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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
157 | op->x = -1; |
156 | op->x = -1; |
158 | op->y = -1; |
157 | op->y = -1; |
159 | } |
158 | } |
160 | |
159 | |
161 | void |
160 | void |
162 | player::enter_map () |
|
|
163 | { |
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164 | object *tmp = object::create (); |
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165 | |
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|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
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170 | |
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171 | tmp->destroy (); |
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|
172 | } |
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173 | |
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174 | void |
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|
175 | player::activate () |
161 | player::activate () |
176 | { |
162 | { |
177 | if (active) |
163 | if (active) |
178 | return; |
164 | return; |
179 | |
165 | |
… | |
… | |
181 | ob->remove (); |
167 | ob->remove (); |
182 | ob->map = 0; |
168 | ob->map = 0; |
183 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
186 | enter_map (); |
|
|
187 | } |
172 | } |
188 | |
173 | |
189 | void |
174 | void |
190 | player::deactivate () |
175 | player::deactivate () |
191 | { |
176 | { |
… | |
… | |
198 | |
183 | |
199 | if (ob->map) |
184 | if (ob->map) |
200 | maplevel = ob->map->path; |
185 | maplevel = ob->map->path; |
201 | |
186 | |
202 | ob->remove (); |
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
203 | ob->map = 0; |
189 | ob->map = 0; |
204 | party = 0; |
190 | party = 0; |
205 | |
191 | |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
207 | |
193 | |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
222 | |
208 | |
223 | ns->update_look = 0; |
209 | ns->update_look = 0; |
224 | ns->look_position = 0; |
210 | ns->look_position = 0; |
225 | |
211 | |
226 | clear_los (ob); |
212 | clear_los (this); |
227 | |
213 | |
228 | ns->reset_stats (); |
214 | ns->reset_stats (); |
229 | |
215 | |
230 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
233 | |
219 | |
234 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
235 | link_player_skills (ob); |
221 | link_player_skills (ob); |
236 | |
222 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
224 | |
239 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
240 | |
226 | |
241 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
243 | { |
229 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
245 | |
231 | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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248 | |
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249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
252 | abil = tmp; |
235 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
254 | skin = tmp; |
237 | skin = tmp; |
255 | |
238 | |
256 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
257 | } |
240 | } |
258 | |
241 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
243 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
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245 | |
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246 | ob->update_stats (); |
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247 | |
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248 | ns->floorbox_update (); |
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249 | esrv_send_inventory (ob, ob); |
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250 | esrv_add_spells (this, 0); |
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251 | |
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252 | activate (); |
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253 | |
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254 | send_rules (ob); |
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255 | send_news (ob); |
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256 | display_motd (ob); |
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
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259 | INVOKE_PLAYER (LOGIN, this); |
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260 | } |
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261 | |
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262 | void |
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263 | player::disconnect () |
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264 | { |
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265 | if (ob) |
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266 | { |
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267 | ob->close_container (); //TODO: client-specific |
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268 | ob->drop_unpaid_items (); |
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269 | } |
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270 | |
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271 | if (ns) |
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272 | { |
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273 | if (active) |
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274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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275 | |
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276 | INVOKE_PLAYER (DISCONNECT, this); |
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277 | |
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278 | ns->reset_stats (); |
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279 | ns->pl = 0; |
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280 | ns = 0; |
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281 | } |
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282 | |
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283 | observe = ob; |
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284 | |
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285 | deactivate (); |
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286 | } |
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287 | |
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|
288 | // the need for this function can be explained |
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289 | // by load_object not returning the object |
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290 | void |
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291 | player::set_object (object *op) |
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292 | { |
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293 | ob = observe = op; |
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294 | ob->contr = this; /* this aren't yet in archetype */ |
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295 | |
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296 | ob->speed = 1.0f; |
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297 | ob->speed_left = 0.5f; |
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298 | |
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299 | ob->direction = 5; /* So player faces south */ |
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300 | |
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301 | ob->flag [FLAG_READY_WEAPON] = false; |
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302 | ob->flag [FLAG_READY_SKILL] = false; |
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303 | ob->flag [FLAG_READY_BOW] = false; |
262 | |
304 | |
263 | for (object *op = ob->inv; op; op = op->below) |
305 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
306 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
307 | switch (op->type) |
266 | { |
308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
267 | case WAND: |
313 | case WAND: |
268 | case ROD: |
314 | case ROD: |
269 | case HORN: |
315 | case HORN: |
270 | case BOW: |
316 | case BOW: |
271 | case SKILL: |
317 | ranged_ob = op; |
272 | case SKILL_TOOL: |
318 | break; |
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319 | |
273 | case WEAPON: |
320 | case WEAPON: |
274 | apply_special (ob, op, AP_UNAPPLY); |
321 | combat_ob = op; |
275 | apply_special (ob, op, AP_APPLY); |
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276 | break; |
322 | break; |
277 | } |
323 | } |
278 | |
324 | |
279 | ob->update_stats (); |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
280 | ns->floorbox_update (); |
326 | ob->deactivate (); // change_Weapon activates, fix this better |
281 | |
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282 | esrv_send_inventory (ob, ob); |
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283 | esrv_add_spells (this, 0); |
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284 | |
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285 | activate (); |
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286 | |
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287 | send_rules (ob); |
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288 | send_news (ob); |
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289 | display_motd (ob); |
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290 | |
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291 | INVOKE_PLAYER (CONNECT, this); |
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292 | INVOKE_PLAYER (LOGIN, this); |
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293 | } |
327 | } |
294 | |
328 | |
295 | void |
329 | void |
296 | player::disconnect () |
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297 | { |
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298 | if (ns) |
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299 | { |
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300 | if (active) |
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301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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302 | |
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303 | INVOKE_PLAYER (DISCONNECT, this); |
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304 | |
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305 | ns->reset_stats (); |
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306 | ns->pl = 0; |
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307 | ns = 0; |
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308 | } |
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309 | |
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310 | if (ob) |
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311 | ob->close_container (); //TODO: client-specific |
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312 | |
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313 | deactivate (); |
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314 | } |
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315 | |
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316 | // the need for this function can be explained |
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317 | // by load_object not returning the object |
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318 | void |
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319 | player::set_object (object *op) |
330 | player::set_observe (object *op) |
320 | { |
331 | { |
321 | ob = op; |
332 | observe = op ? op : ob; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
333 | do_los = 1; |
323 | |
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324 | ob->speed_left = 0.5f; |
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325 | ob->speed = 1.0f; |
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326 | ob->direction = 5; /* So player faces south */ |
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327 | } |
334 | } |
328 | |
335 | |
329 | player::player () |
336 | player::player () |
330 | { |
337 | { |
