1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
123 | continue; |
122 | continue; |
124 | |
123 | |
125 | if (*buf == '%') |
124 | if (*buf == '%') |
126 | { /* send one news */ |
125 | { /* send one news */ |
127 | if (size > 0) |
126 | if (size > 0) |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
129 | |
131 | |
130 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
131 | strip_endline (subject); |
133 | strip_endline (subject); |
132 | size = 0; |
134 | size = 0; |
133 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
157 | op->x = -1; |
159 | op->x = -1; |
158 | op->y = -1; |
160 | op->y = -1; |
159 | } |
161 | } |
160 | |
162 | |
161 | void |
163 | void |
162 | player::enter_map () |
|
|
163 | { |
|
|
164 | object *tmp = object::create (); |
|
|
165 | |
|
|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
|
|
170 | |
|
|
171 | tmp->destroy (); |
|
|
172 | } |
|
|
173 | |
|
|
174 | void |
|
|
175 | player::activate () |
164 | player::activate () |
176 | { |
165 | { |
177 | if (active) |
166 | if (active) |
178 | return; |
167 | return; |
179 | |
168 | |
… | |
… | |
181 | ob->remove (); |
170 | ob->remove (); |
182 | ob->map = 0; |
171 | ob->map = 0; |
183 | ob->activate_recursive (); |
172 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
174 | add_friendly_object (ob); |
186 | enter_map (); |
|
|
187 | } |
175 | } |
188 | |
176 | |
189 | void |
177 | void |
190 | player::deactivate () |
178 | player::deactivate () |
191 | { |
179 | { |
… | |
… | |
198 | |
186 | |
199 | if (ob->map) |
187 | if (ob->map) |
200 | maplevel = ob->map->path; |
188 | maplevel = ob->map->path; |
201 | |
189 | |
202 | ob->remove (); |
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
203 | ob->map = 0; |
192 | ob->map = 0; |
204 | party = 0; |
193 | party = 0; |
205 | |
194 | |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
207 | |
196 | |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
222 | |
211 | |
223 | ns->update_look = 0; |
212 | ns->update_look = 0; |
224 | ns->look_position = 0; |
213 | ns->look_position = 0; |
225 | |
214 | |
226 | clear_los (ob); |
215 | clear_los (); |
227 | |
216 | |
228 | ns->reset_stats (); |
217 | ns->reset_stats (); |
229 | |
218 | |
230 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
233 | |
222 | |
234 | ob->carrying = sum_weight (ob); |
223 | ob->update_weight (); |
235 | link_player_skills (ob); |
224 | link_skills (); |
236 | |
225 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
227 | |
239 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
240 | |
229 | |
241 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
243 | { |
232 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
245 | |
234 | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
248 | |
|
|
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
252 | abil = tmp; |
238 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
254 | skin = tmp; |
240 | skin = tmp; |
255 | |
241 | |
256 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
257 | } |
243 | } |
258 | |
244 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
246 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
|
|
248 | |
|
|
249 | ob->update_stats (); |
|
|
250 | |
|
|
251 | ns->floorbox_update (); |
|
|
252 | esrv_send_inventory (ob, ob); |
|
|
253 | esrv_add_spells (this, 0); |
|
|
254 | |
|
|
255 | activate (); |
|
|
256 | |
|
|
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
|
259 | display_motd (ob); |
|
|
260 | |
|
|
261 | INVOKE_PLAYER (CONNECT, this); |
|
|
262 | INVOKE_PLAYER (LOGIN, this); |
|
|
263 | } |
|
|
264 | |
|
|
265 | void |
|
|
266 | player::disconnect () |
|
|
267 | { |
|
|
268 | if (ob) |
|
|
269 | { |
|
|
270 | ob->close_container (); //TODO: client-specific |
|
|
271 | ob->drop_unpaid_items (); |
|
|
272 | } |
|
|
273 | |
|
|
274 | if (ns) |
|
|
275 | { |
|
|
276 | if (active) |
|
|
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
278 | |
|
|
279 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
280 | |
|
|
281 | ns->reset_stats (); |
|
|
282 | ns->pl = 0; |
|
|
283 | ns = 0; |
|
|
284 | } |
|
|
285 | |
|
|
286 | observe = ob; |
|
|
287 | |
|
|
288 | deactivate (); |
|
|
289 | } |
|
|
290 | |
|
|
291 | // the need for this function can be explained |
|
|
292 | // by load_object not returning the object |
|
|
293 | void |
|
|
294 | player::set_object (object *op) |
|
|
295 | { |
|
|
296 | ob = observe = op; |
|
|
297 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
298 | |
|
|
299 | ob->speed = 1.0f; |
|
|
300 | ob->speed_left = 0.5f; |
|
|
301 | |
|
|
302 | ob->direction = 5; /* So player faces south */ |
|
|
303 | |
|
|
304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
305 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
306 | ob->flag [FLAG_READY_BOW] = false; |
262 | |
307 | |
263 | for (object *op = ob->inv; op; op = op->below) |
308 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
309 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
310 | switch (op->type) |
266 | { |
311 | { |
|
|
312 | case SKILL: |
|
|
313 | ob->flag [FLAG_APPLIED] = false; |
|
|
314 | break; |
|
|
315 | |
267 | case WAND: |
316 | case WAND: |
268 | case ROD: |
317 | case ROD: |
269 | case HORN: |
318 | case HORN: |
270 | case BOW: |
319 | case BOW: |
271 | case SKILL: |
320 | ranged_ob = op; |
272 | case SKILL_TOOL: |
321 | break; |
|
|
322 | |
273 | case WEAPON: |
323 | case WEAPON: |
274 | apply_special (ob, op, AP_UNAPPLY); |
324 | combat_ob = op; |
275 | apply_special (ob, op, AP_APPLY); |
|
|
276 | break; |
325 | break; |
277 | } |
326 | } |
278 | |
327 | |
279 | ob->update_stats (); |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
280 | ns->floorbox_update (); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
281 | |
|
|
282 | esrv_send_inventory (ob, ob); |
|
|
283 | esrv_add_spells (this, 0); |
|
|
284 | |
|
|
285 | activate (); |
|
|
286 | |
|
|
287 | send_rules (ob); |
|
|
288 | send_news (ob); |
|
|
289 | display_motd (ob); |
|
|
290 | |
|
|
291 | INVOKE_PLAYER (CONNECT, this); |
|
|
292 | INVOKE_PLAYER (LOGIN, this); |
|
|
293 | } |
330 | } |
294 | |
331 | |
295 | void |
332 | void |
296 | player::disconnect () |
|
|
297 | { |
|
|
298 | if (ns) |
|
|
299 | { |
|
|
300 | if (active) |
|
|
301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
302 | |
|
|
303 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
304 | |
|
|
305 | ns->reset_stats (); |
|
|
306 | ns->pl = 0; |
|
|
307 | ns = 0; |
|
|
308 | } |
|
|
309 | |
|
|
310 | if (ob) |
|
|
311 | ob->close_container (); //TODO: client-specific |
|
|
312 | |
|
|
313 | deactivate (); |
|
|
314 | } |
|
|
315 | |
|
|
316 | // the need for this function can be explained |
|
|
317 | // by load_object not returning the object |
|
|
318 | void |
|
|
319 | player::set_object (object *op) |
333 | player::set_observe (object *op) |
320 | { |
