158 | return 0; |
2320 | } |
2159 | } |
2321 | |
2160 | |
2322 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2161 | /* 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 |
2162 | * 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 |
2163 | * function will descend into containers. op is the object to start the search |
2325 | * from. |
2164 | * from. |
2326 | */ |
2165 | */ |
|
|
2166 | static void |
|
|
2167 | drop_unpaid_items (object *op, object *env) |
|
|
2168 | { |
|
|
2169 | while (op) |
|
|
2170 | { |
|
|
2171 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2172 | |
|
|
2173 | if (op->flag [FLAG_UNPAID]) |
|
|
2174 | op->insert_at (env); |
|
|
2175 | else if (op->inv) |
|
|
2176 | drop_unpaid_items (op->inv, env); |
|
|
2177 | |
|
|
2178 | op = next; |
|
|
2179 | } |
|
|
2180 | } |
|
|
2181 | |
2327 | void |
2182 | void |
2328 | remove_unpaid_objects (object *op, object *env) |
2183 | object::drop_unpaid_items () |
2329 | { |
2184 | { |
2330 | while (op) |
2185 | if (!flag [FLAG_REMOVED]) |
2331 | { |
2186 | ::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 | } |
|
|
2347 | |
|
|
2348 | /* |
|
|
2349 | * Returns pointer a static string containing gravestone text |
|
|
2350 | * Moved from apply.c to player.c - player.c is what |
|
|
2351 | * actually uses this function. player.c may not be quite the |
|
|
2352 | * best, a misc file for object actions is probably better, |
|
|
2353 | * but there isn't one in the server directory. |
|
|
2354 | */ |
|
|
2355 | char * |
|
|
2356 | gravestone_text (object *op) |
|
|
2357 | { |
|
|
2358 | static char buf2[MAX_BUF]; |
|
|
2359 | char buf[MAX_BUF]; |
|
|
2360 | time_t now = time (NULL); |
|
|
2361 | |
|
|
2362 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2363 | if (op->type == PLAYER) |
|
|
2364 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2365 | else |
|
|
2366 | sprintf (buf, "%s\n", &op->name); |
|
|
2367 | |
|
|
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2369 | strcat (buf2, buf); |
|
|
2370 | if (op->type == PLAYER) |
|
|
2371 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2372 | else |
|
|
2373 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2374 | |
|
|
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2376 | strcat (buf2, buf); |
|
|
2377 | if (op->type == PLAYER) |
|
|
2378 | { |
|
|
2379 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2380 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2381 | strcat (buf2, buf); |
|
|
2382 | } |
|
|
2383 | |
|
|
2384 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2385 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2386 | strcat (buf2, buf); |
|
|
2387 | |
|
|
2388 | return buf2; |
|
|
2389 | } |
2187 | } |
2390 | |
2188 | |
2391 | void |
2189 | void |
2392 | do_some_living (object *op) |
2190 | do_some_living (object *op) |
2393 | { |
2191 | { |
2394 | int last_food = op->stats.food; |
2192 | int last_food = op->stats.food; |
2395 | int gen_hp, gen_sp, gen_grace; |
2193 | int gen_hp, gen_sp, gen_grace; |
2396 | int over_hp, over_sp, over_grace; |
|
|
2397 | int i; |
|
|
2398 | int rate_hp = 1200; |
2194 | int rate_hp = 1200; |
2399 | int rate_sp = 2500; |
2195 | int rate_sp = 2500; |
2400 | int rate_grace = 2000; |
2196 | int rate_grace = 2000; |
2401 | const int max_hp = 1; |
2197 | const int max_hp = 1; |
2402 | const int max_sp = 1; |
2198 | const int max_sp = 1; |
2403 | const int max_grace = 1; |
2199 | const int max_grace = 1; |
2404 | |
2200 | |
|
|
2201 | #if 0 |
2405 | if (op->contr->hidden) |
2202 | if (op->contr->hidden) |
2406 | { |
2203 | { |
2407 | op->invisible = 1000; |
2204 | op->invisible = 1000; |
2408 | /* the socket code flashes the player visible/invisible |
2205 | /* the socket code flashes the player visible/invisible |
2409 | * depending on the value of invisible, so we need to |
2206 | * depending on the value of invisible, so we need to |
2410 | * alternate it here for it to work correctly. |
2207 | * alternate it here for it to work correctly. |
2411 | */ |
2208 | */ |
2412 | if (pticks & 2) |
2209 | if (server_tick & 2) |
2413 | op->invisible--; |
2210 | op->invisible--; |
2414 | } |
2211 | } |
|
|
2212 | else |
|
|
2213 | #endif |
2415 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2214 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2416 | { |
2215 | { |
2417 | if (!op->invisible--) |
2216 | if (!op->invisible--) |
2418 | { |
2217 | { |
2419 | make_visible (op); |
2218 | make_visible (op); |
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2219 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2447 | { |
2246 | { |
2448 | gen_grace = op->stats.maxgrace; |
2247 | gen_grace = op->stats.maxgrace; |
2449 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2248 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2450 | } |
2249 | } |
2451 | |
2250 | |
2452 | /* Regenerate Spell Points */ |
2251 | /* Regenerate Grace */ |
2453 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
2252 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2253 | if (--op->last_grace < 0) |
2454 | { |
2254 | { |
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) |
2255 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2256 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2257 | |
|
|
2258 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2259 | |
|
|
2260 | if (max_grace > 1) |
2457 | { |
2261 | { |
2458 | op->stats.sp++; |
2262 | int over_grace = temp / rate_grace; |
2459 | /* dms do not consume food */ |
2263 | |
2460 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2264 | if (over_grace > 0) |
2461 | { |
2265 | { |
2462 | op->stats.food--; |
2266 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2463 | if (op->contr->digestion < 0) |
2267 | op->last_grace = 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 | } |
2268 | } |
|
|
2269 | else |
|
|
2270 | op->last_grace = rate_grace / temp; |
2468 | } |
2271 | } |
|
|
2272 | else |
|
|
2273 | op->last_grace = rate_grace / temp; |
2469 | |
2274 | |
2470 | if (max_sp > 1) |
2275 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2276 | } |
|
|
2277 | |
|
|
2278 | if (op->stats.food > 0) |
|
|
2279 | { |
|
|
2280 | /* Regenerate Spell Points */ |
|
|
2281 | if (!op->contr->golem && --op->last_sp < 0) |
2471 | { |
2282 | { |
2472 | over_sp = (gen_sp + 10) / rate_sp; |
2283 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2473 | if (over_sp > 0) |
2284 | |
|
|
2285 | if (op->stats.sp < op->stats.maxsp) |
2474 | { |
2286 | { |