331 | /* There are some elements we want initialised to non zero value - |
338 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
342 | petmode = pet_normal; |
349 | petmode = pet_normal; |
343 | listening = 10; |
350 | listening = 10; |
344 | usekeys = containers; |
351 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
352 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
353 | do_los = 1; |
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354 | |
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355 | weapon_sp = 1.0f; |
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356 | weapon_sp_left = 0.5f; |
347 | } |
357 | } |
348 | |
358 | |
349 | void |
359 | void |
350 | player::do_destroy () |
360 | player::do_destroy () |
351 | { |
361 | { |
… | |
… | |
356 | if (ob) |
366 | if (ob) |
357 | { |
367 | { |
358 | ob->destroy_inv (false); |
368 | ob->destroy_inv (false); |
359 | ob->destroy (); |
369 | ob->destroy (); |
360 | } |
370 | } |
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371 | |
|
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372 | ob = observe = 0; |
361 | } |
373 | } |
362 | |
374 | |
363 | player::~player () |
375 | player::~player () |
364 | { |
376 | { |
365 | /* Clear item stack */ |
377 | /* Clear item stack */ |
… | |
… | |
392 | * Note: there MUST be at least one player archetype! |
404 | * Note: there MUST be at least one player archetype! |
393 | */ |
405 | */ |
394 | archetype * |
406 | archetype * |
395 | get_player_archetype (archetype *at) |
407 | get_player_archetype (archetype *at) |
396 | { |
408 | { |
397 | archetype *start = at; |
409 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
398 | |
410 | |
399 | for (;;) |
411 | for (;;) |
400 | { |
412 | { |
401 | if (at == NULL || at->next == NULL) |
413 | if (++i == archetypes.end ()) |
402 | at = first_archetype; |
414 | i = archetypes.begin (); |
403 | else |
415 | else if (*i == at) |
404 | at = at->next; |
416 | cleanup ("not a single player archetype found"); |
405 | |
417 | |
406 | if (at->clone.type == PLAYER) |
418 | if ((*i)->type == PLAYER) |
407 | return at; |
419 | return *i; |
408 | |
|
|
409 | if (at == start) |
|
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410 | { |
|
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411 | LOG (llevError, "No Player archetypes\n"); |
|
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412 | exit (-1); |
|
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413 | } |
|
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414 | } |
420 | } |
415 | } |
421 | } |
416 | |
422 | |
417 | object * |
423 | object * |
418 | get_nearest_player (object *mon) |
424 | get_nearest_player (object *mon) |
… | |
… | |
422 | unsigned lastdist; |
428 | unsigned lastdist; |
423 | rv_vector rv; |
429 | rv_vector rv; |
424 | |
430 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
432 | { |
427 | /* We should not find free objects on this friendly list, but it |
|
|
428 | * does periodically happen. Given that, lets deal with it. |
|
|
429 | * While unlikely, it is possible the next object on the friendly |
|
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430 | * list is also free, so encapsulate this in a while loop. |
|
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431 | */ |
|
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432 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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433 | { |
|
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434 | object *tmp = ol->ob; |
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435 | |
|
|
436 | /* Can't do much more other than log the fact, because the object |
|
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437 | * itself will have been cleared. |
|
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438 | */ |
|
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439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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440 | tmp->debug_desc ()); |
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441 | ol = ol->next; |
|
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442 | remove_friendly_object (tmp); |
|
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443 | if (!ol) |
|
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444 | return op; |
|
|
445 | } |
|
|
446 | |
|
|
447 | /* Remove special check for player from this. First, it looks to cause |
|
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448 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
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449 | * complicated method of state checking would be needed in any case - |
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450 | * as it was, a clever player could type quit, and the function would |
|
|
451 | * skip them over while waiting for confirmation. Remove |
|
|
452 | * on_same_map check, as can_detect_enemy also does this |
|
|
453 | */ |
|
|
454 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
433 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
455 | continue; |
434 | continue; |
456 | |
435 | |
457 | if (lastdist > rv.distance) |
436 | if (lastdist > rv.distance) |
458 | { |
437 | { |
… | |
… | |
655 | } |
634 | } |
656 | |
635 | |
657 | void |
636 | void |
658 | give_initial_items (object *pl, treasurelist * items) |
637 | give_initial_items (object *pl, treasurelist * items) |
659 | { |
638 | { |
660 | object *op, *next = NULL; |
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661 | |
|
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662 | if (pl->randomitems != NULL) |
639 | if (pl->randomitems) |
663 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
640 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
664 | |
641 | |
665 | for (op = pl->inv; op; op = next) |
642 | for (object *next, *op = pl->inv; op; op = next) |
666 | { |
643 | { |
667 | next = op->below; |
644 | next = op->below; |
668 | |
645 | |
669 | /* Forces get applied per default, unless they have the |
646 | /* Forces get applied per default, unless they have the |
670 | * flag "neutral" set. Sorry but I can't think of a better way |
647 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
712 | if (op->nrof > 1) |
689 | if (op->nrof > 1) |
713 | op->nrof = 1; |
690 | op->nrof = 1; |
714 | } |
691 | } |
715 | |
692 | |
716 | if (op->type == SPELLBOOK && op->inv) |
693 | if (op->type == SPELLBOOK && op->inv) |
717 | { |
|
|
718 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
694 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
719 | } |
|
|
720 | |
695 | |
721 | /* Give starting characters identified, uncursed, and undamned |
696 | /* Give starting characters identified, uncursed, and undamned |
722 | * items. Just don't identify gold or silver, or it won't be |
697 | * items. Just don't identify gold or silver, or it won't be |
723 | * merged properly. |
698 | * merged properly. |
724 | */ |
699 | */ |
… | |
… | |
854 | static void |
829 | static void |
855 | start_info (object *op) |
830 | start_info (object *op) |
856 | { |
831 | { |
857 | char buf[MAX_BUF]; |
832 | char buf[MAX_BUF]; |
858 | |
833 | |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
834 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
835 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
863 | } |
836 | } |
864 | |
837 | |
865 | /* This function takes the key that is passed, and does the |
838 | /* This function takes the key that is passed, and does the |
866 | * appropriate action with it (change race, or other things). |
839 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
840 | * The function name is for historical reasons - now we have |
… | |
… | |
908 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
909 | { |
882 | { |
910 | object *tmp; |
883 | object *tmp; |
911 | char mapname[MAX_BUF]; |
884 | char mapname[MAX_BUF]; |
912 | |
885 | |
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
886 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
914 | tmp = object::create (); |
887 | tmp = object::create (); |
915 | EXIT_PATH (tmp) = mapname; |
888 | EXIT_PATH (tmp) = mapname; |
916 | EXIT_X (tmp) = ob->x; |
889 | EXIT_X (tmp) = ob->x; |
917 | EXIT_Y (tmp) = ob->y; |
890 | EXIT_Y (tmp) = ob->y; |
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
891 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
937 | int x = ob->x, y = ob->y; |
910 | int x = ob->x, y = ob->y; |
938 | |
911 | |
939 | ob->remove_statbonus (); |
912 | ob->remove_statbonus (); |
940 | ob->remove (); |
913 | ob->remove (); |
941 | ob->arch = get_player_archetype (ob->arch); |
914 | ob->arch = get_player_archetype (ob->arch); |
942 | ob->arch->clone.copy_to (ob); |
915 | ob->arch->copy_to (ob); |
943 | ob->instantiate (); |
916 | ob->instantiate (); |
944 | ob->stats = ob->contr->orig_stats; |
917 | ob->stats = ob->contr->orig_stats; |
945 | ob->name = ob->name_pl = name; |
918 | ob->name = ob->name_pl = name; |
946 | ob->x = x; |
919 | ob->x = x; |
947 | ob->y = y; |
920 | ob->y = y; |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
921 | SET_ANIMATION (ob, 2); /* So player faces south */ |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
922 | insert_ob_in_map (ob, ob->map, ob, 0); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
923 | assign (ob->contr->title, ob->arch->object::name); |
951 | ob->add_statbonus (); |
924 | ob->add_statbonus (); |
952 | } |
925 | } |
953 | while (!allowed_class (ob)); |
926 | while (!allowed_class (ob)); |
954 | |
927 | |
955 | update_object (ob, UP_OBJ_FACE); |
928 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1030 | if (op->move_type & MOVE_FLYING) |
1003 | if (op->move_type & MOVE_FLYING) |
1031 | return 1; |
1004 | return 1; |
1032 | |
1005 | |
1033 | next = op->below; |
1006 | next = op->below; |
1034 | |
1007 | |
|
|
1008 | int cnt = MAX_ITEM_PER_DROP; |
|
|
1009 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
1010 | |
1035 | /* loop while there are items on the floor that are not marked as |
1011 | /* loop while there are items on the floor that are not marked as |
1036 | * destroyed */ |
1012 | * destroyed */ |
1037 | while (next && !next->destroyed ()) |
1013 | while (next && !next->destroyed ()) |
1038 | { |
1014 | { |
1039 | tmp = next; |
1015 | tmp = next; |
1040 | next = tmp->below; |
1016 | next = tmp->below; |
1041 | |
1017 | |
|
|
1018 | if (cnt <= 0) |
|
|
1019 | { |
|
|
1020 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1021 | return 0; |
|
|
1022 | } |
|
|
1023 | |
1042 | if (op->destroyed ()) |
1024 | if (op->destroyed ()) |
1043 | return 0; |
1025 | return 0; |
1044 | |
1026 | |
1045 | if (!can_pick (op, tmp)) |
1027 | if (!can_pick (op, tmp)) |
1046 | continue; |
1028 | continue; |
1047 | |
1029 | |
1048 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1030 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1049 | { |
1031 | { |
1050 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1032 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1051 | pick_up (op, tmp); |
1033 | CHK_PICK_PICKUP; |
1052 | continue; |
1034 | continue; |
1053 | } |
1035 | } |
1054 | |
1036 | |
1055 | /* high not bit set? We're using the old autopickup model */ |
1037 | /* high not bit set? We're using the old autopickup model */ |
1056 | if (!(op->contr->mode & PU_NEWMODE)) |
1038 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1058 | switch (op->contr->mode) |
1040 | switch (op->contr->mode) |
1059 | { |
1041 | { |
1060 | case 0: |
1042 | case 0: |
1061 | return 1; /* don't pick up */ |
1043 | return 1; /* don't pick up */ |
1062 | case 1: |
1044 | case 1: |
1063 | pick_up (op, tmp); |
1045 | CHK_PICK_PICKUP; |
1064 | return 1; |
1046 | return 1; |
1065 | case 2: |
1047 | case 2: |
1066 | pick_up (op, tmp); |
1048 | CHK_PICK_PICKUP; |
1067 | return 0; |
1049 | return 0; |
1068 | case 3: |
1050 | case 3: |
1069 | return 0; /* stop before pickup */ |
1051 | return 0; /* stop before pickup */ |