334 | { |
321 | ob = op; |
335 | observe = op ? op : ob; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
336 | do_los = 1; |
323 | |
|
|
324 | ob->speed_left = 0.5f; |
|
|
325 | ob->speed = 1.0f; |
|
|
326 | ob->direction = 5; /* So player faces south */ |
|
|
327 | } |
337 | } |
328 | |
338 | |
329 | player::player () |
339 | player::player () |
330 | { |
340 | { |
331 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
338 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
339 | |
349 | |
340 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
341 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
342 | petmode = pet_normal; |
352 | petmode = pet_normal; |
343 | listening = 10; |
|
|
344 | usekeys = containers; |
353 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
355 | do_los = 1; |
|
|
356 | |
|
|
357 | weapon_sp = 1.0f; |
|
|
358 | weapon_sp_left = 0.5f; |
347 | } |
359 | } |
348 | |
360 | |
349 | void |
361 | void |
350 | player::do_destroy () |
362 | player::do_destroy () |
351 | { |
363 | { |
… | |
… | |
356 | if (ob) |
368 | if (ob) |
357 | { |
369 | { |
358 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
359 | ob->destroy (); |
371 | ob->destroy (); |
360 | } |
372 | } |
|
|
373 | |
|
|
374 | ob = observe = 0; |
361 | } |
375 | } |
362 | |
376 | |
363 | player::~player () |
377 | player::~player () |
364 | { |
378 | { |
365 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
392 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
393 | */ |
407 | */ |
394 | archetype * |
408 | archetype * |
395 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
396 | { |
410 | { |
397 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
|
412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
413 | |
|
|
414 | if (!nat) |
|
|
415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
398 | |
418 | |
399 | for (;;) |
419 | for (;;) |
400 | { |
420 | { |
401 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
402 | at = first_archetype; |
422 | i = archetypes.begin (); |
403 | else |
423 | else if (*i == at) |
404 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
405 | |
425 | |
406 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
407 | return at; |
427 | return *i; |
408 | |
|
|
409 | if (at == start) |
|
|
410 | { |
|
|
411 | LOG (llevError, "No Player archetypes\n"); |
|
|
412 | exit (-1); |
|
|
413 | } |
|
|
414 | } |
428 | } |
415 | } |
429 | } |
416 | |
430 | |
417 | object * |
431 | object * |
418 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
422 | unsigned lastdist; |
436 | unsigned lastdist; |
423 | rv_vector rv; |
437 | rv_vector rv; |
424 | |
438 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
440 | { |
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 |
|
|
430 | * list is also free, so encapsulate this in a while loop. |
|
|
431 | */ |
|
|
432 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
433 | { |
|
|
434 | object *tmp = ol->ob; |
|
|
435 | |
|
|
436 | /* Can't do much more other than log the fact, because the object |
|
|
437 | * itself will have been cleared. |
|
|
438 | */ |
|
|
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
|
|
441 | ol = ol->next; |
|
|
442 | remove_friendly_object (tmp); |
|
|
443 | if (!ol) |
|
|
444 | return op; |
|
|
445 | } |
|
|
446 | |
|
|
447 | /* Remove special check for player from this. First, it looks to cause |
|
|
448 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
449 | * complicated method of state checking would be needed in any case - |
|
|
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)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
455 | continue; |
442 | continue; |
456 | |
443 | |
457 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
458 | { |
445 | { |
… | |
… | |
653 | |
640 | |
654 | return firstdir; |
641 | return firstdir; |
655 | } |
642 | } |
656 | |
643 | |
657 | void |
644 | void |
658 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
659 | { |
646 | { |
660 | object *op, *next = NULL; |
|
|
661 | |
|
|
662 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
663 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
664 | |
649 | |
665 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
666 | { |
651 | { |
667 | next = op->below; |
652 | next = op->below; |
668 | |
653 | |
669 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
670 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
675 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
676 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
677 | */ |
662 | */ |
678 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
679 | { |
664 | { |
680 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
681 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
682 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
683 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
685 | { |
672 | { |
686 | op->destroy (); |
673 | op->destroy (); |
687 | continue; |
674 | continue; |
688 | } |
675 | } |
689 | } |
676 | } |
… | |
… | |
712 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
713 | op->nrof = 1; |
700 | op->nrof = 1; |
714 | } |
701 | } |
715 | |
702 | |
716 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
717 | { |
|
|
718 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
719 | } |
|
|
720 | |
705 | |
721 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
722 | * items. Just don't identify gold or silver, or it won't be |
707 | * items. Just don't identify gold or silver, or it won't be |
723 | * merged properly. |
708 | * merged properly. |
724 | */ |
709 | */ |
725 | if (need_identify (op)) |
710 | if (need_identify (op)) |
726 | { |
711 | { |
727 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
728 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
730 | } |
715 | } |
|
|
716 | |
731 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
732 | { |
718 | { |
733 | op->destroy (); |
719 | op->destroy (); |
734 | continue; |
720 | continue; |
735 | } |
721 | } |
… | |
… | |
737 | { |
723 | { |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
739 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
740 | op->level = 1; |
726 | op->level = 1; |
741 | } |
727 | } |
742 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
743 | else |
|
|
744 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
745 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
746 | |
731 | |
747 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
748 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
749 | } |
734 | } |
750 | |
735 | |
751 | void |
736 | void |
752 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
753 | { |
738 | { |
… | |
… | |
854 | static void |
839 | static void |
855 | start_info (object *op) |
840 | start_info (object *op) |
856 | { |
841 | { |
857 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