2475 | if (op->stats.sp < op->stats.maxsp) |
2287 | op->stats.sp++; |
|
|
2288 | |
|
|
2289 | /* dms do not consume food */ |
|
|
2290 | if (!op->flag [FLAG_WIZ]) |
2476 | { |
2291 | { |
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--; |
2292 | op->stats.food--; |
2481 | |
2293 | |
2482 | if (op->stats.sp > op->stats.maxsp) |
2294 | if (op->contr->digestion < 0) |
|
|
2295 | op->stats.food += op->contr->digestion; |
|
|
2296 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2483 | op->stats.sp = op->stats.maxsp; |
2297 | op->stats.food = last_food; |
2484 | } |
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | if (max_sp > 1) |
|
|
2302 | { |
|
|
2303 | int over_sp = (gen_sp + 10) / rate_sp; |
|
|
2304 | if (over_sp > 0) |
|
|
2305 | { |
|
|
2306 | if (op->stats.sp < op->stats.maxsp) |
|
|
2307 | { |
|
|
2308 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2309 | |
|
|
2310 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2311 | op->stats.sp--; |
|
|
2312 | |
|
|
2313 | if (op->stats.sp > op->stats.maxsp) |
|
|
2314 | op->stats.sp = op->stats.maxsp; |
|
|
2315 | } |
|
|
2316 | |
2485 | op->last_sp = 0; |
2317 | op->last_sp = 0; |
|
|
2318 | } |
|
|
2319 | else |
|
|
2320 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2486 | } |
2321 | } |
2487 | else |
2322 | else |
2488 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2323 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2489 | } |
2324 | } |
2490 | else |
|
|
2491 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2492 | } |
|
|
2493 | |
2325 | |
2494 | /* Regenerate Grace */ |
2326 | /* Regenerate Hit Points */ |
2495 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2496 | if (--op->last_grace < 0) |
2327 | if (--op->last_heal < 0) |
2497 | { |
|
|
2498 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2499 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2500 | |
|
|
2501 | if (max_grace > 1) |
|
|
2502 | { |
2328 | { |
2503 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2329 | if (op->stats.hp < op->stats.maxhp) |
2504 | if (over_grace > 0) |
|
|
2505 | { |
2330 | { |
2506 | op->stats.sp += over_grace |
2331 | op->stats.hp++; |
2507 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2332 | |
|
|
2333 | /* dms do not consume food */ |
|
|
2334 | if (!op->flag [FLAG_WIZ]) |
|
|
2335 | { |
|
|
2336 | op->stats.food--; |
|
|
2337 | |
|
|
2338 | if (op->contr->digestion < 0) |
|
|
2339 | op->stats.food += op->contr->digestion; |
|
|
2340 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2341 | op->stats.food = last_food; |
|
|
2342 | } |
|
|
2343 | } |
|
|
2344 | |
|
|
2345 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2346 | |
|
|
2347 | if (max_hp > 1) |
|
|
2348 | { |
|
|
2349 | int over_hp = temp / rate_hp; |
|
|
2350 | |
|
|
2351 | if (over_hp > 0) |
|
|
2352 | { |
|
|
2353 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2508 | op->last_grace = 0; |
2354 | op->last_heal = 0; |
|
|
2355 | } |
|
|
2356 | else |
|
|
2357 | op->last_heal = rate_hp / temp; |
2509 | } |
2358 | } |
2510 | else |
2359 | else |
2511 | { |
|
|
2512 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2513 | } |
|
|
2514 | } |
|
|
2515 | else |
|
|
2516 | { |
|
|
2517 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2518 | } |
|
|
2519 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2520 | } |
|
|
2521 | |
|
|
2522 | /* Regenerate Hit Points */ |
|
|
2523 | if (--op->last_heal < 0) |
|
|
2524 | { |
|
|
2525 | if (op->stats.hp < op->stats.maxhp) |
|
|
2526 | { |
|
|
2527 | op->stats.hp++; |
|
|
2528 | /* dms do not consume food */ |
|
|
2529 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2530 | { |
|
|
2531 | op->stats.food--; |
|
|
2532 | if (op->contr->digestion < 0) |
|
|
2533 | op->stats.food += op->contr->digestion; |
|
|
2534 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2535 | op->stats.food = last_food; |
|
|
2536 | } |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | if (max_hp > 1) |
|
|
2540 | { |
|
|
2541 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2542 | if (over_hp > 0) |
|
|
2543 | { |
|
|
2544 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2545 | op->last_heal = 0; |
2360 | op->last_heal = rate_hp / temp; |
2546 | } |
|
|
2547 | else |
|
|
2548 | { |
|
|
2549 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2550 | } |
|
|
2551 | } |
|
|
2552 | else |
|
|
2553 | { |
|
|
2554 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2555 | } |
2361 | } |
2556 | } |
2362 | } |
2557 | |
2363 | |
2558 | /* Digestion */ |
2364 | /* Digestion */ |
2559 | if (--op->last_eat < 0) |
2365 | if (--op->last_eat < 0) |
2560 | { |
2366 | { |
2561 | #ifdef COZY_SERVER |
2367 | int bonus = max (0, op->contr->digestion), |
2562 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2368 | 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 | |
2369 | |
2568 | if (op->contr->gen_hp > 0) |
|
|
2569 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2370 | 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 | |
2371 | |
2573 | /* dms do not consume food */ |
2372 | /* dms do not consume food */ |
2574 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2373 | if (!op->flag [FLAG_WIZ]) |
2575 | op->stats.food--; |
2374 | op->stats.food--; |
2576 | } |
2375 | } |
2577 | |
2376 | |
2578 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2377 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2579 | { |
2378 | { |
2580 | object *tmp, *flesh = 0; |
2379 | object *flesh = 0; |
2581 | |
2380 | |
2582 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2381 | for_inv_removable (op, tmp) |
2583 | { |
2382 | { |
2584 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2383 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2384 | continue; |
|
|
2385 | |
|
|
2386 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2585 | { |
2387 | { |
2586 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2388 | op->statusmsg ("You blindly grab for a bite of food. " |
2587 | { |
2389 | "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."); |
2390 | op->apply (tmp); |
2589 | manual_apply (op, tmp, 0); |
2391 | |
2590 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2392 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2591 | break; |
2393 | break; |
2592 | } |
2394 | } |
2593 | else if (tmp->type == FLESH) |
2395 | else if (tmp->type == FLESH) |
2594 | flesh = tmp; |
2396 | flesh = tmp; |
2595 | } /* End if paid for object */ |
2397 | } |
2596 | } /* end of for loop */ |
|
|