1070 | case 4: |
1052 | case 4: |
1071 | pick_up (op, tmp); |
1053 | CHK_PICK_PICKUP; |
1072 | break; |
1054 | break; |
1073 | case 5: |
1055 | case 5: |
1074 | pick_up (op, tmp); |
1056 | CHK_PICK_PICKUP; |
1075 | stop = 1; |
1057 | stop = 1; |
1076 | break; |
1058 | break; |
1077 | case 6: |
1059 | case 6: |
1078 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1060 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1079 | pick_up (op, tmp); |
1061 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1062 | CHK_PICK_PICKUP; |
1080 | break; |
1063 | break; |
1081 | |
1064 | |
1082 | case 7: |
1065 | case 7: |
1083 | if (tmp->type == MONEY || tmp->type == GEM) |
1066 | if (tmp->type == MONEY || tmp->type == GEM) |
1084 | pick_up (op, tmp); |
1067 | CHK_PICK_PICKUP; |
1085 | break; |
1068 | break; |
1086 | |
1069 | |
1087 | default: |
1070 | default: |
1088 | /* use value density */ |
1071 | /* use value density */ |
1089 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1072 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1090 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1073 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1091 | pick_up (op, tmp); |
1074 | CHK_PICK_PICKUP; |
1092 | } |
1075 | } |
1093 | } |
1076 | } |
1094 | else |
1077 | else |
1095 | { /* old model */ |
1078 | { /* old model */ |
1096 | /* NEW pickup handling */ |
1079 | /* NEW pickup handling */ |
… | |
… | |
1100 | if (tmp->name != NULL) |
1083 | if (tmp->name != NULL) |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1084 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1102 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1085 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1103 | else |
1086 | else |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1087 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1105 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1088 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1106 | |
1089 | |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1090 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1108 | } |
1091 | } |
1109 | |
1092 | |
1110 | /* philosophy: |
1093 | /* philosophy: |
… | |
… | |
1151 | /* all food and drink if desired */ |
1134 | /* all food and drink if desired */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1135 | /* question: don't pick up known-poisonous stuff? */ |
1153 | if (op->contr->mode & PU_FOOD) |
1136 | if (op->contr->mode & PU_FOOD) |
1154 | if (tmp->type == FOOD) |
1137 | if (tmp->type == FOOD) |
1155 | { |
1138 | { |
1156 | pick_up (op, tmp); |
1139 | CHK_PICK_PICKUP; |
1157 | continue; |
1140 | continue; |
1158 | } |
1141 | } |
1159 | |
1142 | |
1160 | if (op->contr->mode & PU_DRINK) |
1143 | if (op->contr->mode & PU_DRINK) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1144 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1162 | { |
1145 | { |
1163 | pick_up (op, tmp); |
1146 | CHK_PICK_PICKUP; |
1164 | continue; |
1147 | continue; |
1165 | } |
1148 | } |
1166 | |
1149 | |
1167 | if (op->contr->mode & PU_POTION) |
1150 | if (op->contr->mode & PU_POTION) |
1168 | if (tmp->type == POTION) |
1151 | if (tmp->type == POTION) |
1169 | { |
1152 | { |
1170 | pick_up (op, tmp); |
1153 | CHK_PICK_PICKUP; |
1171 | continue; |
1154 | continue; |
1172 | } |
1155 | } |
1173 | |
1156 | |
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1157 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1175 | if (op->contr->mode & PU_SPELLBOOK) |
1158 | if (op->contr->mode & PU_SPELLBOOK) |
1176 | if (tmp->type == SPELLBOOK) |
1159 | if (tmp->type == SPELLBOOK) |
1177 | { |
1160 | { |
1178 | pick_up (op, tmp); |
1161 | CHK_PICK_PICKUP; |
1179 | continue; |
1162 | continue; |
1180 | } |
1163 | } |
1181 | |
1164 | |
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
1165 | if (op->contr->mode & PU_SKILLSCROLL) |
1183 | if (tmp->type == SKILLSCROLL) |
1166 | if (tmp->type == SKILLSCROLL) |
1184 | { |
1167 | { |
1185 | pick_up (op, tmp); |
1168 | CHK_PICK_PICKUP; |
1186 | continue; |
1169 | continue; |
1187 | } |
1170 | } |
1188 | |
1171 | |
1189 | if (op->contr->mode & PU_READABLES) |
1172 | if (op->contr->mode & PU_READABLES) |
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1173 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1191 | { |
1174 | { |
1192 | pick_up (op, tmp); |
1175 | CHK_PICK_PICKUP; |
1193 | continue; |
1176 | continue; |
1194 | } |
1177 | } |
1195 | |
1178 | |
1196 | /* wands/staves/rods/horns */ |
1179 | /* wands/staves/rods/horns */ |
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1180 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1181 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1199 | { |
1182 | { |
1200 | pick_up (op, tmp); |
1183 | CHK_PICK_PICKUP; |
1201 | continue; |
1184 | continue; |
1202 | } |
1185 | } |
1203 | |
1186 | |
1204 | /* pick up all magical items */ |
1187 | /* pick up all magical items */ |
1205 | if (op->contr->mode & PU_MAGICAL) |
1188 | if (op->contr->mode & PU_MAGICAL) |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1189 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1207 | { |
1190 | { |
1208 | pick_up (op, tmp); |
1191 | CHK_PICK_PICKUP; |
1209 | continue; |
1192 | continue; |
1210 | } |
1193 | } |
1211 | |
1194 | |
1212 | if (op->contr->mode & PU_VALUABLES) |
1195 | if (op->contr->mode & PU_VALUABLES) |
1213 | { |
1196 | { |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1197 | if (tmp->type == MONEY || tmp->type == GEM) |
1215 | { |
1198 | { |
1216 | pick_up (op, tmp); |
1199 | CHK_PICK_PICKUP; |
1217 | continue; |
1200 | continue; |
1218 | } |
1201 | } |
1219 | } |
1202 | } |
1220 | |
1203 | |
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
1204 | /* rings & amulets - talismans seems to be typed AMULET */ |
1222 | if (op->contr->mode & PU_JEWELS) |
1205 | if (op->contr->mode & PU_JEWELS) |
1223 | if (tmp->type == RING || tmp->type == AMULET) |
1206 | if (tmp->type == RING || tmp->type == AMULET) |
1224 | { |
1207 | { |
1225 | pick_up (op, tmp); |
1208 | CHK_PICK_PICKUP; |
1226 | continue; |
1209 | continue; |
1227 | } |
1210 | } |
1228 | |
1211 | |
1229 | /* we don't forget dragon food */ |
1212 | /* we don't forget dragon food */ |
1230 | if (op->contr->mode & PU_FLESH) |
1213 | if (op->contr->mode & PU_FLESH) |
1231 | if (tmp->type == FLESH) |
1214 | if (tmp->type == FLESH) |
1232 | { |
1215 | { |
1233 | pick_up (op, tmp); |
1216 | CHK_PICK_PICKUP; |
1234 | continue; |
1217 | continue; |
1235 | } |
1218 | } |
1236 | |
1219 | |
1237 | /* bows and arrows. Bows are good for selling! */ |
1220 | /* bows and arrows. Bows are good for selling! */ |
1238 | if (op->contr->mode & PU_BOW) |
1221 | if (op->contr->mode & PU_BOW) |
1239 | if (tmp->type == BOW) |
1222 | if (tmp->type == BOW) |
1240 | { |
1223 | { |
1241 | pick_up (op, tmp); |
1224 | CHK_PICK_PICKUP; |
1242 | continue; |
1225 | continue; |
1243 | } |
1226 | } |
1244 | |
1227 | |
1245 | if (op->contr->mode & PU_ARROW) |
1228 | if (op->contr->mode & PU_ARROW) |
1246 | if (tmp->type == ARROW) |
1229 | if (tmp->type == ARROW) |
1247 | { |
1230 | { |
1248 | pick_up (op, tmp); |
1231 | CHK_PICK_PICKUP; |
1249 | continue; |
1232 | continue; |
1250 | } |
1233 | } |
1251 | |
1234 | |
1252 | /* all kinds of armor etc. */ |
1235 | /* all kinds of armor etc. */ |
1253 | if (op->contr->mode & PU_ARMOUR) |
1236 | if (op->contr->mode & PU_ARMOUR) |
1254 | if (tmp->type == ARMOUR) |
1237 | if (tmp->type == ARMOUR) |
1255 | { |
1238 | { |
1256 | pick_up (op, tmp); |
1239 | CHK_PICK_PICKUP; |
1257 | continue; |
1240 | continue; |
1258 | } |
1241 | } |
1259 | |
1242 | |
1260 | if (op->contr->mode & PU_HELMET) |
1243 | if (op->contr->mode & PU_HELMET) |
1261 | if (tmp->type == HELMET) |
1244 | if (tmp->type == HELMET) |
1262 | { |
1245 | { |
1263 | pick_up (op, tmp); |
1246 | CHK_PICK_PICKUP; |
1264 | continue; |
1247 | continue; |
1265 | } |
1248 | } |
1266 | |
1249 | |
1267 | if (op->contr->mode & PU_SHIELD) |
1250 | if (op->contr->mode & PU_SHIELD) |
1268 | if (tmp->type == SHIELD) |
1251 | if (tmp->type == SHIELD) |
1269 | { |
1252 | { |
1270 | pick_up (op, tmp); |
1253 | CHK_PICK_PICKUP; |
1271 | continue; |
1254 | continue; |
1272 | } |
1255 | } |
1273 | |
1256 | |
1274 | if (op->contr->mode & PU_BOOTS) |
1257 | if (op->contr->mode & PU_BOOTS) |
1275 | if (tmp->type == BOOTS) |
1258 | if (tmp->type == BOOTS) |
1276 | { |
1259 | { |
1277 | pick_up (op, tmp); |
1260 | CHK_PICK_PICKUP; |
1278 | continue; |
1261 | continue; |
1279 | } |
1262 | } |
1280 | |
1263 | |
1281 | if (op->contr->mode & PU_GLOVES) |
1264 | if (op->contr->mode & PU_GLOVES) |
1282 | if (tmp->type == GLOVES) |
1265 | if (tmp->type == GLOVES) |
1283 | { |
1266 | { |
1284 | pick_up (op, tmp); |
1267 | CHK_PICK_PICKUP; |
1285 | continue; |
1268 | continue; |
1286 | } |
1269 | } |
1287 | |
1270 | |
1288 | if (op->contr->mode & PU_CLOAK) |
1271 | if (op->contr->mode & PU_CLOAK) |
1289 | if (tmp->type == CLOAK) |
1272 | if (tmp->type == CLOAK) |
1290 | { |
1273 | { |
1291 | pick_up (op, tmp); |
1274 | CHK_PICK_PICKUP; |
1292 | continue; |
1275 | continue; |
1293 | } |
1276 | } |
1294 | |
1277 | |
1295 | /* hoping to catch throwing daggers here */ |
1278 | /* hoping to catch throwing daggers here */ |
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
1279 | if (op->contr->mode & PU_MISSILEWEAPON) |
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1280 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1298 | { |
1281 | { |
1299 | pick_up (op, tmp); |
1282 | CHK_PICK_PICKUP; |
1300 | continue; |
1283 | continue; |
1301 | } |
1284 | } |
1302 | |
1285 | |
1303 | /* careful: chairs and tables are weapons! */ |
1286 | /* careful: chairs and tables are weapons! */ |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1287 | if (op->contr->mode & PU_ALLWEAPON) |
1305 | { |
1288 | { |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1289 | if (tmp->type == WEAPON && tmp->name != NULL) |
1307 | { |
1290 | { |
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1291 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1292 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1310 | { |
1293 | { |
1311 | pick_up (op, tmp); |
1294 | CHK_PICK_PICKUP; |
1312 | continue; |
1295 | continue; |
1313 | } |
1296 | } |
1314 | } |
1297 | } |
1315 | |
1298 | |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1299 | if (tmp->type == WEAPON && tmp->name == NULL) |
1317 | { |
1300 | { |
1318 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1301 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1319 | { |
1302 | { |
1320 | pick_up (op, tmp); |
1303 | CHK_PICK_PICKUP; |
1321 | continue; |
1304 | continue; |
1322 | } |
1305 | } |
1323 | } |
1306 | } |
1324 | } |
1307 | } |
1325 | |
1308 | |
1326 | /* misc stuff that's useful */ |
1309 | /* misc stuff that's useful */ |
1327 | if (op->contr->mode & PU_KEY) |
1310 | if (op->contr->mode & PU_KEY) |
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1311 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1329 | { |
1312 | { |
1330 | pick_up (op, tmp); |
1313 | CHK_PICK_PICKUP; |
1331 | continue; |
1314 | continue; |
1332 | } |
1315 | } |
1333 | |
1316 | |
1334 | /* any of the last 4 bits set means we use the ratio for value |
1317 | /* any of the last 4 bits set means we use the ratio for value |
1335 | * pickups */ |
1318 | * pickups */ |
… | |
… | |
1340 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1323 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1341 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1324 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1342 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1325 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1343 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1326 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1344 | { |
1327 | { |
1345 | pick_up (op, tmp); |
1328 | CHK_PICK_PICKUP; |
1346 | #if 0 |
1329 | #if 0 |