858 | |
843 | |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | 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 | } |
846 | } |
864 | |
847 | |
865 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
866 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
… | |
… | |
870 | */ |
853 | */ |
871 | void |
854 | void |
872 | player::chargen_race_done () |
855 | player::chargen_race_done () |
873 | { |
856 | { |
874 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
858 | esrv_new_player (ob->contr); |
876 | |
859 | |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
878 | if (tl) |
861 | if (tl) |
879 | create_treasure (tl, ob, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
880 | |
863 | |
… | |
… | |
884 | ob->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
885 | |
868 | |
886 | if (ob->msg) |
869 | if (ob->msg) |
887 | ob->msg = 0; |
870 | ob->msg = 0; |
888 | |
871 | |
889 | /* We create this now because some of the unique maps will need it |
|
|
890 | * to save here. |
|
|
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
|
|
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
895 | make_path_to_file (buf); |
|
|
896 | } |
|
|
897 | |
|
|
898 | start_info (ob); |
872 | start_info (ob); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
900 | give_initial_items (ob, ob->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
901 | link_player_skills (ob); |
|
|
902 | esrv_send_inventory (ob, ob); |
875 | esrv_send_inventory (ob, ob); |
903 | ob->update_stats (); |
876 | ob->update_stats (); |
904 | |
877 | |
905 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
906 | * is one for this race |
879 | * is one for this race |
907 | */ |
880 | */ |
908 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
909 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
910 | object *tmp; |
|
|
911 | char mapname[MAX_BUF]; |
|
|
912 | |
|
|
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
914 | tmp = object::create (); |
|
|
915 | EXIT_PATH (tmp) = mapname; |
|
|
916 | EXIT_X (tmp) = ob->x; |
|
|
917 | EXIT_Y (tmp) = ob->y; |
|
|
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
919 | * if the map isn't there, then stay on the |
|
|
920 | * default initial map */ |
|
|
921 | tmp->destroy (); |
|
|
922 | } |
|
|
923 | else |
883 | else |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
925 | } |
885 | } |
926 | |
886 | |
927 | void |
887 | void |
… | |
… | |
937 | int x = ob->x, y = ob->y; |
897 | int x = ob->x, y = ob->y; |
938 | |
898 | |
939 | ob->remove_statbonus (); |
899 | ob->remove_statbonus (); |
940 | ob->remove (); |
900 | ob->remove (); |
941 | ob->arch = get_player_archetype (ob->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
942 | ob->arch->clone.copy_to (ob); |
902 | ob->arch->copy_to (ob); |
943 | ob->instantiate (); |
903 | ob->instantiate (); |
944 | ob->stats = ob->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
945 | ob->name = ob->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
946 | ob->x = x; |
906 | ob->x = x; |
947 | ob->y = y; |
907 | ob->y = y; |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
951 | ob->add_statbonus (); |
911 | ob->add_statbonus (); |
952 | } |
912 | } |
953 | while (!allowed_class (ob)); |
913 | while (!allowed_class (ob)); |
954 | |
914 | |
955 | update_object (ob, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
971 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
972 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
973 | return; |
933 | return; |
974 | } |
934 | } |
975 | |
935 | |
976 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
977 | { |
937 | { |
978 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
979 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
980 | return; |
940 | return; |
981 | } |
941 | } |
982 | |
942 | |
983 | /* Seen some crashes here. Since we don't store an |
|
|
984 | * op->enemy_count, it is possible that something destroys the |
|
|
985 | * actual enemy, and the object is recycled. |
|
|
986 | */ |
|
|
987 | if (op->enemy->map == NULL) |
|
|
988 | { |
|
|
989 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
990 | op->enemy = NULL; |
|
|
991 | return; |
|
|
992 | } |
|
|
993 | |
|
|
994 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
995 | { |
944 | { |
996 | op->enemy = NULL; |
945 | op->enemy = NULL; |
997 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
998 | return; |
947 | return; |
… | |
… | |
1001 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
1002 | |
951 | |
1003 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
1004 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
1005 | { |
954 | { |
1006 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
1007 | |
956 | |
1008 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1009 | return; |
958 | return; |
1010 | } |
959 | } |
1011 | |
960 | |
… | |
… | |
1030 | if (op->move_type & MOVE_FLYING) |
979 | if (op->move_type & MOVE_FLYING) |
1031 | return 1; |
980 | return 1; |
1032 | |
981 | |
1033 | next = op->below; |
982 | next = op->below; |
1034 | |
983 | |
|
|
984 | int cnt = MAX_ITEM_PER_DROP; |
|
|
985 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
986 | |
1035 | /* loop while there are items on the floor that are not marked as |
987 | /* loop while there are items on the floor that are not marked as |
1036 | * destroyed */ |
988 | * destroyed */ |
1037 | while (next && !next->destroyed ()) |
989 | while (next && !next->destroyed ()) |
1038 | { |
990 | { |
1039 | tmp = next; |
991 | tmp = next; |
1040 | next = tmp->below; |
992 | next = tmp->below; |
1041 | |
993 | |
|
|
994 | if (cnt <= 0) |
|
|
995 | { |
|
|
996 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
997 | return 0; |
|
|
998 | } |
|
|
999 | |
1042 | if (op->destroyed ()) |
1000 | if (op->destroyed ()) |
1043 | return 0; |
1001 | return 0; |
1044 | |
1002 | |
1045 | if (!can_pick (op, tmp)) |
1003 | if (!can_pick (op, tmp)) |
1046 | continue; |
1004 | continue; |
1047 | |
1005 | |
1048 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1006 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1049 | { |
1007 | { |
1050 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1008 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1051 | pick_up (op, tmp); |
1009 | CHK_PICK_PICKUP; |
|
|
1010 | |
1052 | continue; |
1011 | continue; |
1053 | } |
1012 | } |
1054 | |
1013 | |
1055 | /* high not bit set? We're using the old autopickup model */ |
1014 | /* high not bit set? We're using the old autopickup model */ |
1056 | if (!(op->contr->mode & PU_NEWMODE)) |
1015 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1058 | switch (op->contr->mode) |
1017 | switch (op->contr->mode) |
1059 | { |
1018 | { |
1060 | case 0: |
1019 | case 0: |
1061 | return 1; /* don't pick up */ |
1020 | return 1; /* don't pick up */ |
1062 | case 1: |