2597 | |
2398 | |
2598 | /* If player is still starving, it means they don't have any food, so |
2399 | /* If player is still starving, it means they don't have any food, so |
2599 | * eat flesh instead. |
2400 | * eat flesh instead. |
2600 | */ |
2401 | */ |
2601 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2402 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2602 | { |
2403 | { |
2603 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2404 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2405 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2604 | manual_apply (op, flesh, 0); |
2406 | op->apply (flesh); |
2605 | } |
2407 | } |
|
|
2408 | |
|
|
2409 | // If player is still starving, alert him! |
|
|
2410 | if (op->stats.food < 0) |
|
|
2411 | op->failmsg ("You are starving! " |
|
|
2412 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2413 | } |
|
|
2414 | |
|
|
2415 | if (op->stats.food < 0) |
2606 | } |
2416 | { |
|
|
2417 | op->stats.hp += op->stats.food; |
|
|
2418 | op->stats.food = 0; |
2607 | |
2419 | |
2608 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2420 | if (op->stats.hp < 0) |
2609 | op->stats.food++, op->stats.hp--; |
2421 | { |
|
|
2422 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2423 | op->contr->killer->destroy (); |
|
|
2424 | } |
|
|
2425 | } |
2610 | |
2426 | |
|
|
2427 | /* killer should be set here already */ |
2611 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2428 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2612 | kill_player (op); |
2429 | kill_player (op); |
2613 | } |
2430 | } |
2614 | } |
2431 | } |
2615 | |
2432 | |
2616 | /* If the player should die (lack of hp, food, etc), we call this. |
2433 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2619 | * file. |
2436 | * file. |
2620 | */ |
2437 | */ |
2621 | void |
2438 | void |
2622 | kill_player (object *op) |
2439 | kill_player (object *op) |
2623 | { |
2440 | { |
2624 | char buf[MAX_BUF]; |
|
|
2625 | int x, y; |
2441 | int x, y; |
2626 | |
|
|
2627 | //int i; |
|
|
2628 | maptile *map; /* this is for resurrection */ |
2442 | 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; |
2443 | int will_kill_again; |
2636 | archetype *at; |
2444 | archetype *at; |
2637 | object *tmp; |
2445 | object *tmp; |
2638 | |
2446 | |
2639 | if (save_life (op)) |
2447 | if (save_life (op)) |
2640 | return; |
2448 | return; |
2641 | |
2449 | |
|
|
2450 | dynbuf_text deathtab; |
|
|
2451 | |
|
|
2452 | /* restore player */ |
|
|
2453 | at = archetype::find (shstr_poisoning); |
|
|
2454 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2455 | { |
|
|
2456 | tmp->destroy (); |
|
|
2457 | deathtab << "Your body feels cleansed...\r"; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | at = archetype::find (shstr_confusion); |
|
|
2461 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2462 | { |
|
|
2463 | tmp->destroy (); |
|
|
2464 | deathtab << "Your mind feels clearer...\r"; |
|
|
2465 | } |
|
|
2466 | |
|
|
2467 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2468 | |
|
|
2469 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2470 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2471 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2472 | max_it (op->stats.food , 200); |
|
|
2473 | |
|
|
2474 | // remove all spell effects that are active |
|
|
2475 | // to avoid long-term effects such as word-of-recall |
|
|
2476 | for (object *item = op->inv; item; ) |
|
|
2477 | { |
|
|
2478 | object *next = item->below; |
|
|
2479 | |
|
|
2480 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2481 | item->destroy (); |
|
|
2482 | |
|
|
2483 | item = next; |
|
|
2484 | } |
2642 | |
2485 | |
2643 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2486 | /* 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. |
2487 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2645 | * Look at op_on_battleground() for more info --AndreasV |
2488 | * Look at op_on_battleground() for more info --AndreasV |
2646 | */ |
2489 | */ |
2647 | if (op_on_battleground (op, &x, &y)) |
2490 | if (op_on_battleground (op, &x, &y)) |
2648 | { |
2491 | { |
2649 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2492 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2650 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2651 | |
|
|
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 | |
2493 | |
2672 | /* create a bodypart-trophy to make the winner happy */ |
2494 | /* create a bodypart-trophy to make the winner happy */ |
2673 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2495 | object *tmp = archetype::find (shstr_finger)->instance (); |
2674 | { |
2496 | |
2675 | sprintf (buf, "%s's finger", &op->name); |
2497 | tmp->name = format ("%s's finger" , &op->name); |
2676 | tmp->name = buf; |
2498 | tmp->name_pl = format ("%s's fingers", &op->name); |
2677 | sprintf (buf, " This finger has been cut off %s\n" |
2499 | tmp->msg = format ( |
2678 | " the %s, when he was defeated at\n level %d by %s.\n", |
2500 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2679 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2501 | &op->name, op->contr->title, |
2680 | tmp->msg = buf; |
2502 | (int)op->level, |
|
|
2503 | op->contr->killer_name () |
|
|
2504 | ); |
2681 | tmp->value = 0, tmp->type = 0; |
2505 | tmp->value = 0, tmp->type = 0; |
2682 | tmp->materialname = "organics"; |
2506 | tmp->material = name_to_material (shstr_organic); |
2683 | tmp->insert_at (op, tmp); |
2507 | tmp->insert_at (op, tmp); |
2684 | } |
|
|
2685 | |
2508 | |
2686 | /* teleport defeated player to new destination */ |
2509 | /* teleport defeated player to new destination */ |
2687 | transfer_ob (op, x, y, 0, NULL); |
2510 | transfer_ob (op, x, y, 0, NULL); |
2688 | op->contr->braced = 0; |
2511 | op->contr->braced = 0; |
|
|
2512 | |
|
|
2513 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2689 | return; |
2514 | return; |
2690 | } |
2515 | } |
2691 | |
2516 | |
|
|
2517 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2518 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2519 | |
2692 | INVOKE_PLAYER (DEATH, op->contr); |
2520 | INVOKE_PLAYER (DEATH, op->contr); |
2693 | |
2521 | |
2694 | command_kill_pets (op, 0); |
2522 | command_kill_pets (op, 0); |
2695 | |
2523 | |
2696 | if (op->stats.food < 0) |
2524 | 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 | |
2525 | |
2706 | /* save the map location for corpse, gravestone */ |
2526 | /* save the map location for corpse, gravestone */ |