1347 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1330 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1348 | if (tmp->name != NULL) |
1331 | if (tmp->name != NULL) |
1349 | { |
1332 | { |
1350 | fprintf (stderr, "%s", tmp->name); |
1333 | fprintf (stderr, "%s", tmp->name); |
1351 | } |
1334 | } |
1352 | else |
1335 | else |
1353 | fprintf (stderr, "%s", tmp->arch->name); |
1336 | fprintf (stderr, "%s", tmp->arch->archname); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1337 | fprintf (stderr, ",%d] = ", tmp->type); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1338 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1356 | #endif |
1339 | #endif |
1357 | continue; |
1340 | continue; |
1358 | } |
1341 | } |
… | |
… | |
1369 | * found object is returned. |
1352 | * found object is returned. |
1370 | */ |
1353 | */ |
1371 | object * |
1354 | object * |
1372 | find_arrow (object *op, const char *type) |
1355 | find_arrow (object *op, const char *type) |
1373 | { |
1356 | { |
1374 | object *tmp = 0; |
|
|
1375 | |
|
|
1376 | for (op = op->inv; op; op = op->below) |
1357 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1378 | tmp = find_arrow (op, type); |
|
|
1379 | else if (op->type == ARROW && op->race == type) |
1358 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1359 | return splay (tmp); |
|
|
1360 | |
|
|
1361 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1362 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1363 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1364 | { |
|
|
1365 | splay (tmp); |
1380 | return op; |
1366 | return arrow; |
|
|
1367 | } |
1381 | |
1368 | |
1382 | return tmp; |
1369 | return 0; |
1383 | } |
1370 | } |
1384 | |
1371 | |
1385 | /* |
1372 | /* |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1373 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1387 | * against the target. A full test is not performed, simply a basic test |
1374 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
1428 | else |
1415 | else |
1429 | { |
1416 | { |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1417 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1431 | { |
1418 | { |
1432 | attacktype = 1 << attacknum; |
1419 | attacktype = 1 << attacknum; |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1420 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1434 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1421 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1435 | { |
1422 | { |
1436 | tmp = arrow; |
1423 | tmp = arrow; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1424 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1438 | } |
1425 | } |
1439 | } |
1426 | } |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1427 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1428 | { |
1442 | tmp = arrow; |
1429 | tmp = arrow; |
… | |
… | |
1544 | { |
1531 | { |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1532 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1546 | return 0; |
1533 | return 0; |
1547 | } |
1534 | } |
1548 | |
1535 | |
1549 | if (player *pl = op->contr) |
1536 | if (op->contr) |
1550 | { |
1537 | bow = op->current_weapon; |
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
|
|
1555 | else |
1538 | else |
1556 | { |
1539 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1540 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1541 | /* 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. |
1542 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1630 | arrow->stats.grace = arrow->attacktype; |
1613 | arrow->stats.grace = arrow->attacktype; |
1631 | |
1614 | |
1632 | if (arrow->slaying) |
1615 | if (arrow->slaying) |
1633 | arrow->spellarg = strdup (arrow->slaying); |
1616 | arrow->spellarg = strdup (arrow->slaying); |
1634 | |
1617 | |
|
|
1618 | #if 0 |
1635 | if (player *pl = op->contr) |
1619 | if (player *pl = op->contr) |
1636 | { |
1620 | { |
1637 | pl->has_hit = 1; |
|
|
1638 | #if 0 |
|
|
1639 | float speed = pl->weapon_sp; |
1621 | float speed = pl->weapon_sp; |
1640 | |
1622 | |
1641 | /* penalize ROF for bestarrow */ |
1623 | /* penalize ROF for bestarrow */ |
1642 | if (pl->bowtype == bow_bestarrow) |
1624 | if (pl->bowtype == bow_bestarrow) |
1643 | speed *= .9f; |
1625 | speed *= .9f; |
1644 | else |
1626 | else |
1645 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1627 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1646 | |
1628 | |
1647 | op->speed_left += speed - op->speed; |
1629 | op->speed_left += speed - op->speed; |
|
|
1630 | } |
1648 | #endif |
1631 | #endif |
1649 | } |
|
|
1650 | |
1632 | |
1651 | SET_ANIMATION (arrow, arrow->direction); |
1633 | SET_ANIMATION (arrow, arrow->direction); |
1652 | |
1634 | |
1653 | /* update the speed */ |
1635 | /* update the speed */ |
1654 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1636 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1655 | + bow->stats.dam / 7.0; |
1637 | + bow->stats.dam / 7.f; |
1656 | |
1638 | |
1657 | arrow->set_speed (max (arrow->speed, 2.0)); |
1639 | arrow->set_speed (max (arrow->speed, 2.f)); |
1658 | arrow->speed_left = 0; |
1640 | arrow->speed_left = 0; |
1659 | |
1641 | |
1660 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1642 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1661 | |
1643 | |
1662 | if (op->type == PLAYER) |
1644 | if (op->type == PLAYER) |
… | |
… | |
1685 | |
1667 | |
1686 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1668 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1669 | arrow->move_type = MOVE_FLY_LOW; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1670 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1689 | |
1671 | |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1672 | op->play_sound (sound_find ("fire_arrow")); |
1691 | m->insert (arrow, sx, sy, op); |
1673 | m->insert (arrow, sx, sy, op); |
1692 | |
1674 | |
1693 | if (!arrow->destroyed ()) |
1675 | if (!arrow->destroyed ()) |
1694 | move_arrow (arrow); |
1676 | move_arrow (arrow); |
1695 | |
1677 | |
… | |
… | |
1746 | } |
1728 | } |
1747 | |
1729 | |
1748 | return ret; |
1730 | return ret; |
1749 | } |
1731 | } |
1750 | |
1732 | |
1751 | |
|
|
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1733 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1734 | * Broken apart from 'fire' to keep it more readable. |
1754 | */ |
1735 | */ |
1755 | void |
1736 | void |
1756 | fire_misc_object (object *op, int dir) |
1737 | fire_misc_object (object *op, int dir) |
… | |
… | |
1774 | |
1755 | |
1775 | if (item->type == WAND) |
1756 | if (item->type == WAND) |
1776 | { |
1757 | { |
1777 | if (item->stats.food <= 0) |
1758 | if (item->stats.food <= 0) |
1778 | { |
1759 | { |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1760 | op->contr->play_sound (sound_find ("wand_poof")); |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1761 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1781 | |
1762 | |
1782 | return; |
1763 | return; |
1783 | } |
1764 | } |
1784 | } |
1765 | } |
1785 | else if (item->type == ROD || item->type == HORN) |
1766 | else if (item->type == ROD || item->type == HORN) |
1786 | { |
1767 | { |
1787 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1768 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1788 | { |
1769 | { |
1789 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1770 | op->contr->play_sound (sound_find ("wand_poof")); |
1790 | |
1771 | |
1791 | if (item->type == ROD) |
1772 | if (item->type == ROD) |
1792 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1773 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1793 | else |
1774 | else |
1794 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1775 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1807 | object *tmp; |
1788 | object *tmp; |
1808 | |
1789 | |
1809 | if (item->arch) |
1790 | if (item->arch) |
1810 | { |
1791 | { |
1811 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1812 | item->face = item->arch->clone.face; |
1793 | item->face = item->arch->face; |
1813 | item->set_speed (0); |
1794 | item->set_speed (0); |
1814 | } |
1795 | } |
1815 | |
1796 | |
1816 | if ((tmp = item->in_player ())) |
1797 | if ((tmp = item->in_player ())) |
1817 | esrv_update_item (UPD_ANIM, tmp, item); |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1822 | } |
1803 | } |
1823 | } |
1804 | } |
1824 | |
1805 | |
1825 | /* Received a fire command for the player - go and do it. |
1806 | /* Received a fire command for the player - go and do it. |
1826 | */ |
1807 | */ |
1827 | void |
1808 | bool |
1828 | fire (object *op, int dir) |
1809 | fire (object *op, int dir) |
1829 | { |
1810 | { |
1830 | int spellcost = 0; |
1811 | int spellcost = 0; |
1831 | |
1812 | |
1832 | /* check for loss of invisiblity/hide */ |
1813 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1836 | player *pl = op->contr; |
1817 | player *pl = op->contr; |
1837 | |
1818 | |
1838 | if (pl->golem) |
1819 | if (pl->golem) |
1839 | { |
1820 | { |
1840 | control_golem (op->contr->golem, dir); |
1821 | control_golem (op->contr->golem, dir); |
1841 | return; |
1822 | return false; |
1842 | } |
1823 | } |
1843 | |
1824 | |
1844 | object *ob = pl->ranged_ob; |
1825 | object *ob = pl->ranged_ob; |
1845 | |
1826 | |
1846 | if (!ob) |
1827 | if (!ob) |
1847 | return; |
1828 | return false; |
|
|
1829 | |
|
|
1830 | if (!op->change_weapon (ob)) |
|
|
1831 | return false; |
|
|
1832 | |
|
|
1833 | if (op->speed_left > 0.f) |
|
|
1834 | --op->speed_left; |
|
|
1835 | else |
|
|
1836 | return false; |
1848 | |
1837 | |
1849 | switch (ob->type) |
1838 | switch (ob->type) |
1850 | { |
1839 | { |
1851 | case BOW: |
1840 | case BOW: |
1852 | player_fire_bow (op, dir); |
1841 | player_fire_bow (op, dir); |
… | |
… | |
1859 | case BUILDER: |
1848 | case BUILDER: |
1860 | apply_map_builder (op, dir); |
1849 | apply_map_builder (op, dir); |
1861 | break; |
1850 | break; |
1862 | |
1851 | |
1863 | case SKILL: |
1852 | case SKILL: |
1864 | case SKILL_TOOL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
1853 | do_skill (op, op, ob, dir, 0); |
1866 | break; |
1854 | break; |
1867 | |
1855 | |
1868 | default: |
1856 | default: |
1869 | fire_misc_object (op, dir); |
1857 | fire_misc_object (op, dir); |
1870 | break; |
1858 | break; |
1871 | } |
1859 | } |
|
|
1860 | |
|
|
1861 | return true; |
1872 | } |
1862 | } |
1873 | |
1863 | |
1874 | /* find_key |
1864 | /* find_key |
1875 | * We try to find a key for the door as passed. If we find a key |
1865 | * We try to find a key for the door as passed. If we find a key |
1876 | * and successfully use it, we return the key, otherwise NULL |
1866 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1963 | * 0 otherwise |
1953 | * 0 otherwise |
1964 | */ |
1954 | */ |
1965 | static int |
1955 | static int |
1966 | player_attack_door (object *op, object *door) |
1956 | player_attack_door (object *op, object *door) |
1967 | { |
1957 | { |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
1958 | /* If its a door, try to find a key. If we do destroy the door, |
1969 | * might as well return immediately as there is nothing more to do - |
1959 | * might as well return immediately as there is nothing more to do - |
1970 | * otherwise, we fall through to the rest of the code. |
1960 | * otherwise, we fall through to the rest of the code. |
1971 | */ |
1961 | */ |
1972 | object *key = find_key (op, op, door); |
1962 | object *key = find_key (op, op, door); |
1973 | |
1963 | |
1974 | /* IF we found a key, do some extra work */ |
1964 | /* If we found a key, do some extra work */ |
1975 | if (key) |
1965 | if (key) |
1976 | { |
1966 | { |
1977 | object *container = key->env; |
1967 | object *container = key->env; |
1978 | |
|
|
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1980 | |
1968 | |
1981 | if (action_makes_visible (op)) |
1969 | if (action_makes_visible (op)) |
1982 | make_visible (op); |
1970 | make_visible (op); |
1983 | |
1971 | |