1021 | case 1: |
1063 | pick_up (op, tmp); |
1022 | CHK_PICK_PICKUP; |
1064 | return 1; |
1023 | return 1; |
1065 | case 2: |
1024 | case 2: |
1066 | pick_up (op, tmp); |
1025 | CHK_PICK_PICKUP; |
1067 | return 0; |
1026 | return 0; |
1068 | case 3: |
1027 | case 3: |
1069 | return 0; /* stop before pickup */ |
1028 | return 0; /* stop before pickup */ |
1070 | case 4: |
1029 | case 4: |
1071 | pick_up (op, tmp); |
1030 | CHK_PICK_PICKUP; |
1072 | break; |
1031 | break; |
1073 | case 5: |
1032 | case 5: |
1074 | pick_up (op, tmp); |
1033 | CHK_PICK_PICKUP; |
1075 | stop = 1; |
1034 | stop = 1; |
1076 | break; |
1035 | break; |
1077 | case 6: |
1036 | case 6: |
1078 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1037 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1079 | pick_up (op, tmp); |
1038 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1039 | CHK_PICK_PICKUP; |
1080 | break; |
1040 | break; |
1081 | |
1041 | |
1082 | case 7: |
1042 | case 7: |
1083 | if (tmp->type == MONEY || tmp->type == GEM) |
1043 | if (tmp->type == MONEY || tmp->type == GEM) |
1084 | pick_up (op, tmp); |
1044 | CHK_PICK_PICKUP; |
1085 | break; |
1045 | break; |
1086 | |
1046 | |
1087 | default: |
1047 | default: |
1088 | /* use value density */ |
1048 | /* use value density */ |
1089 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1049 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1090 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1050 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1091 | pick_up (op, tmp); |
1051 | CHK_PICK_PICKUP; |
1092 | } |
1052 | } |
1093 | } |
1053 | } |
1094 | else |
1054 | else |
1095 | { /* old model */ |
1055 | { /* old model */ |
1096 | /* NEW pickup handling */ |
1056 | /* NEW pickup handling */ |
… | |
… | |
1100 | if (tmp->name != NULL) |
1060 | if (tmp->name != NULL) |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1061 | 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)))); |
1062 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1103 | else |
1063 | else |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1064 | 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)))); |
1065 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1106 | |
1066 | |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1067 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1108 | } |
1068 | } |
1109 | |
1069 | |
1110 | /* philosophy: |
1070 | /* philosophy: |
… | |
… | |
1151 | /* all food and drink if desired */ |
1111 | /* all food and drink if desired */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1112 | /* question: don't pick up known-poisonous stuff? */ |
1153 | if (op->contr->mode & PU_FOOD) |
1113 | if (op->contr->mode & PU_FOOD) |
1154 | if (tmp->type == FOOD) |
1114 | if (tmp->type == FOOD) |
1155 | { |
1115 | { |
1156 | pick_up (op, tmp); |
1116 | CHK_PICK_PICKUP; |
1157 | continue; |
1117 | continue; |
1158 | } |
1118 | } |
1159 | |
1119 | |
1160 | if (op->contr->mode & PU_DRINK) |
1120 | if (op->contr->mode & PU_DRINK) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1121 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1162 | { |
1122 | { |
1163 | pick_up (op, tmp); |
1123 | CHK_PICK_PICKUP; |
1164 | continue; |
1124 | continue; |
1165 | } |
1125 | } |
1166 | |
1126 | |
1167 | if (op->contr->mode & PU_POTION) |
1127 | if (op->contr->mode & PU_POTION) |
1168 | if (tmp->type == POTION) |
1128 | if (tmp->type == POTION) |
1169 | { |
1129 | { |
1170 | pick_up (op, tmp); |
1130 | CHK_PICK_PICKUP; |
1171 | continue; |
1131 | continue; |
1172 | } |
1132 | } |
1173 | |
1133 | |
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1134 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1175 | if (op->contr->mode & PU_SPELLBOOK) |
1135 | if (op->contr->mode & PU_SPELLBOOK) |
1176 | if (tmp->type == SPELLBOOK) |
1136 | if (tmp->type == SPELLBOOK) |
1177 | { |
1137 | { |
1178 | pick_up (op, tmp); |
1138 | CHK_PICK_PICKUP; |
1179 | continue; |
1139 | continue; |
1180 | } |
1140 | } |
1181 | |
1141 | |
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
1142 | if (op->contr->mode & PU_SKILLSCROLL) |
1183 | if (tmp->type == SKILLSCROLL) |
1143 | if (tmp->type == SKILLSCROLL) |
1184 | { |
1144 | { |
1185 | pick_up (op, tmp); |
1145 | CHK_PICK_PICKUP; |
1186 | continue; |
1146 | continue; |
1187 | } |
1147 | } |
1188 | |
1148 | |
1189 | if (op->contr->mode & PU_READABLES) |
1149 | if (op->contr->mode & PU_READABLES) |
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1150 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1191 | { |
1151 | { |
1192 | pick_up (op, tmp); |
1152 | CHK_PICK_PICKUP; |
1193 | continue; |
1153 | continue; |
1194 | } |
1154 | } |
1195 | |
1155 | |
1196 | /* wands/staves/rods/horns */ |
1156 | /* wands/staves/rods/horns */ |
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1157 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1158 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1199 | { |
1159 | { |
1200 | pick_up (op, tmp); |
1160 | CHK_PICK_PICKUP; |
1201 | continue; |
1161 | continue; |
1202 | } |
1162 | } |
1203 | |
1163 | |
1204 | /* pick up all magical items */ |
1164 | /* pick up all magical items */ |
1205 | if (op->contr->mode & PU_MAGICAL) |
1165 | if (op->contr->mode & PU_MAGICAL) |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1166 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1207 | { |
1167 | { |
1208 | pick_up (op, tmp); |
1168 | CHK_PICK_PICKUP; |
1209 | continue; |
1169 | continue; |
1210 | } |
1170 | } |
1211 | |
1171 | |
1212 | if (op->contr->mode & PU_VALUABLES) |
1172 | if (op->contr->mode & PU_VALUABLES) |
1213 | { |
1173 | { |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1174 | if (tmp->type == MONEY || tmp->type == GEM) |
1215 | { |
1175 | { |
1216 | pick_up (op, tmp); |
1176 | CHK_PICK_PICKUP; |
1217 | continue; |
1177 | continue; |
1218 | } |
1178 | } |
1219 | } |
1179 | } |
1220 | |
1180 | |
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
1181 | /* rings & amulets - talismans seems to be typed AMULET */ |
1222 | if (op->contr->mode & PU_JEWELS) |
1182 | if (op->contr->mode & PU_JEWELS) |
1223 | if (tmp->type == RING || tmp->type == AMULET) |
1183 | if (tmp->type == RING || tmp->type == AMULET) |
1224 | { |
1184 | { |
1225 | pick_up (op, tmp); |
1185 | CHK_PICK_PICKUP; |
1226 | continue; |
1186 | continue; |
1227 | } |
1187 | } |
1228 | |
1188 | |
1229 | /* we don't forget dragon food */ |
1189 | /* we don't forget dragon food */ |
1230 | if (op->contr->mode & PU_FLESH) |
1190 | if (op->contr->mode & PU_FLESH) |
1231 | if (tmp->type == FLESH) |
1191 | if (tmp->type == FLESH) |
1232 | { |
1192 | { |
1233 | pick_up (op, tmp); |
1193 | CHK_PICK_PICKUP; |
1234 | continue; |
1194 | continue; |
1235 | } |
1195 | } |
1236 | |
1196 | |
1237 | /* bows and arrows. Bows are good for selling! */ |