2707 | x = op->x; |
2527 | x = op->x; |
2708 | y = op->y; |
2528 | y = op->y; |
2709 | map = op->map; |
2529 | map = op->map; |
… | |
… | |
2737 | |
2557 | |
2738 | lost_a_stat = 0; |
2558 | lost_a_stat = 0; |
2739 | |
2559 | |
2740 | for (z = 0; z < num_stats_lose; z++) |
2560 | for (z = 0; z < num_stats_lose; z++) |
2741 | { |
2561 | { |
2742 | i = RANDOM () % NUM_STATS; |
2562 | i = rndm (NUM_STATS); |
2743 | |
2563 | |
2744 | if (settings.stat_loss_on_death) |
2564 | if (settings.stat_loss_on_death) |
2745 | { |
2565 | { |
2746 | /* Pick a random stat and take a point off it. Tell the player |
2566 | /* Pick a random stat and take a point off it. Tell the player |
2747 | * what he lost. |
2567 | * what he lost. |
… | |
… | |
2754 | lost_a_stat = 1; |
2574 | lost_a_stat = 1; |
2755 | } |
2575 | } |
2756 | else |
2576 | else |
2757 | { |
2577 | { |
2758 | /* deplete a stat */ |
2578 | /* deplete a stat */ |
2759 | archetype *deparch = archetype::find ("depletion"); |
2579 | archetype *deparch = archetype::find (shstr_depletion); |
2760 | object *dep; |
2580 | object *dep; |
2761 | |
2581 | |
2762 | dep = present_arch_in_ob (deparch, op); |
2582 | dep = present_arch_in_ob (deparch, op); |
2763 | if (!dep) |
2583 | if (!dep) |
2764 | { |
2584 | { |
2765 | dep = arch_to_object (deparch); |
2585 | dep = deparch->instance (); |
2766 | insert_ob_in_ob (dep, op); |
2586 | insert_ob_in_ob (dep, op); |
2767 | } |
2587 | } |
2768 | lose_this_stat = 1; |
2588 | lose_this_stat = 1; |
2769 | if (settings.balanced_stat_loss) |
2589 | if (settings.balanced_stat_loss) |
2770 | { |
2590 | { |
… | |
… | |
2782 | |
2602 | |
2783 | /* There is a maximum depletion total per level. */ |
2603 | /* There is a maximum depletion total per level. */ |
2784 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2604 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2785 | { |
2605 | { |
2786 | lose_this_stat = 0; |
2606 | lose_this_stat = 0; |
2787 | /* Take loss chance vs keep chance to see if we |
2607 | /* Take loss chance vs keep chance to see if we |
2788 | retain the stat. */ |
2608 | retain the stat. */ |
2789 | } |
2609 | } |
2790 | else |
2610 | else |
2791 | { |
2611 | { |
2792 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2612 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2798 | } |
2618 | } |
2799 | } |
2619 | } |
2800 | |
2620 | |
2801 | if (lose_this_stat) |
2621 | if (lose_this_stat) |
2802 | { |
2622 | { |
2803 | this_stat = get_attr_value (&(dep->stats), i); |
2623 | this_stat = get_attr_value (&dep->stats, i); |
2804 | /* We could try to do something clever like find another |
2624 | /* We could try to do something clever like find another |
2805 | * stat to reduce if this fails. But chances are, if |
2625 | * stat to reduce if this fails. But chances are, if |
2806 | * stats have been depleted to -50, all are pretty low |
2626 | * stats have been depleted to -50, all are pretty low |
2807 | * and should be roughly the same, so it shouldn't make a |
2627 | * and should be roughly the same, so it shouldn't make a |
2808 | * difference. |
2628 | * difference. |
2809 | */ |
2629 | */ |
2810 | if (this_stat >= -50) |
2630 | if (this_stat >= -50) |
2811 | { |
2631 | { |
2812 | change_attr_value (&(dep->stats), i, -1); |
2632 | change_attr_value (&(dep->stats), i, -1); |
2813 | SET_FLAG (dep, FLAG_APPLIED); |
2633 | dep->set_flag (FLAG_APPLIED); |
2814 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2634 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2815 | op->update_stats (); |
2635 | op->update_stats (); |
2816 | lost_a_stat = 1; |
2636 | lost_a_stat = 1; |
2817 | } |
2637 | } |
2818 | } |
2638 | } |
2819 | } |
2639 | } |
2820 | } |
2640 | } |
|
|
2641 | |
2821 | /* If no stat lost, tell the player. */ |
2642 | /* If no stat lost, tell the player. */ |
2822 | if (!lost_a_stat) |
2643 | if (!lost_a_stat) |
2823 | { |
2644 | { |
2824 | /* determine_god() seems to not work sometimes... why is this? |
2645 | /* determine_god() seems to not work sometimes... why is this? |
2825 | Should I be using something else? GD */ |
2646 | Should I be using something else? GD */ |
2826 | const char *god = determine_god (op); |
2647 | shstr_tmp god = determine_god (op); |
2827 | |
2648 | |
2828 | if (god && (strcmp (god, "none"))) |
2649 | 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); |
2650 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2830 | else |
2651 | else |
2831 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2652 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2832 | } |
2653 | } |
2833 | #else |
2654 | #else |
2834 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2655 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2835 | #endif |
2656 | #endif |
2836 | |
2657 | |
2837 | /* Put a gravestone up where the character 'almost' died. List the |
2658 | /* Put a gravestone up where the character 'almost' died. List the |
2838 | * exp loss on the stone. |
2659 | * exp loss on the stone. |
2839 | */ |
2660 | */ |
2840 | tmp = arch_to_object (archetype::find ("gravestone")); |
2661 | tmp = archetype::find (shstr_gravestone)->instance (); |
2841 | sprintf (buf, "%s's gravestone", &op->name); |
2662 | tmp->name = format ("%s's gravestone", &op->name); |
2842 | tmp->name = buf; |
2663 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2843 | sprintf (buf, "%s's gravestones", &op->name); |
2664 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2844 | tmp->name_pl = buf; |
2665 | &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; |
2666 | tmp->x = op->x, tmp->y = op->y; |
2848 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2667 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2849 | |
2668 | |
2850 | /**************************************/ |
2669 | /**************************************/ |
2851 | /* */ |
2670 | /* */ |
2852 | /* Subtract the experience points, */ |
2671 | /* Subtract the experience points, */ |
2853 | /* if we died cause of food, give us */ |
|
|
2854 | /* food, and reset HP's... */ |
|
|
2855 | /* */ |
2672 | /* */ |
2856 | /**************************************/ |
2673 | /**************************************/ |
2857 | |
2674 | |
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)); */ |
2675 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2880 | apply_death_exp_penalty (op); |
2676 | 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 | |
2677 | |
2887 | /* |
2678 | /* |
2888 | * Check to see if the player has any unpaid items. If so, remove them |