1984 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1972 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1986 | |
1974 | |
1987 | if (door->type == DOOR) |
1975 | if (door->type == DOOR) |
1988 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1976 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1989 | else if (door->type == LOCKED_DOOR) |
1977 | else if (door->type == LOCKED_DOOR) |
1990 | { |
1978 | { |
1991 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1979 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1992 | remove_door2 (door); /* remove door without violence ;-) */ |
1980 | remove_door2 (door); /* remove door without violence ;-) */ |
1993 | } |
1981 | } |
1994 | |
1982 | |
1995 | /* Do this after we print the message */ |
1983 | /* Do this after we print the message */ |
1996 | decrease_ob (key); /* Use up one of the keys */ |
1984 | decrease_ob (key); /* Use up one of the keys */ |
… | |
… | |
2001 | return 1; /* Nothing more to do below */ |
1989 | return 1; /* Nothing more to do below */ |
2002 | } |
1990 | } |
2003 | else if (door->type == LOCKED_DOOR) |
1991 | else if (door->type == LOCKED_DOOR) |
2004 | { |
1992 | { |
2005 | /* Might as well return now - no other way to open this */ |
1993 | /* Might as well return now - no other way to open this */ |
2006 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1994 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2007 | return 1; |
1995 | return 1; |
2008 | } |
1996 | } |
2009 | |
1997 | |
2010 | return 0; |
1998 | return 0; |
2011 | } |
1999 | } |
… | |
… | |
2014 | * It should keep the code cleaner. |
2002 | * It should keep the code cleaner. |
2015 | * When this is called, the players direction has been updated |
2003 | * When this is called, the players direction has been updated |
2016 | * (taking into account confusion.) The player is also actually |
2004 | * (taking into account confusion.) The player is also actually |
2017 | * going to try and move (not fire weapons). |
2005 | * going to try and move (not fire weapons). |
2018 | */ |
2006 | */ |
2019 | void |
2007 | bool |
2020 | move_player_attack (object *op, int dir) |
2008 | move_player_attack (object *op, int dir) |
2021 | { |
2009 | { |
2022 | object *tmp, *mon; |
|
|
2023 | int on_battleground; |
2010 | int on_battleground; |
2024 | maptile *m; |
|
|
2025 | |
2011 | |
2026 | sint16 nx = freearr_x[dir] + op->x; |
2012 | sint16 nx = freearr_x[dir] + op->x; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
2013 | sint16 ny = freearr_y[dir] + op->y; |
2028 | |
2014 | |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
2015 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2016 | |
|
|
2017 | if (out_of_map (op->map, nx, ny)) |
|
|
2018 | return false; |
|
|
2019 | |
|
|
2020 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2021 | { |
|
|
2022 | --op->speed_left; |
|
|
2023 | return true; |
|
|
2024 | } |
2030 | |
2025 | |
2031 | /* If braced, or can't move to the square, and it is not out of the |
2026 | /* If braced, or can't move to the square, and it is not out of the |
2032 | * map, attack it. Note order of if statement is important - don't |
2027 | * map, attack it. Note order of if statement is important - don't |
2033 | * want to be calling move_ob if braced, because move_ob will move the |
2028 | * want to be calling move_ob if braced, because move_ob will move the |
2034 | * player. This is a pretty nasty hack, because if we could |
2029 | * player. This is a pretty nasty hack, because if we could |
2035 | * move to some space, it then means that if we are braced, we should |
2030 | * move to some space, it then means that if we are braced, we should |
2036 | * do nothing at all. As it is, if we are braced, we go through |
2031 | * do nothing at all. As it is, if we are braced, we go through |
2037 | * quite a bit of processing. However, it probably is less than what |
2032 | * quite a bit of processing. However, it probably is less than what |
2038 | * move_ob uses. |
2033 | * move_ob uses. |
2039 | */ |
2034 | */ |
2040 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2041 | { |
|
|
2042 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2043 | { |
|
|
2044 | m = op->map->xy_find (nx, ny); |
2035 | maptile *m = op->map->xy_find (nx, ny); |
2045 | if (!m) |
|
|
2046 | return; /* Don't think this should happen */ |
|
|
2047 | } |
|
|
2048 | else |
|
|
2049 | m = op->map; |
|
|
2050 | |
2036 | |
2051 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2052 | return; |
|
|
2053 | |
|
|
2054 | mon = 0; |
|
|
2055 | /* Go through all the objects, and find ones of interest. Only stop if |
2037 | /* Go through all the objects, and find ones of interest. Only stop if |
2056 | * we find a monster - that is something we know we want to attack. |
2038 | * we find a monster - that is something we know we want to attack. |
2057 | * if its a door or barrel (can roll) see if there may be monsters |
2039 | * if its a door or barrel (can roll) see if there may be monsters |
2058 | * on the space |
2040 | * on the space |
2059 | */ |
2041 | */ |
2060 | while (tmp) |
2042 | object *mon; |
2061 | { |
2043 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2062 | if (tmp == op) |
2044 | { |
2063 | { |
2045 | if ((mon->flag [FLAG_ALIVE] |
2064 | tmp = tmp->above; |
2046 | || mon->type == LOCKED_DOOR |
2065 | continue; |
2047 | || mon->flag [FLAG_CAN_ROLL]) |
2066 | } |
|
|
2067 | |
|
|
2068 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2069 | { |
|
|
2070 | mon = tmp; |
2048 | && mon != op) |
2071 | break; |
2049 | break; |
2072 | } |
2050 | } |
2073 | |
2051 | |
2074 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2075 | mon = tmp; |
|
|
2076 | |
|
|
2077 | tmp = tmp->above; |
|
|
2078 | } |
|
|
2079 | |
|
|
2080 | if (!mon) /* This happens anytime the player tries to move */ |
2052 | if (!mon) /* This happens anytime the player tries to move */ |
2081 | return; /* into a wall */ |
2053 | return false; /* into a wall */ |
2082 | |
2054 | |
2083 | if (mon->head) |
|
|
2084 | mon = mon->head; |
2055 | mon = mon->head_ (); |
2085 | |
2056 | |
2086 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2057 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2058 | if (op->contr->weapon_sp_left > 0.f) |
2087 | if (player_attack_door (op, mon)) |
2059 | if (player_attack_door (op, mon)) |
|
|
2060 | { |
|
|
2061 | --op->contr->weapon_sp_left; |
2088 | return; |
2062 | return true; |
|
|
2063 | } |
2089 | |
2064 | |
2090 | /* The following deals with possibly attacking peaceful |
2065 | /* The following deals with possibly attacking peaceful |
2091 | * or frienddly creatures. Basically, all players are considered |
2066 | * or friendly creatures. Basically, all players are considered |
2092 | * unaggressive. If the moving player has peaceful set, then the |
2067 | * unaggressive. If the moving player has peaceful set, then the |
2093 | * object should be pushed instead of attacked. It is assumed that |
2068 | * object should be pushed instead of attacked. It is assumed that |
2094 | * if you are braced, you will not attack friends accidently, |
2069 | * if you are braced, you will not attack friends accidently, |
2095 | * and thus will not push them. |
2070 | * and thus will not push them. |
2096 | */ |
2071 | */ |
2097 | |
2072 | |
2098 | /* If the creature is a pet, push it even if the player is not |
2073 | /* If the creature is a pet, push it even if the player is not |
2099 | * peaceful. Our assumption is the creature is a pet if the |
2074 | * peaceful. Our assumption is the creature is a pet if the |
2100 | * player owns it and it is either friendly or unagressive. |
2075 | * player owns it and it is either friendly or unagressive. |
2101 | */ |
2076 | */ |
2102 | if ((op->type == PLAYER) |
2077 | if (op->type == PLAYER |
2103 | #if COZY_SERVER |
|
|
2104 | && |
|
|
2105 | ((mon->owner && mon->owner->contr |
2078 | && ((mon->owner && mon->owner->contr |
2106 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2079 | && same_party (mon->owner->contr->party, op->contr->party)) |
2107 | #else |
|
|
2108 | && mon->owner == op |
2080 | || mon->owner == op) |
2109 | #endif |
|
|
2110 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2081 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2111 | { |
2082 | { |
2112 | /* If we're braced, we don't want to switch places with it */ |
2083 | /* If we're braced, we don't want to switch places with it */ |
2113 | if (op->contr->braced) |
2084 | if (op->contr->braced) |
2114 | return; |
2085 | return false; |
2115 | |
2086 | |
2116 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2087 | if (op->speed_left > 0.f) |
|
|
2088 | { |
|
|
2089 | --op->speed_left; |
|
|
2090 | |
|
|
2091 | op->play_sound (sound_find ("push_player")); |
2117 | push_ob (mon, dir, op); |
2092 | push_ob (mon, dir, op); |
|
|
2093 | |
2118 | if (op->contr->tmp_invis || op->hide) |
2094 | if (op->contr->tmp_invis || op->hide) |
2119 | make_visible (op); |
2095 | make_visible (op); |
2120 | |
2096 | |
2121 | return; |
2097 | return true; |
2122 | } |
2098 | } |
|
|
2099 | else |
|
|
2100 | return false; |
|
|
2101 | } |
2123 | |
2102 | |
2124 | /* in certain circumstances, you shouldn't attack friendly |
2103 | /* in certain circumstances, you shouldn't attack friendly |
2125 | * creatures. Note that if you are braced, you can't push |
2104 | * creatures. Note that if you are braced, you can't push |
2126 | * someone, but put it inside this loop so that you won't |
2105 | * someone, but put it inside this loop so that you won't |
2127 | * attack them either. |
2106 | * attack them either. |
2128 | */ |
2107 | */ |
2129 | if ((mon->type == PLAYER || mon->enemy != op) && |
2108 | if ((mon->type == PLAYER || mon->enemy != op) |
2130 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2109 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2131 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2132 | (op->contr->peaceful |
2110 | && ((op->contr->peaceful |
2133 | || (mon->type == PLAYER |
2111 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2134 | && mon->contr-> |
|
|
2135 | peaceful)) && |
|
|
2136 | #else |
|
|
2137 | op->contr->peaceful && |
|
|
2138 | #endif |
|
|
2139 | !on_battleground)) |
2112 | && !on_battleground)) |
|
|
2113 | { |
|
|
2114 | if (op->speed_left > 0.f) |
2140 | { |
2115 | { |
|
|
2116 | --op->speed_left; |
|
|
2117 | |
2141 | if (!op->contr->braced) |
2118 | if (!op->contr->braced) |
2142 | { |
2119 | { |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2120 | op->play_sound (sound_find ("push_player")); |
2144 | push_ob (mon, dir, op); |
2121 | push_ob (mon, dir, op); |
2145 | } |
2122 | } |
2146 | else |
2123 | else |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2124 | op->statusmsg ("You withhold your attack"); |
2148 | |
2125 | |
2149 | if (op->contr->tmp_invis || op->hide) |
2126 | if (op->contr->tmp_invis || op->hide) |
2150 | make_visible (op); |
2127 | make_visible (op); |
2151 | } |
|
|
2152 | |
2128 | |
|
|
2129 | return true; |
|
|
2130 | } |
|
|
2131 | } |
2153 | /* If the object is a boulder or other rollable object, then |
2132 | /* If the object is a boulder or other rollable object, then |
2154 | * roll it if not braced. You can't roll it if you are braced. |
2133 | * roll it if not braced. You can't roll it if you are braced. |
2155 | */ |
2134 | */ |
2156 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2135 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2136 | { |
|
|
2137 | if (op->speed_left > 0.f) |
2157 | { |
2138 | { |
|
|
2139 | --op->speed_left; |
|
|
2140 | |
2158 | recursive_roll (mon, dir, op); |
2141 | recursive_roll (mon, dir, op); |
2159 | if (action_makes_visible (op)) |
2142 | if (action_makes_visible (op)) |
2160 | make_visible (op); |
2143 | make_visible (op); |
2161 | } |
|
|
2162 | |
2144 | |
|
|
2145 | return true; |
|
|
2146 | } |
|
|
2147 | } |
2163 | /* Any generic living creature. Including things like doors. |
2148 | /* Any generic living creature. Including things like doors. |