1197 | /* bows and arrows. Bows are good for selling! */ |
1238 | if (op->contr->mode & PU_BOW) |
1198 | if (op->contr->mode & PU_BOW) |
1239 | if (tmp->type == BOW) |
1199 | if (tmp->type == BOW) |
1240 | { |
1200 | { |
1241 | pick_up (op, tmp); |
1201 | CHK_PICK_PICKUP; |
1242 | continue; |
1202 | continue; |
1243 | } |
1203 | } |
1244 | |
1204 | |
1245 | if (op->contr->mode & PU_ARROW) |
1205 | if (op->contr->mode & PU_ARROW) |
1246 | if (tmp->type == ARROW) |
1206 | if (tmp->type == ARROW) |
1247 | { |
1207 | { |
1248 | pick_up (op, tmp); |
1208 | CHK_PICK_PICKUP; |
1249 | continue; |
1209 | continue; |
1250 | } |
1210 | } |
1251 | |
1211 | |
1252 | /* all kinds of armor etc. */ |
1212 | /* all kinds of armor etc. */ |
1253 | if (op->contr->mode & PU_ARMOUR) |
1213 | if (op->contr->mode & PU_ARMOUR) |
1254 | if (tmp->type == ARMOUR) |
1214 | if (tmp->type == ARMOUR) |
1255 | { |
1215 | { |
1256 | pick_up (op, tmp); |
1216 | CHK_PICK_PICKUP; |
1257 | continue; |
1217 | continue; |
1258 | } |
1218 | } |
1259 | |
1219 | |
1260 | if (op->contr->mode & PU_HELMET) |
1220 | if (op->contr->mode & PU_HELMET) |
1261 | if (tmp->type == HELMET) |
1221 | if (tmp->type == HELMET) |
1262 | { |
1222 | { |
1263 | pick_up (op, tmp); |
1223 | CHK_PICK_PICKUP; |
1264 | continue; |
1224 | continue; |
1265 | } |
1225 | } |
1266 | |
1226 | |
1267 | if (op->contr->mode & PU_SHIELD) |
1227 | if (op->contr->mode & PU_SHIELD) |
1268 | if (tmp->type == SHIELD) |
1228 | if (tmp->type == SHIELD) |
1269 | { |
1229 | { |
1270 | pick_up (op, tmp); |
1230 | CHK_PICK_PICKUP; |
1271 | continue; |
1231 | continue; |
1272 | } |
1232 | } |
1273 | |
1233 | |
1274 | if (op->contr->mode & PU_BOOTS) |
1234 | if (op->contr->mode & PU_BOOTS) |
1275 | if (tmp->type == BOOTS) |
1235 | if (tmp->type == BOOTS) |
1276 | { |
1236 | { |
1277 | pick_up (op, tmp); |
1237 | CHK_PICK_PICKUP; |
1278 | continue; |
1238 | continue; |
1279 | } |
1239 | } |
1280 | |
1240 | |
1281 | if (op->contr->mode & PU_GLOVES) |
1241 | if (op->contr->mode & PU_GLOVES) |
1282 | if (tmp->type == GLOVES) |
1242 | if (tmp->type == GLOVES) |
1283 | { |
1243 | { |
1284 | pick_up (op, tmp); |
1244 | CHK_PICK_PICKUP; |
1285 | continue; |
1245 | continue; |
1286 | } |
1246 | } |
1287 | |
1247 | |
1288 | if (op->contr->mode & PU_CLOAK) |
1248 | if (op->contr->mode & PU_CLOAK) |
1289 | if (tmp->type == CLOAK) |
1249 | if (tmp->type == CLOAK) |
1290 | { |
1250 | { |
1291 | pick_up (op, tmp); |
1251 | CHK_PICK_PICKUP; |
1292 | continue; |
1252 | continue; |
1293 | } |
1253 | } |
1294 | |
1254 | |
1295 | /* hoping to catch throwing daggers here */ |
1255 | /* hoping to catch throwing daggers here */ |
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
1256 | if (op->contr->mode & PU_MISSILEWEAPON) |
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1257 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1298 | { |
1258 | { |
1299 | pick_up (op, tmp); |
1259 | CHK_PICK_PICKUP; |
1300 | continue; |
1260 | continue; |
1301 | } |
1261 | } |
1302 | |
1262 | |
1303 | /* careful: chairs and tables are weapons! */ |
1263 | /* careful: chairs and tables are weapons! */ |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1264 | if (op->contr->mode & PU_ALLWEAPON) |
1305 | { |
1265 | { |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1266 | if (tmp->type == WEAPON && tmp->name != NULL) |
1307 | { |
1267 | { |
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1268 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1269 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1310 | { |
1270 | { |
1311 | pick_up (op, tmp); |
1271 | CHK_PICK_PICKUP; |
1312 | continue; |
1272 | continue; |
1313 | } |
1273 | } |
1314 | } |
1274 | } |
1315 | |
1275 | |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1276 | if (tmp->type == WEAPON && tmp->name == NULL) |
1317 | { |
1277 | { |
1318 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1278 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1319 | { |
1279 | { |
1320 | pick_up (op, tmp); |
1280 | CHK_PICK_PICKUP; |
1321 | continue; |
1281 | continue; |
1322 | } |
1282 | } |
1323 | } |
1283 | } |
1324 | } |
1284 | } |
1325 | |
1285 | |
1326 | /* misc stuff that's useful */ |
1286 | /* misc stuff that's useful */ |
1327 | if (op->contr->mode & PU_KEY) |
1287 | if (op->contr->mode & PU_KEY) |
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1288 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1329 | { |
1289 | { |
1330 | pick_up (op, tmp); |
1290 | CHK_PICK_PICKUP; |
1331 | continue; |
1291 | continue; |
1332 | } |
1292 | } |
1333 | |
1293 | |
1334 | /* any of the last 4 bits set means we use the ratio for value |
1294 | /* any of the last 4 bits set means we use the ratio for value |
1335 | * pickups */ |
1295 | * pickups */ |
1336 | if (op->contr->mode & PU_RATIO) |
1296 | if (op->contr->mode & PU_RATIO) |
1337 | { |
1297 | { |
1338 | /* use value density to decide what else to grab */ |
1298 | /* use value density to decide what else to grab */ |
1339 | /* >=7 was >= op->contr->mode */ |
1299 | /* >=7 was >= op->contr->mode */ |
1340 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1300 | /* >=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 */ |
1301 | */ |
1342 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1302 | wvratio = op->contr->mode & PU_RATIO; |
1343 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1303 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1344 | { |
1304 | { |
1345 | pick_up (op, tmp); |
1305 | CHK_PICK_PICKUP; |
1346 | #if 0 |
1306 | #if 0 |
1347 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1307 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1348 | if (tmp->name != NULL) |
1308 | if (tmp->name != NULL) |
1349 | { |
1309 | { |
1350 | fprintf (stderr, "%s", tmp->name); |
1310 | fprintf (stderr, "%s", tmp->name); |
1351 | } |
1311 | } |
1352 | else |
1312 | else |
1353 | fprintf (stderr, "%s", tmp->arch->name); |
1313 | fprintf (stderr, "%s", tmp->arch->archname); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1314 | fprintf (stderr, ",%d] = ", tmp->type); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1315 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1356 | #endif |
1316 | #endif |
1357 | continue; |
1317 | continue; |
1358 | } |
1318 | } |
… | |
… | |
1369 | * found object is returned. |
1329 | * found object is returned. |
1370 | */ |
1330 | */ |
1371 | object * |
1331 | object * |
1372 | find_arrow (object *op, const char *type) |
1332 | find_arrow (object *op, const char *type) |
1373 | { |
1333 | { |
1374 | object *tmp = 0; |
|
|
1375 | |
|
|
1376 | for (op = op->inv; op; op = op->below) |
1334 | 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) |
1335 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1336 | return splay (tmp); |
|
|
1337 | |
|
|