2679 | * Check to see if the player has any unpaid items. If so, remove them |
2889 | * and put them back in the map. |
2680 | * and put them back in the map. |
2890 | */ |
2681 | */ |
2891 | remove_unpaid_objects (op->inv, op); |
2682 | op->drop_unpaid_items (); |
2892 | |
2683 | |
2893 | /****************************************/ |
2684 | /****************************************/ |
2894 | /* */ |
2685 | /* */ |
2895 | /* Move player to his current respawn- */ |
2686 | /* Move player to his current respawn- */ |
2896 | /* position (usually last savebed) */ |
2687 | /* position (usually last savebed) */ |
… | |
… | |
2914 | if (will_kill_again) |
2705 | if (will_kill_again) |
2915 | { |
2706 | { |
2916 | object *force; |
2707 | object *force; |
2917 | int at; |
2708 | int at; |
2918 | |
2709 | |
2919 | force = get_archetype (FORCE_NAME); |
2710 | force = archetype::get (FORCE_NAME); |
2920 | /* 50 ticks should be enough time for the spell to abate */ |
2711 | /* 50 ticks should be enough time for the spell to abate */ |
2921 | force->speed = 0.1; |
|
|
2922 | force->speed_left = -5.0; |
2712 | force->speed_left = -5.f; |
2923 | SET_FLAG (force, FLAG_APPLIED); |
2713 | force->set_speed (0.1f); |
|
|
2714 | force->set_flag (FLAG_APPLIED); |
|
|
2715 | |
2924 | for (at = 0; at < NROFATTACKS; at++) |
2716 | for (at = 0; at < NROFATTACKS; at++) |
2925 | if (will_kill_again & (1 << at)) |
2717 | if (will_kill_again & (1 << at)) |
2926 | force->resist[at] = 100; |
2718 | force->resist[at] = 100; |
2927 | |
2719 | |
2928 | insert_ob_in_ob (force, op); |
2720 | insert_ob_in_ob (force, op); |
2929 | op->update_stats (); |
2721 | op->update_stats (); |
2930 | |
|
|
2931 | } |
2722 | } |
2932 | |
2723 | |
2933 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2724 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2934 | } |
2725 | } |
2935 | |
2726 | |
2936 | void |
2727 | static void |
2937 | loot_object (object *op) |
2728 | loot_object (object *op) |
2938 | { /* Grab and destroy some treasure */ |
2729 | { /* Grab and destroy some treasure */ |
2939 | object *tmp, *tmp2, *next; |
2730 | object *tmp, *next; |
2940 | |
2731 | |
2941 | op->close_container (); /* close open sack first */ |
2732 | op->close_container (); /* close open sack first */ |
2942 | |
2733 | |
2943 | for (tmp = op->inv; tmp; tmp = next) |
2734 | for (tmp = op->inv; tmp; tmp = next) |
2944 | { |
2735 | { |
… | |
… | |
2951 | tmp->x = op->x, tmp->y = op->y; |
2742 | tmp->x = op->x, tmp->y = op->y; |
2952 | |
2743 | |
2953 | if (tmp->type == CONTAINER) |
2744 | if (tmp->type == CONTAINER) |
2954 | loot_object (tmp); /* empty container to ground */ |
2745 | loot_object (tmp); /* empty container to ground */ |
2955 | |
2746 | |
2956 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2747 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2957 | { |
2748 | { |
2958 | if (tmp->nrof > 1) |
2749 | if (tmp->nrof > 1) |
2959 | { |
2750 | { |
2960 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2751 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2961 | tmp2->destroy (); |
|
|
2962 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2752 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2963 | } |
2753 | } |
2964 | else |
2754 | else |
2965 | tmp->destroy (); |
2755 | tmp->destroy (); |
2966 | } |
2756 | } |
… | |
… | |
2973 | * fix_weight(): Check recursively the weight of all players, and fix |
2763 | * fix_weight(): Check recursively the weight of all players, and fix |
2974 | * what needs to be fixed. Refresh windows and fix speed if anything |
2764 | * what needs to be fixed. Refresh windows and fix speed if anything |
2975 | * was changed. |
2765 | * was changed. |
2976 | */ |
2766 | */ |
2977 | void |
2767 | void |
2978 | fix_weight (void) |
2768 | fix_weight () |
2979 | { |
2769 | { |
2980 | for_all_players (pl) |
2770 | for_all_players (pl) |
2981 | { |
2771 | { |
2982 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2772 | weight_t old = pl->ob->carrying; |
2983 | |
2773 | |
2984 | if (old == sum) |
2774 | pl->ob->update_weight (); |
2985 | continue; |
2775 | |
|
|
2776 | if (old != pl->ob->carrying) |
|
|
2777 | { |
2986 | pl->ob->update_stats (); |
2778 | pl->ob->update_stats (); |
2987 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2779 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2780 | } |
2988 | } |
2781 | } |
2989 | } |
2782 | } |
2990 | |
2783 | |
2991 | void |
2784 | void |
2992 | fix_luck (void) |
2785 | fix_luck () |
2993 | { |
2786 | { |
2994 | for_all_players (pl) |
2787 | for_all_players (pl) |
2995 | if (!pl->ob->contr->ns->state) |
2788 | if (!pl->ob->contr->ns->state) |
2996 | pl->ob->change_luck (0); |
2789 | pl->ob->change_luck (0); |
2997 | } |
2790 | } |
… | |
… | |
3034 | } |
2827 | } |
3035 | |
2828 | |
3036 | void |
2829 | void |
3037 | make_visible (object *op) |
2830 | make_visible (object *op) |
3038 | { |
2831 | { |
3039 | op->hide = 0; |
2832 | op->flag [FLAG_HIDDEN] = 0; |
3040 | op->invisible = 0; |
2833 | op->invisible = 0; |
|
|
2834 | |
3041 | if (op->type == PLAYER) |
2835 | if (op->type == PLAYER) |
3042 | { |
2836 | { |
3043 | op->contr->tmp_invis = 0; |
2837 | op->contr->tmp_invis = 0; |
3044 | op->contr->invis_race = 0; |
2838 | op->contr->invis_race = 0; |
3045 | } |
2839 | } |
… | |
… | |
3048 | } |
2842 | } |
3049 | |
2843 | |
3050 | int |
2844 | int |
3051 | is_true_undead (object *op) |
2845 | is_true_undead (object *op) |
3052 | { |
2846 | { |
3053 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2847 | if (op->arch->flag [FLAG_UNDEAD]) |
3054 | return 1; |
2848 | return 1; |
3055 | |
2849 | |
3056 | return 0; |
2850 | return 0; |
3057 | } |
2851 | } |
3058 | |
2852 | |
3059 | /* look at the surrounding terrain to determine |
2853 | /* look at the surrounding terrain to determine |
3060 | * the hideability of this object. Positive levels |
2854 | * the hideability of this object. Positive levels |
3061 | * indicate greater hideability. |
2855 | * indicate greater hideability. |
3062 | */ |
2856 | */ |
3063 | |
|
|
3064 | int |
2857 | int |
3065 | hideability (object *ob) |
2858 | hideability (object *ob) |
3066 | { |
2859 | { |
3067 | int i, level = 0, mflag; |
2860 | int i, level = 0, mflag; |
3068 | sint16 x, y; |
2861 | sint16 x, y; |
3069 | |
2862 | |
3070 | if (!ob || !ob->map) |
2863 | if (!ob || !ob->map) |
3071 | return 0; |
2864 | return 0; |
3072 | |
2865 | |
3073 | /* so, on normal lighted maps, its hard to hide */ |