2164 | * Way it works is like this: First, it must have some hit points |
2149 | * Way it works is like this: First, it must have some hit points |
2165 | * and be living. Then, it must be one of the following: |
2150 | * and be living. Then, it must be one of the following: |
2166 | * 1) Not a player, 2) A player, but of a different party. Note |
2151 | * 1) Not a player, 2) A player, but of a different party. Note |
2167 | * that party_number -1 is no party, so attacks can still happen. |
2152 | * that party_number -1 is no party, so attacks can still happen. |
2168 | */ |
2153 | */ |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2154 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2170 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2155 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
|
|
2156 | { |
|
|
2157 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2171 | { |
2158 | { |
2172 | op->contr->has_hit = 1; |
2159 | --op->contr->weapon_sp_left; |
2173 | |
2160 | |
2174 | skill_attack (mon, op, 0, 0, 0); |
2161 | skill_attack (mon, op, 0, 0, 0); |
2175 | |
|
|
2176 | /* If attacking another player, that player gets automatic |
|
|
2177 | * hitback, and doesn't loose luck either. |
|
|
2178 | * Disable hitback on the battleground or if the target is |
|
|
2179 | * the wiz. |
|
|
2180 | */ |
|
|
2181 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2182 | { |
|
|
2183 | short luck = mon->stats.luck; |
|
|
2184 | |
|
|
2185 | mon->contr->has_hit = 1; |
|
|
2186 | skill_attack (op, mon, 0, 0, 0); |
|
|
2187 | mon->stats.luck = luck; |
|
|
2188 | } |
|
|
2189 | |
2162 | |
2190 | if (action_makes_visible (op)) |
2163 | if (action_makes_visible (op)) |
2191 | make_visible (op); |
2164 | make_visible (op); |
2192 | } |
|
|
2193 | } /* if player should attack something */ |
|
|
2194 | } |
|
|
2195 | |
2165 | |
2196 | int |
2166 | return true; |
|
|
2167 | } |
|
|
2168 | } |
|
|
2169 | |
|
|
2170 | return false; |
|
|
2171 | } |
|
|
2172 | |
|
|
2173 | bool |
2197 | move_player (object *op, int dir) |
2174 | move_player (object *op, int dir) |
2198 | { |
2175 | { |
2199 | int pick; |
2176 | int pick; |
2200 | |
2177 | |
2201 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2178 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2215 | op->facing = dir; |
2192 | op->facing = dir; |
2216 | |
2193 | |
2217 | if (op->hide) |
2194 | if (op->hide) |
2218 | do_hidden_move (op); |
2195 | do_hidden_move (op); |
2219 | |
2196 | |
|
|
2197 | bool retval; |
|
|
2198 | |
2220 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2199 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2221 | /*nop */ ; |
2200 | retval = RESULT_INT (0); |
2222 | else if (op->contr->fire_on) |
2201 | else if (op->contr->fire_on) |
2223 | fire (op, dir); |
2202 | retval = fire (op, dir); |
2224 | else |
2203 | else |
2225 | { |
2204 | { |
2226 | move_player_attack (op, dir); |
2205 | retval = move_player_attack (op, dir); |
2227 | pick = check_pick (op); |
2206 | pick = check_pick (op); |
2228 | } |
2207 | } |
2229 | |
2208 | |
2230 | /* Add special check for newcs players and fire on - this way, the |
2209 | /* Add special check for newcs players and fire on - this way, the |
2231 | * server can handle repeat firing. |
2210 | * server can handle repeat firing. |
… | |
… | |
2238 | /* Update how the player looks. Use the facing, so direction may |
2217 | /* Update how the player looks. Use the facing, so direction may |
2239 | * get reset to zero. This allows for full animation capabilities |
2218 | * get reset to zero. This allows for full animation capabilities |
2240 | * for players. |
2219 | * for players. |
2241 | */ |
2220 | */ |
2242 | animate_object (op, op->facing); |
2221 | animate_object (op, op->facing); |
2243 | return 0; |
2222 | |
|
|
2223 | return retval; |
2244 | } |
2224 | } |
2245 | |
2225 | |
2246 | /* This is similar to handle_player, below, but is only used by the |
2226 | /* This is similar to handle_player, below, but is only used by the |
2247 | * new client/server stuff. |
2227 | * new client/server stuff. |
2248 | * This is sort of special, in that the new client/server actually uses |
2228 | * This is sort of special, in that the new client/server actually uses |
2249 | * the new speed values for commands. |
2229 | * the new speed values for commands. |
2250 | * |
2230 | * |
2251 | * Returns true if there are more actions we can do. |
2231 | * Returns true if there are more actions we can do. Should not do |
|
|
2232 | * many actions in a row, as that would be too unfair to other |
|
|
2233 | * players. |
2252 | */ |
2234 | */ |
2253 | int |
2235 | bool |
2254 | handle_newcs_player (object *op) |
2236 | handle_newcs_player (object *op) |
2255 | { |
2237 | { |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2238 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2257 | { |
2239 | { |
2258 | flee_player (op); |
2240 | if (op->speed_left > 0.f) |
2259 | |
|
|
2260 | /* If player is still scared, that is his action for this tick */ |
|
|
2261 | if (op->flag [FLAG_SCARED]) |
|
|
2262 | { |
2241 | { |
2263 | --op->speed_left; |
2242 | --op->speed_left; |
|
|
2243 | flee_player (op); |
|
|
2244 | |
2264 | return 0; |
2245 | return true; |
2265 | } |
2246 | } |
|
|
2247 | else |
|
|
2248 | return false; |
2266 | } |
2249 | } |
2267 | |
2250 | |
2268 | /* call this here - we also will call this in do_ericserver, but |
2251 | /* call this here - we also will call this in do_ericserver, but |
2269 | * the players time has been increased when doericserver has been |
2252 | * the players time has been increased when doericserver has been |
2270 | * called, so we recheck it here. |
2253 | * called, so we recheck it here. |
2271 | */ |
2254 | */ |
2272 | if (op->contr->ns->handle_command ()) |
2255 | if (op->contr->ns->handle_command ()) |
2273 | return 1; |
2256 | return true; |
2274 | |
2257 | |
2275 | if (op->speed_left > 0.f) |
|
|
2276 | { |
|
|
2277 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2258 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2278 | { |
|
|
2279 | /* All move commands take 1 tick, at least for now */ |
|
|
2280 | --op->speed_left; |
|
|
2281 | |
|
|
2282 | /* Instead of all the stuff below, let move_player take care |
|
|
2283 | * of it. Also, some of the skill stuff is only put in |
|
|
2284 | * there, as well as the confusion stuff. |
|
|
2285 | */ |
|
|
2286 | move_player (op, op->direction); |
2259 | return move_player (op, op->direction); |
2287 | |
2260 | |
2288 | return op->speed_left > 0.f; |
|
|
2289 | } |
|
|
2290 | } |
|
|
2291 | |
|
|
2292 | return 0; |
2261 | return false; |
2293 | } |
2262 | } |
2294 | |
2263 | |
2295 | int |
2264 | int |
2296 | save_life (object *op) |
2265 | save_life (object *op) |
2297 | { |
2266 | { |
… | |
… | |
2299 | return 0; |
2268 | return 0; |
2300 | |
2269 | |
2301 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2270 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2302 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2271 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2303 | { |
2272 | { |
2304 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2273 | op->play_sound (sound_find ("ob_evaporate")); |
2305 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2274 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2306 | |
2275 | |
2307 | if (op->contr) |
2276 | if (op->contr) |
2308 | esrv_del_item (op->contr, tmp->count); |
2277 | esrv_del_item (op->contr, tmp->count); |
2309 | |
2278 | |
… | |
… | |
2329 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2298 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2330 | * back in the map (location and map determined by values of env). This |
2299 | * back in the map (location and map determined by values of env). This |
2331 | * function will descend into containers. op is the object to start the search |
2300 | * function will descend into containers. op is the object to start the search |
2332 | * from. |
2301 | * from. |
2333 | */ |
2302 | */ |
2334 | void |
2303 | static void |
2335 | remove_unpaid_objects (object *op, object *env) |
2304 | drop_unpaid_items (object *op, object *env) |
2336 | { |
2305 | { |
2337 | while (op) |
2306 | while (op) |
2338 | { |
2307 | { |
2339 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2308 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2340 | |
2309 | |
… | |
… | |
2344 | esrv_del_item (env->contr, op->count); |
2313 | esrv_del_item (env->contr, op->count); |
2345 | |
2314 | |
2346 | op->insert_at (env); |
2315 | op->insert_at (env); |
2347 | } |
2316 | } |
2348 | else if (op->inv) |
2317 | else if (op->inv) |
2349 | remove_unpaid_objects (op->inv, env); |
2318 | drop_unpaid_items (op->inv, env); |
2350 | |
2319 | |
2351 | op = next; |
2320 | op = next; |
2352 | } |
2321 | } |
|
|
2322 | } |
|
|
2323 | |
|
|
2324 | void |
|
|
2325 | object::drop_unpaid_items () |
|
|
2326 | { |
|
|
2327 | if (!flag [FLAG_REMOVED]) |
|
|
2328 | ::drop_unpaid_items (inv, this); |
2353 | } |
2329 | } |
2354 | |
2330 | |
2355 | /* |
2331 | /* |
2356 | * Returns pointer a static string containing gravestone text |
2332 | * Returns pointer a static string containing gravestone text |
2357 | * Moved from apply.c to player.c - player.c is what |
2333 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2452 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2428 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2453 | else |
2429 | else |
2454 | { |
2430 | { |
2455 | gen_grace = op->stats.maxgrace; |
2431 | gen_grace = op->stats.maxgrace; |
2456 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2432 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2457 | } |
|
|
2458 | |
|
|
2459 | /* Regenerate Spell Points */ |
|
|
2460 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2461 | { |
|
|
2462 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2463 | if (op->stats.sp < op->stats.maxsp) |
|
|
2464 | { |
|
|
2465 | op->stats.sp++; |
|
|
2466 | /* dms do not consume food */ |
|
|
2467 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2468 | { |
|
|
2469 | op->stats.food--; |
|
|
2470 | if (op->contr->digestion < 0) |
|
|
2471 | op->stats.food += op->contr->digestion; |
|
|
2472 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2473 | op->stats.food = last_food; |
|
|
2474 | } |
|
|
2475 | } |
|
|
2476 | |
|
|
2477 | if (max_sp > 1) |
|
|
2478 | { |
|
|
2479 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2480 | if (over_sp > 0) |
|
|
2481 | { |
|
|
2482 | if (op->stats.sp < op->stats.maxsp) |
|
|
2483 | { |
|
|
2484 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2485 | |
|
|
2486 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2487 | op->stats.sp--; |
|
|
2488 | |
|
|
2489 | if (op->stats.sp > op->stats.maxsp) |
|
|
2490 | op->stats.sp = op->stats.maxsp; |
|
|
2491 | } |
|
|
2492 | op->last_sp = 0; |
|
|
2493 | } |
|
|
2494 | else |
|
|
2495 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2496 | } |
|
|
2497 | else |
|
|
2498 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2499 | } |
2433 | } |
2500 | |
2434 | |
2501 | /* Regenerate Grace */ |
2435 | /* Regenerate Grace */ |
2502 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2436 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2503 | if (--op->last_grace < 0) |
2437 | if (--op->last_grace < 0) |
… | |
… | |
2524 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2458 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2525 | } |
2459 | } |
2526 | /* wearing stuff doesn't detract from grace generation. */ |
2460 | /* wearing stuff doesn't detract from grace generation. */ |
2527 | } |
2461 | } |
2528 | |
2462 | |
|
|
2463 | if (op->stats.food > 0) |
|
|
2464 | { |
2529 | /* Regenerate Hit Points */ |
2465 | /* Regenerate Spell Points */ |
2530 | if (--op->last_heal < 0) |
2466 | if (!op->contr->golem && --op->last_sp < 0) |
2531 | { |
|
|
2532 | if (op->stats.hp < op->stats.maxhp) |
|
|
2533 | { |
2467 | { |