1338 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1339 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1340 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1341 | { |
|
|
1342 | splay (tmp); |
1380 | return op; |
1343 | return arrow; |
|
|
1344 | } |
1381 | |
1345 | |
1382 | return tmp; |
1346 | return 0; |
1383 | } |
1347 | } |
1384 | |
1348 | |
1385 | /* |
1349 | /* |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1350 | * 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 |
1351 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
1410 | } |
1374 | } |
1411 | } |
1375 | } |
1412 | else if (arrow->type == ARROW && arrow->race == type) |
1376 | else if (arrow->type == ARROW && arrow->race == type) |
1413 | { |
1377 | { |
1414 | /* allways prefer assasination/slaying */ |
1378 | /* allways prefer assasination/slaying */ |
1415 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1379 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1416 | { |
1380 | { |
1417 | if (arrow->attacktype & AT_DEATH) |
1381 | if (arrow->attacktype & AT_DEATH) |
1418 | { |
1382 | { |
1419 | *better = 100; |
1383 | *better = 100; |
1420 | return arrow; |
1384 | return arrow; |
… | |
… | |
1428 | else |
1392 | else |
1429 | { |
1393 | { |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1394 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1431 | { |
1395 | { |
1432 | attacktype = 1 << attacknum; |
1396 | attacktype = 1 << attacknum; |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1397 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1434 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1398 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1435 | { |
1399 | { |
1436 | tmp = arrow; |
1400 | tmp = arrow; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1401 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1438 | } |
1402 | } |
1439 | } |
1403 | } |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1404 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1405 | { |
1442 | tmp = arrow; |
1406 | tmp = arrow; |
… | |
… | |
1448 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1412 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1449 | } |
1413 | } |
1450 | } |
1414 | } |
1451 | } |
1415 | } |
1452 | } |
1416 | } |
|
|
1417 | |
1453 | if (tmp == NULL && arrow == NULL) |
1418 | if (tmp == NULL && arrow == NULL) |
1454 | return find_arrow (op, type); |
1419 | return find_arrow (op, type); |
1455 | |
1420 | |
1456 | *better = betterby; |
1421 | *better = betterby; |
1457 | return tmp; |
1422 | return tmp; |
… | |
… | |
1487 | for (i = 0, found = 0; i < 20; i++) |
1452 | for (i = 0, found = 0; i < 20; i++) |
1488 | { |
1453 | { |
1489 | x += freearr_x[dir]; |
1454 | x += freearr_x[dir]; |
1490 | y += freearr_y[dir]; |
1455 | y += freearr_y[dir]; |
1491 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1456 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1457 | |
1492 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1458 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1493 | { |
1459 | { |
1494 | tmp = NULL; |
1460 | tmp = 0; |
1495 | break; |
1461 | break; |
1496 | } |
1462 | } |
1497 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1463 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1498 | { |
1464 | { |
1499 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1465 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1500 | * perhaps a bad assumption. |
1466 | * perhaps a bad assumption. |
1501 | */ |
1467 | */ |
1502 | tmp = NULL; |
1468 | tmp = 0; |
1503 | break; |
1469 | break; |
1504 | } |
1470 | } |
|
|
1471 | |
1505 | if (mflags & P_IS_ALIVE) |
1472 | if (mflags & P_IS_ALIVE) |
1506 | { |
|
|
1507 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1473 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1508 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1474 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1509 | { |
|
|
1510 | found++; |
|
|
1511 | break; |
|
|
1512 | } |
|
|
1513 | if (found) |
|
|
1514 | break; |
1475 | break; |
1515 | } |
|
|
1516 | } |
1476 | } |
1517 | if (tmp == NULL) |
1477 | |
|
|
1478 | if (!tmp) |
1518 | return find_arrow (op, type); |
1479 | return find_arrow (op, type); |
1519 | |
1480 | |
1520 | if (tmp->head) |
1481 | if (tmp->head) |
1521 | tmp = tmp->head; |
1482 | tmp = tmp->head; |
1522 | |
1483 | |
… | |
… | |
1544 | { |
1505 | { |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1506 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1546 | return 0; |
1507 | return 0; |
1547 | } |
1508 | } |
1548 | |
1509 | |
1549 | if (player *pl = op->contr) |
1510 | if (op->contr) |
1550 | { |
1511 | bow = op->current_weapon; |
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
|
|
1555 | else |
1512 | else |
1556 | { |
1513 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1514 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1515 | /* 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. |
1516 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1571 | if (bow->below) |
1528 | if (bow->below) |
1572 | { |
1529 | { |
1573 | bow->remove (); |
1530 | bow->remove (); |
1574 | op->insert (bow); |
1531 | op->insert (bow); |
1575 | } |
1532 | } |
1576 | |
|
|
1577 | } |
1533 | } |
1578 | |
1534 | |
1579 | if (!bow->race || !bow->skill) |
1535 | if (!bow->race || !bow->skill) |
1580 | { |
1536 | { |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1537 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1607 | } |
1563 | } |
1608 | |
1564 | |
1609 | /* this should not happen, but sometimes does */ |
1565 | /* this should not happen, but sometimes does */ |
1610 | if (arrow->nrof == 0) |
1566 | if (arrow->nrof == 0) |
1611 | { |
1567 | { |
|
|
1568 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1612 | arrow->destroy (); |
1569 | arrow->destroy (); |
1613 | return 0; |
1570 | return 0; |
1614 | } |
1571 | } |
1615 | |
1572 | |
1616 | left = arrow; /* these are arrows left to the player */ |
1573 | left = arrow; /* these are arrows left to the player */ |
1617 | arrow = get_split_ob (arrow, 1); |
1574 | arrow = arrow->split (); |
1618 | if (!arrow) |
1575 | if (!arrow) |
1619 | { |
1576 | { |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1577 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1621 | return 0; |
1578 | return 0; |
1622 | } |
1579 | } |
… | |
… | |
1630 | arrow->stats.grace = arrow->attacktype; |
1587 | arrow->stats.grace = arrow->attacktype; |
1631 | |
1588 | |
1632 | if (arrow->slaying) |
1589 | if (arrow->slaying) |
1633 | arrow->spellarg = strdup (arrow->slaying); |
1590 | arrow->spellarg = strdup (arrow->slaying); |
1634 | |
1591 | |
|
|
1592 | #if 0 |
1635 | if (player *pl = op->contr) |
1593 | if (player *pl = op->contr) |
1636 | { |
1594 | { |
1637 | pl->has_hit = 1; |
|
|
1638 | #if 0 |
|
|
1639 | float speed = pl->weapon_sp; |