2866 | /* so, on normal lighted maps, its hard to hide */ |
3074 | level = ob->map->darkness - 2; |
2867 | level = ob->map->darklevel () - 2; |
3075 | |
2868 | |
3076 | /* this also picks up whether the object is glowing. |
2869 | /* this also picks up whether the object is glowing. |
3077 | * If you carry a light on a non-dark map, its not |
2870 | * If you carry a light on a non-dark map, its not |
3078 | * as bad as carrying a light on a pitch dark map */ |
2871 | * as bad as carrying a light on a pitch dark map */ |
3079 | if (has_carried_lights (ob)) |
2872 | if (ob->has_carried_lights ()) |
3080 | level = -(10 + (2 * ob->map->darkness)); |
2873 | level = -(10 + (2 * ob->map->darklevel ())); |
3081 | |
2874 | |
3082 | /* scan through all nearby squares for terrain to hide in */ |
2875 | /* 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]) |
2876 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2877 | i <= SIZEOFFREE1; |
|
|
2878 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
3084 | { |
2879 | { |
3085 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2880 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3086 | if (mflag & P_OUT_OF_MAP) |
2881 | if (mflag & P_OUT_OF_MAP) |
3087 | { |
|
|
3088 | continue; |
2882 | continue; |
3089 | } |
2883 | |
3090 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2884 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3091 | level += 2; |
2885 | level += 2; |
3092 | else /* open terrain! */ |
2886 | else /* open terrain! */ |
3093 | level -= 1; |
2887 | level -= 1; |
3094 | } |
2888 | } |
… | |
… | |
3102 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2896 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3103 | * every time they move - as we subtract off 'invisibility' |
2897 | * every time they move - as we subtract off 'invisibility' |
3104 | * AND, for players, if they move into a ridiculously unhideable |
2898 | * AND, for players, if they move into a ridiculously unhideable |
3105 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2899 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3106 | */ |
2900 | */ |
3107 | |
|
|
3108 | void |
2901 | void |
3109 | do_hidden_move (object *op) |
2902 | do_hidden_move (object *op) |
3110 | { |
2903 | { |
3111 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2904 | int hide = 0; |
3112 | object *skop; |
|
|
3113 | |
2905 | |
3114 | if (!op || !op->map) |
2906 | if (!op || !op->map) |
3115 | return; |
2907 | return; |
3116 | |
2908 | |
3117 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2909 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2910 | int num = random_roll (0, 19, op, PREFER_LOW); |
3118 | |
2911 | |
3119 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2912 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3120 | if (op->type == PLAYER && op->contr->run_on) |
2913 | if (op->type == PLAYER && op->contr->run_on) |
3121 | if (!skop || num >= skop->level) |
2914 | if (!skop || num >= skop->level) |
3122 | { |
2915 | { |
… | |
… | |
3132 | num -= hide; |
2925 | num -= hide; |
3133 | |
2926 | |
3134 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2927 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3135 | { |
2928 | { |
3136 | make_visible (op); |
2929 | make_visible (op); |
|
|
2930 | |
3137 | if (op->type == PLAYER) |
2931 | if (op->type == PLAYER) |
3138 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2932 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3139 | } |
2933 | } |
3140 | else if (op->type == PLAYER && skop) |
2934 | else if (op->type == PLAYER && skop) |
3141 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2935 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3156 | |
2950 | |
3157 | if (who->type == PLAYER) |
2951 | if (who->type == PLAYER) |
3158 | player = 1; |
2952 | player = 1; |
3159 | |
2953 | |
3160 | else |
2954 | else |
3161 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2955 | friendly = who->flag [FLAG_FRIENDLY]; |
3162 | |
2956 | |
3163 | /* search adjacent squares */ |
2957 | /* search adjacent squares */ |
3164 | for (i = 1; i < 9; i++) |
2958 | for (i = 1; i < 9; i++) |
3165 | { |
2959 | { |
3166 | x = who->x + freearr_x[i]; |
2960 | x = who->x + DIRX (i); |
3167 | y = who->y + freearr_y[i]; |
2961 | y = who->y + DIRY (i); |
3168 | m = who->map; |
2962 | m = who->map; |
3169 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2963 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
3170 | /* space must be blocked if there is a monster. If not |
2964 | /* space must be blocked if there is a monster. If not |
3171 | * blocked, don't need to check this space. |
2965 | * blocked, don't need to check this space. |
3172 | */ |
2966 | */ |
… | |
… | |
3175 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2969 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3176 | continue; |
2970 | continue; |
3177 | |
2971 | |
3178 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2972 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3179 | { |
2973 | { |
3180 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2974 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3181 | return 1; |
2975 | return 1; |
3182 | else if (tmp->type == PLAYER) |
2976 | else if (tmp->type == PLAYER) |
3183 | { |
|
|
3184 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3185 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3186 | return 1; |
2977 | return 1; |
3187 | } |
|
|
3188 | } |
2978 | } |
3189 | } |
2979 | } |
3190 | return 0; |
2980 | return 0; |
3191 | } |
2981 | } |
3192 | |
2982 | |
3193 | /* check the player los field for viewability of the |
2983 | /* check the player los field for viewability of the |
3194 | * object op. This function works fine for monsters, |
2984 | * object op. This function works fine for monsters, |
3195 | * but we dont worry if the object isnt the top one in |
2985 | * but we dont worry if the object isnt the top one in |
3196 | * a pile (say a coin under a table would return "viewable" |
2986 | * a pile (say a coin under a table would return "viewable" |
3197 | * by this routine). Another question, should we be |
2987 | * by this routine). Another question, should we be |
3198 | * concerned with the direction the player is looking |
2988 | * concerned with the direction the player is looking |
3199 | * in? Realistically, most of use cant see stuff behind |
2989 | * in? Realistically, most of us can't see stuff behind |
3200 | * our backs...on the other hand, does the "facing" direction |