2534 | op->stats.hp++; |
2468 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2535 | /* dms do not consume food */ |
2469 | |
2536 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2470 | if (op->stats.sp < op->stats.maxsp) |
2537 | { |
2471 | { |
|
|
2472 | op->stats.sp++; |
|
|
2473 | |
|
|
2474 | /* dms do not consume food */ |
|
|
2475 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2476 | { |
2538 | op->stats.food--; |
2477 | op->stats.food--; |
|
|
2478 | |
2539 | if (op->contr->digestion < 0) |
2479 | if (op->contr->digestion < 0) |
2540 | op->stats.food += op->contr->digestion; |
2480 | op->stats.food += op->contr->digestion; |
2541 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2481 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2542 | op->stats.food = last_food; |
2482 | op->stats.food = last_food; |
|
|
2483 | } |
2543 | } |
2484 | } |
2544 | } |
|
|
2545 | |
2485 | |
2546 | if (max_hp > 1) |
2486 | if (max_sp > 1) |
2547 | { |
|
|
2548 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2549 | if (over_hp > 0) |
|
|
2550 | { |
2487 | { |
2551 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2488 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2489 | if (over_sp > 0) |
|
|
2490 | { |
|
|
2491 | if (op->stats.sp < op->stats.maxsp) |
|
|
2492 | { |
|
|
2493 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2494 | |
|
|
2495 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2496 | op->stats.sp--; |
|
|
2497 | |
|
|
2498 | if (op->stats.sp > op->stats.maxsp) |
|
|
2499 | op->stats.sp = op->stats.maxsp; |
|
|
2500 | } |
|
|
2501 | |
2552 | op->last_heal = 0; |
2502 | op->last_sp = 0; |
|
|
2503 | } |
|
|
2504 | else |
|
|
2505 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2553 | } |
2506 | } |
2554 | else |
2507 | else |
|
|
2508 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2509 | } |
|
|
2510 | |
|
|
2511 | /* Regenerate Hit Points */ |
|
|
2512 | if (--op->last_heal < 0) |
|
|
2513 | { |
|
|
2514 | if (op->stats.hp < op->stats.maxhp) |
2555 | { |
2515 | { |
2556 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2516 | op->stats.hp++; |
|
|
2517 | |
|
|
2518 | /* dms do not consume food */ |
|
|
2519 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2520 | { |
|
|
2521 | op->stats.food--; |
|
|
2522 | |
|
|
2523 | if (op->contr->digestion < 0) |
|
|
2524 | op->stats.food += op->contr->digestion; |
|
|
2525 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2526 | op->stats.food = last_food; |
|
|
2527 | } |
2557 | } |
2528 | } |
|
|
2529 | |
|
|
2530 | if (max_hp > 1) |
|
|
2531 | { |
|
|
2532 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2533 | |
|
|
2534 | if (over_hp > 0) |
|
|
2535 | { |
|
|
2536 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2537 | op->last_heal = 0; |
|
|
2538 | } |
|
|
2539 | else |
|
|
2540 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2558 | } |
2541 | } |
2559 | else |
2542 | else |
2560 | { |
|
|
2561 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2543 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2562 | } |
2544 | } |
2563 | } |
2545 | } |
2564 | |
2546 | |
2565 | /* Digestion */ |
2547 | /* Digestion */ |
2566 | if (--op->last_eat < 0) |
2548 | if (--op->last_eat < 0) |
2567 | { |
2549 | { |
2568 | #ifdef COZY_SERVER |
2550 | int bonus = max (0, op->contr->digestion), |
2569 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2551 | penalty = max (0, -op->contr->digestion); |
2570 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2571 | #else |
|
|
2572 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2573 | #endif |
|
|
2574 | |
2552 | |
2575 | if (op->contr->gen_hp > 0) |
|
|
2576 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2553 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2577 | else |
|
|
2578 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2579 | |
2554 | |
2580 | /* dms do not consume food */ |
2555 | /* dms do not consume food */ |
2581 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2556 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2582 | op->stats.food--; |
2557 | op->stats.food--; |
2583 | } |
2558 | } |
… | |
… | |
2610 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2585 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2611 | manual_apply (op, flesh, 0); |
2586 | manual_apply (op, flesh, 0); |
2612 | } |
2587 | } |
2613 | } |
2588 | } |
2614 | |
2589 | |
2615 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2590 | if (op->stats.food < 0) |
2616 | op->stats.food++, op->stats.hp--; |
2591 | { |
|
|
2592 | op->stats.hp += op->stats.food; |
|
|
2593 | op->stats.food = 0; |
|
|
2594 | } |
2617 | |
2595 | |
2618 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2596 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2619 | kill_player (op); |
2597 | kill_player (op); |
2620 | } |
2598 | } |
2621 | } |
2599 | } |
… | |
… | |
2626 | * file. |
2604 | * file. |
2627 | */ |
2605 | */ |
2628 | void |
2606 | void |
2629 | kill_player (object *op) |
2607 | kill_player (object *op) |
2630 | { |
2608 | { |
|
|
2609 | int x, y; |
2631 | char buf[MAX_BUF]; |
2610 | char buf[MAX_BUF]; |
2632 | int x, y; |
|
|
2633 | |
|
|
2634 | //int i; |
|
|
2635 | maptile *map; /* this is for resurrection */ |
2611 | maptile *map; /* this is for resurrection */ |
2636 | |
|
|
2637 | /* int z; |
|
|
2638 | int num_stats_lose; |
|
|
2639 | int lost_a_stat; |
|
|
2640 | int lose_this_stat; |
|
|
2641 | int this_stat; */ |
|
|
2642 | int will_kill_again; |
2612 | int will_kill_again; |
2643 | archetype *at; |
2613 | archetype *at; |
2644 | object *tmp; |
2614 | object *tmp; |
2645 | |
2615 | |
2646 | if (save_life (op)) |
2616 | if (save_life (op)) |
2647 | return; |
2617 | return; |
2648 | |
|
|
2649 | |
2618 | |
2650 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2619 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2651 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2620 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2652 | * Look at op_on_battleground() for more info --AndreasV |
2621 | * Look at op_on_battleground() for more info --AndreasV |
2653 | */ |
2622 | */ |
… | |
… | |
2669 | { |
2638 | { |
2670 | tmp->destroy (); |
2639 | tmp->destroy (); |
2671 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2640 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2672 | } |
2641 | } |
2673 | |
2642 | |
2674 | cure_disease (op, 0); /* remove any disease */ |
2643 | cure_disease (op, 0, 0); /* remove any disease */ |
2675 | op->stats.hp = op->stats.maxhp; |
2644 | op->stats.hp = op->stats.maxhp; |
2676 | if (op->stats.food <= 0) |
2645 | if (op->stats.food <= 0) |
2677 | op->stats.food = 999; |
2646 | op->stats.food = 999; |
2678 | |
2647 | |
2679 | /* create a bodypart-trophy to make the winner happy */ |
2648 | /* create a bodypart-trophy to make the winner happy */ |
2680 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2649 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2681 | { |
2650 | { |
2682 | sprintf (buf, "%s's finger", &op->name); |
2651 | tmp->name = format ("%s's finger" , &op->name); |
2683 | tmp->name = buf; |
2652 | tmp->name_pl = format ("%s's fingers", &op->name); |
2684 | sprintf (buf, " This finger has been cut off %s\n" |
2653 | tmp->msg = format ( |
2685 | " the %s, when he was defeated at\n level %d by %s.\n", |
2654 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2686 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2655 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2687 | tmp->msg = buf; |
2656 | ); |
2688 | tmp->value = 0, tmp->type = 0; |
2657 | tmp->value = 0, tmp->type = 0; |
2689 | tmp->materialname = "organics"; |
2658 | tmp->materialname = "organics"; |
2690 | tmp->insert_at (op, tmp); |
2659 | tmp->insert_at (op, tmp); |
2691 | } |
2660 | } |
2692 | |
2661 | |
… | |
… | |
2699 | INVOKE_PLAYER (DEATH, op->contr); |
2668 | INVOKE_PLAYER (DEATH, op->contr); |
2700 | |
2669 | |
2701 | command_kill_pets (op, 0); |
2670 | command_kill_pets (op, 0); |
2702 | |
2671 | |
2703 | if (op->stats.food < 0) |
2672 | if (op->stats.food < 0) |
2704 | { |
|
|
2705 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2706 | strcpy (op->contr->killer, "starvation"); |
2673 | strcpy (op->contr->killer, "starvation"); |
2707 | } |
|
|
2708 | else |
|
|
2709 | sprintf (buf, "%s died.", &op->name); |
|
|
2710 | |
2674 | |
2711 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2675 | op->contr->play_sound (sound_find ("player_dies")); |
2712 | |
2676 | |
2713 | /* save the map location for corpse, gravestone */ |
2677 | /* save the map location for corpse, gravestone */ |
2714 | x = op->x; |
2678 | x = op->x; |
2715 | y = op->y; |
2679 | y = op->y; |
2716 | map = op->map; |
2680 | map = op->map; |
… | |
… | |
2879 | { |
2843 | { |
2880 | tmp->destroy (); |
2844 | tmp->destroy (); |
2881 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2845 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2882 | } |
2846 | } |
2883 | |
2847 | |
2884 | cure_disease (op, 0); /* remove any disease */ |
2848 | cure_disease (op, 0, 0); /* remove any disease */ |
2885 | |
2849 | |
2886 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2850 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2887 | apply_death_exp_penalty (op); |
2851 | apply_death_exp_penalty (op); |
2888 | if (op->stats.food < 100) |
2852 | if (op->stats.food < 100) |
2889 | op->stats.food = 900; |
2853 | op->stats.food = 900; |
… | |
… | |
2893 | |
2857 | |
2894 | /* |
2858 | /* |
2895 | * Check to see if the player has any unpaid items. If so, remove them |
2859 | * Check to see if the player has any unpaid items. If so, remove them |
2896 | * and put them back in the map. |
2860 | * and put them back in the map. |
2897 | */ |
2861 | */ |
2898 | remove_unpaid_objects (op->inv, op); |
2862 | op->drop_unpaid_items (); |
2899 | |
2863 | |
2900 | /****************************************/ |
2864 | /****************************************/ |
2901 | /* */ |
2865 | /* */ |
2902 | /* Move player to his current respawn- */ |
2866 | /* Move player to his current respawn- */ |
2903 | /* position (usually last savebed) */ |
2867 | /* position (usually last savebed) */ |
… | |
… | |
3043 | void |
3007 | void |
3044 | make_visible (object *op) |
3008 | make_visible (object *op) |
3045 | { |
3009 | { |
3046 | op->hide = 0; |
3010 | op->hide = 0; |
3047 | op->invisible = 0; |
3011 | op->invisible = 0; |
|
|
3012 | |
3048 | if (op->type == PLAYER) |
3013 | if (op->type == PLAYER) |
3049 | { |
3014 | { |
3050 | op->contr->tmp_invis = 0; |
3015 | op->contr->tmp_invis = 0; |
3051 | op->contr->invis_race = 0; |
3016 | op->contr->invis_race = 0; |
3052 | } |
3017 | } |
… | |
… | |
3055 | } |
3020 | } |
3056 | |
3021 | |
3057 | int |
3022 | int |
3058 | is_true_undead (object *op) |
3023 | is_true_undead (object *op) |
3059 | { |
3024 | { |
3060 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3025 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3061 | return 1; |
3026 | return 1; |
3062 | |
3027 | |
3063 | return 0; |
3028 | return 0; |
3064 | } |
3029 | } |
3065 | |
3030 | |
3066 | /* look at the surrounding terrain to determine |
3031 | /* look at the surrounding terrain to determine |
3067 | * the hideability of this object. Positive levels |
3032 | * the hideability of this object. Positive levels |
3068 | * indicate greater hideability. |
3033 | * indicate greater hideability. |
3069 | */ |
3034 | */ |
3070 | |
|
|
3071 | int |
3035 | int |
3072 | hideability (object *ob) |
3036 | hideability (object *ob) |
3073 | { |
3037 | { |
3074 | int i, level = 0, mflag; |
3038 | int i, level = 0, mflag; |
3075 | sint16 x, y; |
3039 | sint16 x, y; |
… | |
… | |
3109 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3073 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3110 | * every time they move - as we subtract off 'invisibility' |
3074 | * every time they move - as we subtract off 'invisibility' |
3111 | * AND, for players, if they move into a ridiculously unhideable |