1595 | float speed = pl->weapon_sp; |
1640 | |
1596 | |
1641 | /* penalize ROF for bestarrow */ |
1597 | /* penalize ROF for bestarrow */ |
1642 | if (pl->bowtype == bow_bestarrow) |
1598 | if (pl->bowtype == bow_bestarrow) |
1643 | speed *= .9f; |
1599 | speed *= .9f; |
1644 | else |
1600 | else |
1645 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1601 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1646 | |
1602 | |
1647 | op->speed_left += speed - op->speed; |
1603 | op->speed_left += speed - op->speed; |
|
|
1604 | } |
1648 | #endif |
1605 | #endif |
1649 | } |
|
|
1650 | |
1606 | |
1651 | SET_ANIMATION (arrow, arrow->direction); |
1607 | SET_ANIMATION (arrow, arrow->direction); |
1652 | |
1608 | |
1653 | /* update the speed */ |
1609 | /* update the speed */ |
1654 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1610 | 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; |
1611 | + bow->stats.dam / 7.f; |
1656 | |
1612 | |
1657 | arrow->set_speed (max (arrow->speed, 2.0)); |
1613 | arrow->set_speed (max (arrow->speed, 2.f)); |
1658 | arrow->speed_left = 0; |
1614 | arrow->speed_left = 0; |
1659 | |
1615 | |
1660 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1616 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1661 | |
1617 | |
1662 | if (op->type == PLAYER) |
1618 | if (op->type == PLAYER) |
… | |
… | |
1685 | |
1641 | |
1686 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1642 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1687 | arrow->move_type = MOVE_FLY_LOW; |
1643 | arrow->move_type = MOVE_FLY_LOW; |
1688 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1644 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1689 | |
1645 | |
1690 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1646 | op->play_sound (sound_find ("fire_arrow")); |
1691 | m->insert (arrow, sx, sy, op); |
1647 | m->insert (arrow, sx, sy, op); |
1692 | |
1648 | |
1693 | if (!arrow->destroyed ()) |
1649 | if (!arrow->destroyed ()) |
1694 | move_arrow (arrow); |
1650 | move_arrow (arrow); |
1695 | |
|
|
1696 | if (op->type == PLAYER) |
|
|
1697 | { |
|
|
1698 | if (left->destroyed ()) |
|
|
1699 | esrv_del_item (op->contr, left->count); |
|
|
1700 | else |
|
|
1701 | esrv_send_item (op, left); |
|
|
1702 | } |
|
|
1703 | |
1651 | |
1704 | return 1; |
1652 | return 1; |
1705 | } |
1653 | } |
1706 | |
1654 | |
1707 | /* Special fire code for players - this takes into |
1655 | /* Special fire code for players - this takes into |
… | |
… | |
1712 | * hence the function name. |
1660 | * hence the function name. |
1713 | */ |
1661 | */ |
1714 | int |
1662 | int |
1715 | player_fire_bow (object *op, int dir) |
1663 | player_fire_bow (object *op, int dir) |
1716 | { |
1664 | { |
1717 | int ret = 0, wcmod = 0; |
1665 | int ret; |
1718 | |
1666 | |
1719 | if (op->contr->bowtype == bow_bestarrow) |
1667 | if (op->contr->bowtype == bow_bestarrow) |
1720 | { |
1668 | { |
1721 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1669 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1722 | } |
1670 | } |
1723 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1671 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1724 | { |
1672 | { |
1725 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1673 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1726 | wcmod = -1; |
|
|
1727 | |
|
|
1728 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1674 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1729 | } |
1675 | } |
1730 | else if (op->contr->bowtype == bow_threewide) |
1676 | else if (op->contr->bowtype == bow_threewide) |
1731 | { |
1677 | { |
1732 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1678 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1679 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1734 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1680 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1735 | } |
1681 | } |
1736 | else if (op->contr->bowtype == bow_spreadshot) |
1682 | else if (op->contr->bowtype == bow_spreadshot) |
1737 | { |
1683 | { |
1738 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1684 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1739 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1685 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1740 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1686 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1741 | } |
1687 | } |
1742 | else |
1688 | else |
1743 | { |
1689 | { |
… | |
… | |
1745 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1691 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1746 | } |
1692 | } |
1747 | |
1693 | |
1748 | return ret; |
1694 | return ret; |
1749 | } |
1695 | } |
1750 | |
|
|
1751 | |
1696 | |
1752 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1697 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1753 | * Broken apart from 'fire' to keep it more readable. |
1698 | * Broken apart from 'fire' to keep it more readable. |
1754 | */ |
1699 | */ |
1755 | void |
1700 | void |
… | |
… | |
1774 | |
1719 | |
1775 | if (item->type == WAND) |
1720 | if (item->type == WAND) |
1776 | { |
1721 | { |
1777 | if (item->stats.food <= 0) |
1722 | if (item->stats.food <= 0) |
1778 | { |
1723 | { |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1724 | 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)); |
1725 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1781 | |
1726 | |
1782 | return; |
1727 | return; |
1783 | } |
1728 | } |
1784 | } |
1729 | } |
1785 | else if (item->type == ROD || item->type == HORN) |
1730 | else if (item->type == ROD || item->type == HORN) |
1786 | { |
1731 | { |
1787 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1732 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1733 | |
|
|
1734 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1735 | // for a rod or horn, this fixes some broken rods. |
|
|
1736 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1788 | { |
1737 | { |
1789 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1738 | op->contr->play_sound (sound_find ("wand_poof")); |
1790 | |
1739 | |
1791 | if (item->type == ROD) |
1740 | 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)); |
1741 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1793 | else |
1742 | else |
1794 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1743 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1797 | } |
1746 | } |
1798 | } |
1747 | } |
1799 | |
1748 | |
1800 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1749 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1801 | { |
1750 | { |
1802 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1751 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1752 | |
1803 | if (item->type == WAND) |
1753 | if (item->type == WAND) |
1804 | { |
1754 | { |
1805 | if (!(--item->stats.food)) |