2990 | * our backs...on the other hand, does the "facing" direction |
3201 | * imply the way your head, or body is facing? Its possible |
2991 | * 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. |
2992 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3203 | * -b.t. |
2993 | * -b.t. |
3204 | * This function is now map tiling safe. |
2994 | * This function is now map tiling safe. |
3205 | */ |
2995 | */ |
3206 | |
|
|
3207 | int |
2996 | int |
3208 | player_can_view (object *pl, object *op) |
2997 | player_can_view (object *pl, object *op) |
3209 | { |
2998 | { |
3210 | rv_vector rv; |
2999 | rv_vector rv; |
3211 | int dx, dy; |
3000 | int dx, dy; |
… | |
… | |
3223 | |
3012 | |
3224 | get_rangevector (pl, op, &rv, 0x1); |
3013 | get_rangevector (pl, op, &rv, 0x1); |
3225 | |
3014 | |
3226 | /* starting with the 'head' part, lets loop |
3015 | /* starting with the 'head' part, lets loop |
3227 | * through the object and find if it has any |
3016 | * through the object and find if it has any |
3228 | * part that is in the los array but isnt on |
3017 | * part that is in the los array but isn't on |
3229 | * a blocked los square. |
3018 | * a blocked los square. |
3230 | * we use the archetype to figure out offsets. |
3019 | * we use the archetype to figure out offsets. |
3231 | */ |
3020 | */ |
3232 | while (op) |
3021 | while (op) |
3233 | { |
3022 | { |
3234 | dx = rv.distance_x + op->arch->clone.x; |
3023 | dx = rv.distance_x + op->arch->x; |
3235 | dy = rv.distance_y + op->arch->clone.y; |
3024 | dy = rv.distance_y + op->arch->y; |
3236 | |
3025 | |
3237 | /* only the viewable area the player sees is updated by LOS |
3026 | 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; |
3027 | return 1; |
|
|
3028 | |
3245 | op = op->more; |
3029 | op = op->more; |
3246 | } |
3030 | } |
3247 | return 0; |
|
|
3248 | } |
|
|
3249 | |
3031 | |
3250 | /* routine for both players and monsters. We call this when |
|
|
3251 | * there is a possibility for our action distrubing our hiding |
|
|
3252 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3253 | * effected by this. If we arent invisible to begin with, we |
|
|
3254 | * return 0. |
|
|
3255 | */ |
|
|
3256 | int |
|
|
3257 | action_makes_visible (object *op) |
|
|
3258 | { |
|
|
3259 | |
|
|
3260 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3261 | { |
|
|
3262 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3263 | return 0; |
|
|
3264 | |
|
|
3265 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3266 | return 0; |
|
|
3267 | |
|
|
3268 | /* If monsters, they should become visible */ |
|
|
3269 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3270 | { |
|
|
3271 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3272 | return 1; |
|
|
3273 | } |
|
|
3274 | } |
|
|
3275 | return 0; |
3032 | return 0; |
3276 | } |
3033 | } |
3277 | |
3034 | |
3278 | /* op_on_battleground - checks if the given object op (usually |
3035 | /* op_on_battleground - checks if the given object op (usually |
3279 | * a player) is standing on a valid battleground-tile, |
3036 | * 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 |
3041 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3285 | */ |
3042 | */ |
3286 | int |
3043 | int |
3287 | op_on_battleground (object *op, int *x, int *y) |
3044 | op_on_battleground (object *op, int *x, int *y) |
3288 | { |
3045 | { |
3289 | object *tmp; |
|
|
3290 | |
|
|
3291 | /* A battleground-tile needs the following attributes to be valid: |
3046 | /* 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), |
3047 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3293 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3048 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3294 | * and the exit-coordinates sp/hp must both be > 0. |
3049 | * and the exit-coordinates sp/hp must both be > 0. |
3295 | * => The intention here is to prevent abuse of the battleground- |
3050 | * => The intention here is to prevent abuse of the battleground- |
3296 | * feature (like pickable or hidden battleground tiles). */ |
3051 | * feature (like pickable or hidden battleground tiles). */ |
3297 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3052 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3298 | { |
3053 | { |
3299 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3054 | if (tmp->flag [FLAG_IS_FLOOR]) |
3300 | { |
3055 | { |
3301 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3056 | if (tmp->flag [FLAG_NO_PICK] |
3302 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3057 | && tmp->type == BATTLEGROUND |
|
|
3058 | && tmp->name == shstr_battleground |
|
|
3059 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3303 | { |
3060 | { |
3304 | /*before we assign the exit, check if this is a teambattle */ |
3061 | /* before we assign the exit, check if this is a teambattle */ |
3305 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3062 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3306 | { |
|
|
3307 | object *invtmp; |
|
|
3308 | |
|
|
3309 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3063 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3064 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3310 | { |
3065 | { |
3311 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3312 | { |
|
|
3313 | if (x != NULL && y != NULL) |
3066 | if (x && y) |
3314 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3067 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3068 | |
3315 | return 1; |
3069 | return 1; |
3316 | } |
|
|
3317 | } |
3070 | } |
3318 | } |
3071 | |
3319 | if (x != NULL && y != NULL) |
3072 | if (x && y) |
3320 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3073 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3074 | |
3321 | return 1; |
3075 | return 1; |
3322 | } |
3076 | } |
3323 | } |
3077 | } |
3324 | } |
3078 | } |
|
|
3079 | |
3325 | /* If we got here, did not find a battleground */ |
3080 | /* If we got here, did not find a battleground */ |
3326 | return 0; |
3081 | return 0; |
3327 | } |
3082 | } |
3328 | |
3083 | |
3329 | /* |
3084 | /* |
… | |
… | |
3345 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3100 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3346 | int i = 0, j = 0; |
3101 | int i = 0, j = 0; |
3347 | |
3102 | |
3348 | /* get the appropriate treasurelist */ |
3103 | /* get the appropriate treasurelist */ |
3349 | if (atnr == ATNR_FIRE) |
3104 | if (atnr == ATNR_FIRE) |
3350 | trlist = treasurelist::find ("dragon_ability_fire"); |