3075 | * AND, for players, if they move into a ridiculously unhideable |
3112 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3076 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3113 | */ |
3077 | */ |
3114 | |
|
|
3115 | void |
3078 | void |
3116 | do_hidden_move (object *op) |
3079 | do_hidden_move (object *op) |
3117 | { |
3080 | { |
3118 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3081 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3119 | object *skop; |
3082 | object *skop; |
… | |
… | |
3201 | * object op. This function works fine for monsters, |
3164 | * object op. This function works fine for monsters, |
3202 | * but we dont worry if the object isnt the top one in |
3165 | * but we dont worry if the object isnt the top one in |
3203 | * a pile (say a coin under a table would return "viewable" |
3166 | * a pile (say a coin under a table would return "viewable" |
3204 | * by this routine). Another question, should we be |
3167 | * by this routine). Another question, should we be |
3205 | * concerned with the direction the player is looking |
3168 | * concerned with the direction the player is looking |
3206 | * in? Realistically, most of use cant see stuff behind |
3169 | * in? Realistically, most of us can't see stuff behind |
3207 | * our backs...on the other hand, does the "facing" direction |
3170 | * our backs...on the other hand, does the "facing" direction |
3208 | * imply the way your head, or body is facing? Its possible |
3171 | * imply the way your head, or body is facing? It's possible |
3209 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3172 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3210 | * -b.t. |
3173 | * -b.t. |
3211 | * This function is now map tiling safe. |
3174 | * This function is now map tiling safe. |
3212 | */ |
3175 | */ |
3213 | |
|
|
3214 | int |
3176 | int |
3215 | player_can_view (object *pl, object *op) |
3177 | player_can_view (object *pl, object *op) |
3216 | { |
3178 | { |
3217 | rv_vector rv; |
3179 | rv_vector rv; |
3218 | int dx, dy; |
3180 | int dx, dy; |
… | |
… | |
3230 | |
3192 | |
3231 | get_rangevector (pl, op, &rv, 0x1); |
3193 | get_rangevector (pl, op, &rv, 0x1); |
3232 | |
3194 | |
3233 | /* starting with the 'head' part, lets loop |
3195 | /* starting with the 'head' part, lets loop |
3234 | * through the object and find if it has any |
3196 | * through the object and find if it has any |
3235 | * part that is in the los array but isnt on |
3197 | * part that is in the los array but isn't on |
3236 | * a blocked los square. |
3198 | * a blocked los square. |
3237 | * we use the archetype to figure out offsets. |
3199 | * we use the archetype to figure out offsets. |
3238 | */ |
3200 | */ |
3239 | while (op) |
3201 | while (op) |
3240 | { |
3202 | { |
3241 | dx = rv.distance_x + op->arch->clone.x; |
3203 | dx = rv.distance_x + op->arch->x; |
3242 | dy = rv.distance_y + op->arch->clone.y; |
3204 | dy = rv.distance_y + op->arch->y; |
3243 | |
3205 | |
3244 | /* only the viewable area the player sees is updated by LOS |
3206 | /* only the viewable area the player sees is updated by LOS |
3245 | * code, so we need to restrict ourselves to that range of values |
3207 | * code, so we need to restrict ourselves to that range of values |
3246 | * for any meaningful values. |
3208 | * for any meaningful values. |
3247 | */ |
3209 | */ |
3248 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3210 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3249 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3211 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3250 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3212 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3251 | return 1; |
3213 | return 1; |
|
|
3214 | |
3252 | op = op->more; |
3215 | op = op->more; |
3253 | } |
3216 | } |
|
|
3217 | |
3254 | return 0; |
3218 | return 0; |
3255 | } |
3219 | } |
3256 | |
3220 | |
3257 | /* routine for both players and monsters. We call this when |
3221 | /* routine for both players and monsters. We call this when |
3258 | * there is a possibility for our action distrubing our hiding |
3222 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3261 | * return 0. |
3225 | * return 0. |
3262 | */ |
3226 | */ |
3263 | int |
3227 | int |
3264 | action_makes_visible (object *op) |
3228 | action_makes_visible (object *op) |
3265 | { |
3229 | { |
3266 | |
|
|
3267 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3230 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3268 | { |
3231 | { |
3269 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3232 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3270 | return 0; |
3233 | return 0; |
3271 | |
3234 | |
… | |
… | |
3277 | { |
3240 | { |
3278 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3241 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3279 | return 1; |
3242 | return 1; |
3280 | } |
3243 | } |
3281 | } |
3244 | } |
|
|
3245 | |
3282 | return 0; |
3246 | return 0; |
3283 | } |
3247 | } |
3284 | |
3248 | |
3285 | /* op_on_battleground - checks if the given object op (usually |
3249 | /* op_on_battleground - checks if the given object op (usually |
3286 | * a player) is standing on a valid battleground-tile, |
3250 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3291 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3255 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3292 | */ |
3256 | */ |
3293 | int |
3257 | int |
3294 | op_on_battleground (object *op, int *x, int *y) |
3258 | op_on_battleground (object *op, int *x, int *y) |
3295 | { |
3259 | { |
3296 | object *tmp; |
|
|
3297 | |
|
|
3298 | /* A battleground-tile needs the following attributes to be valid: |
3260 | /* A battleground-tile needs the following attributes to be valid: |
3299 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3261 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3300 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3262 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3301 | * and the exit-coordinates sp/hp must both be > 0. |
3263 | * and the exit-coordinates sp/hp must both be > 0. |
3302 | * => The intention here is to prevent abuse of the battleground- |
3264 | * => The intention here is to prevent abuse of the battleground- |
3303 | * feature (like pickable or hidden battleground tiles). */ |
3265 | * feature (like pickable or hidden battleground tiles). */ |
3304 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3266 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3305 | { |
3267 | { |
3306 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3268 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3307 | { |
3269 | { |
3308 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3270 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3309 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3271 | && tmp->type == BATTLEGROUND |
|
|
3272 | && tmp->name == shstr_battleground |
|
|
3273 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3310 | { |
3274 | { |
3311 | /*before we assign the exit, check if this is a teambattle */ |
3275 | /* before we assign the exit, check if this is a teambattle */ |
3312 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3276 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3313 | { |
3277 | { |
3314 | object *invtmp; |
|
|
3315 | |
|
|
3316 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3278 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3317 | { |
3279 | { |
3318 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3280 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3319 | { |
3281 | { |
3320 | if (x != NULL && y != NULL) |
3282 | if (x && y) |
3321 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3283 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3284 | |
3322 | return 1; |
3285 | return 1; |
3323 | } |
3286 | } |
3324 | } |
3287 | } |
3325 | } |
3288 | } |
|
|
3289 | |
3326 | if (x != NULL && y != NULL) |
3290 | if (x && y) |
3327 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3291 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3292 | |
3328 | return 1; |
3293 | return 1; |
3329 | } |
3294 | } |
3330 | } |
3295 | } |
3331 | } |
3296 | } |
|
|
3297 | |
3332 | /* If we got here, did not find a battleground */ |
3298 | /* If we got here, did not find a battleground */ |
3333 | return 0; |
3299 | return 0; |
3334 | } |
3300 | } |
3335 | |
3301 | |
3336 | /* |
3302 | /* |
… | |
… | |
3352 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3318 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3353 | int i = 0, j = 0; |
3319 | int i = 0, j = 0; |
3354 | |
3320 | |
3355 | /* get the appropriate treasurelist */ |
3321 | /* get the appropriate treasurelist */ |
3356 | if (atnr == ATNR_FIRE) |
3322 | if (atnr == ATNR_FIRE) |
3357 | trlist = treasurelist::find ("dragon_ability_fire"); |
3323 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3358 | else if (atnr == ATNR_COLD) |
3324 | else if (atnr == ATNR_COLD) |
3359 | trlist = treasurelist::find ("dragon_ability_cold"); |
3325 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3360 | else if (atnr == ATNR_ELECTRICITY) |
3326 | else if (atnr == ATNR_ELECTRICITY) |
3361 | trlist = treasurelist::find ("dragon_ability_elec"); |
3327 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3362 | else if (atnr == ATNR_POISON) |
3328 | else if (atnr == ATNR_POISON) |
3363 | trlist = treasurelist::find ("dragon_ability_poison"); |
3329 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3364 | |
3330 | |
3365 | if (trlist == NULL || who->type != PLAYER) |
3331 | if (trlist == NULL || who->type != PLAYER) |
3366 | return; |
3332 | return; |
3367 | |
3333 | |
3368 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3334 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3372 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3338 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3373 | return; |
3339 | return; |
3374 | } |
3340 | } |
3375 | |
3341 | |
3376 | /* everything seems okay - now bring on the gift: */ |
3342 | /* everything seems okay - now bring on the gift: */ |
3377 | item = &(tr->item->clone); |
3343 | item = tr->item; |
3378 | |
3344 | |
3379 | if (item->type == SPELL) |
3345 | if (item->type == SPELL) |
3380 | { |
3346 | { |
3381 | if (check_spell_known (who, item->name)) |
3347 | if (check_spell_known (who, item->name)) |
3382 | return; |
3348 | return; |
… | |
… | |
3441 | { |
3407 | { |
3442 | /* forces in the treasurelist can alter the player's stats */ |
3408 | /* forces in the treasurelist can alter the player's stats */ |
3443 | object *skin; |
3409 | object *skin; |
3444 | |
3410 | |
3445 | /* first get the dragon skin force */ |
3411 | /* first get the dragon skin force */ |
3446 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3447 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3412 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3448 | ; |
3413 | ; |
3449 | |
3414 | |
3450 | if (!skin) |
3415 | if (!skin) |
3451 | return; |
3416 | return; |
3452 | |
3417 | |
… | |
… | |
3528 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3493 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3529 | return 0; |
3494 | return 0; |
3530 | |
3495 | |
3531 | return 100 - blocked_los [x][y]; |
3496 | return 100 - blocked_los [x][y]; |
3532 | } |
3497 | } |
|
|
3498 | |
|
|
3499 | void |
|
|
3500 | player::infobox (const char *title, const char *msg, int color) |
|
|
3501 | { |
|
|
3502 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3503 | } |
|
|
3504 | |
|
|
3505 | void |
|
|
3506 | player::statusmsg (const char *msg, int color) |
|
|
3507 | { |
|
|
3508 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3509 | } |
|
|
3510 | |
|
|
3511 | void |
|
|
3512 | player::failmsg (const char *msg, int color) |
|
|
3513 | { |
|
|
3514 | play_sound (sound_find ("generic_failure")); |
|
|
3515 | statusmsg (msg, color); |
|
|
3516 | } |
|
|
3517 | |