3105 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3351 | else if (atnr == ATNR_COLD) |
3106 | else if (atnr == ATNR_COLD) |
3352 | trlist = treasurelist::find ("dragon_ability_cold"); |
3107 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3353 | else if (atnr == ATNR_ELECTRICITY) |
3108 | else if (atnr == ATNR_ELECTRICITY) |
3354 | trlist = treasurelist::find ("dragon_ability_elec"); |
3109 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3355 | else if (atnr == ATNR_POISON) |
3110 | else if (atnr == ATNR_POISON) |
3356 | trlist = treasurelist::find ("dragon_ability_poison"); |
3111 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3357 | |
3112 | |
3358 | if (trlist == NULL || who->type != PLAYER) |
3113 | if (trlist == NULL || who->type != PLAYER) |
3359 | return; |
3114 | return; |
3360 | |
3115 | |
3361 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3116 | 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]); */ |
3120 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3366 | return; |
3121 | return; |
3367 | } |
3122 | } |
3368 | |
3123 | |
3369 | /* everything seems okay - now bring on the gift: */ |
3124 | /* everything seems okay - now bring on the gift: */ |
3370 | item = &(tr->item->clone); |
3125 | item = tr->item; |
3371 | |
3126 | |
3372 | if (item->type == SPELL) |
3127 | if (item->type == SPELL) |
3373 | { |
3128 | { |
3374 | if (check_spell_known (who, item->name)) |
3129 | if (check_spell_known (who, item->name)) |
3375 | return; |
3130 | return; |
… | |
… | |
3434 | { |
3189 | { |
3435 | /* forces in the treasurelist can alter the player's stats */ |
3190 | /* forces in the treasurelist can alter the player's stats */ |
3436 | object *skin; |
3191 | object *skin; |
3437 | |
3192 | |
3438 | /* first get the dragon skin force */ |
3193 | /* 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) |
3194 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3441 | ; |
3195 | ; |
3442 | |
3196 | |
3443 | if (!skin) |
3197 | if (!skin) |
3444 | return; |
3198 | return; |
3445 | |
3199 | |
… | |
… | |
3459 | else |
3213 | else |
3460 | j = 1; |
3214 | j = 1; |
3461 | strcat (buf, spellpathnames[i]); |
3215 | strcat (buf, spellpathnames[i]); |
3462 | } |
3216 | } |
3463 | } |
3217 | } |
|
|
3218 | |
3464 | strcat (buf, "."); |
3219 | strcat (buf, "."); |
3465 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3220 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3466 | } |
3221 | } |
3467 | |
3222 | |
3468 | /* evtl. adding flags: */ |
3223 | /* evtl. adding flags: */ |
3469 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3224 | if (item->flag [FLAG_XRAYS]) |
3470 | SET_FLAG (skin, FLAG_XRAYS); |
3225 | skin->set_flag (FLAG_XRAYS); |
3471 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3226 | if (item->flag [FLAG_STEALTH]) |
3472 | SET_FLAG (skin, FLAG_STEALTH); |
3227 | skin->set_flag (FLAG_STEALTH); |
3473 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3228 | if (item->flag [FLAG_SEE_IN_DARK]) |
3474 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3229 | skin->set_flag (FLAG_SEE_IN_DARK); |
3475 | |
3230 | |
3476 | /* print message if there is one */ |
3231 | /* print message if there is one */ |
3477 | if (item->msg != NULL) |
3232 | if (item->msg != NULL) |
3478 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3233 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3479 | } |
3234 | } |
3480 | else |
3235 | else |
3481 | { |
3236 | { |
3482 | /* generate misc. treasure */ |
3237 | /* generate misc. treasure */ |
3483 | tmp = arch_to_object (tr->item); |
3238 | tmp = tr->item->instance (); |
3484 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3239 | 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); |
3240 | who->insert (tmp); |
3486 | if (who->type == PLAYER) |
|
|
3487 | esrv_send_item (who, tmp); |
|
|
3488 | } |
|
|
3489 | } |
|
|
3490 | |
|
|
3491 | /** |
|
|
3492 | * Unready an object for a player. This function does nothing if the object was |
|
|
3493 | * not readied. |
|
|
3494 | */ |
|
|
3495 | void |
|
|
3496 | player_unready_range_ob (player *pl, object *ob) |
|
|
3497 | { |
|
|
3498 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3499 | if (pl->ranges[i] == ob) |
|
|
3500 | { |
|
|
3501 | pl->ranges[i] = 0; |
|
|
3502 | if (pl->shoottype == i) |
|
|
3503 | pl->shoottype = range_none; |
|
|
3504 | } |
3241 | } |
3505 | } |
3242 | } |
|
|
3243 | |
|
|
3244 | //-GPL |
3506 | |
3245 | |
3507 | sint8 |
3246 | sint8 |
3508 | player::visibility_at (maptile *map, int x, int y) const |
3247 | player::darkness_at (maptile *map, int x, int y) const |
3509 | { |
3248 | { |
3510 | if (!ns) |
3249 | if (!ns) |
3511 | return 0; |
3250 | return LOS_BLOCKED; |
3512 | |
3251 | |
3513 | int dx, dy; |
3252 | int dx, dy; |
3514 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3253 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3254 | return LOS_BLOCKED; |
|
|
3255 | |
|
|
3256 | x += dx - ns->current_x; |
|
|
3257 | y += dy - ns->current_y; |
|
|
3258 | |
|
|
3259 | return blocked_los (x, y); |
|
|
3260 | } |
|
|
3261 | |
|
|
3262 | void |
|
|
3263 | player::infobox (const char *title, const char *msg, int color) |
|
|
3264 | { |
|
|
3265 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3266 | } |
|
|
3267 | |
|
|
3268 | void |
|
|
3269 | player::statusmsg (const char *msg, int color) |
|
|
3270 | { |
|
|
3271 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3272 | } |
|
|
3273 | |
|
|
3274 | void |
|
|
3275 | player::failmsg (const char *msg, int color) |
|
|
3276 | { |
|
|
3277 | play_sound (sound_find ("generic_failure")); |
|
|
3278 | statusmsg (msg, color); |
|
|
3279 | } |
|
|
3280 | |
|
|
3281 | void |
|
|
3282 | object::failmsgf (const char *format, ...) |
|
|
3283 | { |
|
|
3284 | if (!contr) |
3515 | return 0; |
3285 | return; |
3516 | |
3286 | |
3517 | x += dx - ns->current_x + ns->mapx / 2; |
3287 | va_list ap; |
3518 | y += dy - ns->current_y + ns->mapy / 2; |
3288 | va_start (ap, format); |
3519 | |
3289 | contr->failmsg (vformat (format, ap)); |
3520 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3290 | va_end (ap); |
3521 | return 0; |
|
|
3522 | |
|
|
3523 | return 100 - blocked_los [x][y]; |
|
|
3524 | } |
3291 | } |
|
|
3292 | |
|
|
3293 | void |
|
|
3294 | player::failmsgf (const char *format, ...) |
|
|
3295 | { |
|
|
3296 | va_list ap; |
|
|
3297 | va_start (ap, format); |
|
|
3298 | failmsg (vformat (format, ap)); |
|
|
3299 | va_end (ap); |
|
|
3300 | } |
|
|
3301 | |