1755 | if (!(--item->stats.food)) |
1806 | { |
1756 | { |
1807 | object *tmp; |
1757 | object *tmp; |
1808 | |
1758 | |
1809 | if (item->arch) |
1759 | if (item->arch) |
1810 | { |
1760 | { |
1811 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1761 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1812 | item->face = item->arch->clone.face; |
1762 | item->face = item->arch->face; |
1813 | item->set_speed (0); |
1763 | item->set_speed (0); |
1814 | } |
1764 | } |
1815 | |
1765 | |
1816 | if ((tmp = item->in_player ())) |
1766 | if (object *pl = item->visible_to ()) |
1817 | esrv_update_item (UPD_ANIM, tmp, item); |
1767 | esrv_update_item (UPD_ANIM, pl, item); |
1818 | } |
1768 | } |
1819 | } |
1769 | } |
1820 | else if (item->type == ROD || item->type == HORN) |
1770 | else if (item->type == ROD || item->type == HORN) |
1821 | drain_rod_charge (item); |
1771 | drain_rod_charge (item); |
1822 | } |
1772 | } |
1823 | } |
1773 | } |
1824 | |
1774 | |
1825 | /* Received a fire command for the player - go and do it. |
1775 | /* Received a fire command for the player - go and do it. |
1826 | */ |
1776 | */ |
1827 | void |
1777 | bool |
1828 | fire (object *op, int dir) |
1778 | fire (object *op, int dir) |
1829 | { |
1779 | { |
1830 | int spellcost = 0; |
1780 | int spellcost = 0; |
|
|
1781 | |
|
|
1782 | player *pl = op->contr; |
|
|
1783 | |
|
|
1784 | if (pl->golem) |
|
|
1785 | { |
|
|
1786 | control_golem (op->contr->golem, dir); |
|
|
1787 | return false; |
|
|
1788 | } |
|
|
1789 | |
|
|
1790 | object *ob = pl->ranged_ob; |
|
|
1791 | |
|
|
1792 | if (!ob) |
|
|
1793 | return false; |
|
|
1794 | |
|
|
1795 | if (op->speed_left > 0.f) |
|
|
1796 | --op->speed_left; |
|
|
1797 | else |
|
|
1798 | return false; |
|
|
1799 | |
|
|
1800 | if (!op->change_weapon (ob)) |
|
|
1801 | return false; |
1831 | |
1802 | |
1832 | /* check for loss of invisiblity/hide */ |
1803 | /* check for loss of invisiblity/hide */ |
1833 | if (action_makes_visible (op)) |
1804 | if (action_makes_visible (op)) |
1834 | make_visible (op); |
1805 | make_visible (op); |
1835 | |
1806 | |
1836 | player *pl = op->contr; |
|
|
1837 | |
|
|
1838 | if (pl->golem) |
|
|
1839 | { |
|
|
1840 | control_golem (op->contr->golem, dir); |
|
|
1841 | return; |
|
|
1842 | } |
|
|
1843 | |
|
|
1844 | object *ob = pl->ranged_ob; |
|
|
1845 | |
|
|
1846 | if (!ob) |
|
|
1847 | return; |
|
|
1848 | |
|
|
1849 | switch (ob->type) |
1807 | switch (ob->type) |
1850 | { |
1808 | { |
1851 | case BOW: |
1809 | case BOW: |
1852 | player_fire_bow (op, dir); |
1810 | player_fire_bow (op, dir); |
1853 | break; |
1811 | break; |
… | |
… | |
1859 | case BUILDER: |
1817 | case BUILDER: |
1860 | apply_map_builder (op, dir); |
1818 | apply_map_builder (op, dir); |
1861 | break; |
1819 | break; |
1862 | |
1820 | |
1863 | case SKILL: |
1821 | case SKILL: |
1864 | case SKILL_TOOL: |
|
|
1865 | do_skill (op, op, ob, dir, 0); |
1822 | do_skill (op, op, ob, dir, 0); |
1866 | break; |
1823 | break; |
1867 | |
1824 | |
1868 | default: |
1825 | default: |
1869 | fire_misc_object (op, dir); |
1826 | fire_misc_object (op, dir); |
1870 | break; |
1827 | break; |
1871 | } |
1828 | } |
|
|
1829 | |
|
|
1830 | return true; |
1872 | } |
1831 | } |
1873 | |
1832 | |
1874 | /* find_key |
1833 | /* find_key |
1875 | * We try to find a key for the door as passed. If we find a key |
1834 | * 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 |
1835 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1963 | * 0 otherwise |
1922 | * 0 otherwise |
1964 | */ |
1923 | */ |
1965 | static int |
1924 | static int |
1966 | player_attack_door (object *op, object *door) |
1925 | player_attack_door (object *op, object *door) |
1967 | { |
1926 | { |
1968 | /* If its a door, try to find a use a key. If we do destroy the door, |
1927 | /* 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 - |
1928 | * might as well return immediately as there is nothing more to do - |
1970 | * otherwise, we fall through to the rest of the code. |
1929 | * otherwise, we fall through to the rest of the code. |
1971 | */ |
1930 | */ |
1972 | object *key = find_key (op, op, door); |
1931 | object *key = find_key (op, op, door); |
1973 | |
1932 | |
1974 | /* IF we found a key, do some extra work */ |
1933 | /* If we found a key, do some extra work */ |
1975 | if (key) |
1934 | if (key) |
1976 | { |
1935 | { |
1977 | object *container = key->env; |
1936 | object *container = key->env; |
1978 | |
|
|
1979 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1980 | |
1937 | |
1981 | if (action_makes_visible (op)) |
1938 | if (action_makes_visible (op)) |
1982 | make_visible (op); |
1939 | make_visible (op); |
1983 | |
1940 | |
1984 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1941 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1986 | |
1943 | |
1987 | if (door->type == DOOR) |
1944 | if (door->type == DOOR) |
1988 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1945 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1989 | else if (door->type == LOCKED_DOOR) |
1946 | else if (door->type == LOCKED_DOOR) |
1990 | { |
1947 | { |
1991 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1948 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1992 | remove_door2 (door); /* remove door without violence ;-) */ |
1949 | remove_door2 (door); /* remove door without violence ;-) */ |
1993 | } |
1950 | } |
1994 | |
1951 | |
1995 | /* Do this after we print the message */ |
1952 | /* Do this after we print the message */ |
1996 | decrease_ob (key); /* Use up one of the keys */ |
1953 | key->decrease (); /* Use up one of the keys */ |
1997 | /* Need to update the weight the container the key was in */ |
|
|
1998 | if (container != op) |
|
|
1999 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2000 | |
1954 | |
2001 | return 1; /* Nothing more to do below */ |
1955 | return 1; /* Nothing more to do below */ |
2002 | } |
1956 | } |
2003 | else if (door->type == LOCKED_DOOR) |
1957 | else if (door->type == LOCKED_DOOR) |
2004 | { |
1958 | { |
2005 | /* Might as well return now - no other way to open this */ |
1959 | /* Might as well return now - no other way to open this */ |
2006 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1960 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2007 | return 1; |
1961 | return 1; |
2008 | } |
1962 | } |
2009 | |
1963 | |
2010 | return 0; |
1964 | return 0; |
2011 | } |
1965 | } |
… | |
… | |
2014 | * It should keep the code cleaner. |
1968 | * It should keep the code cleaner. |
2015 | * When this is called, the players direction has been updated |
1969 | * When this is called, the players direction has been updated |
2016 | * (taking into account confusion.) The player is also actually |
1970 | * (taking into account confusion.) The player is also actually |
2017 | * going to try and move (not fire weapons). |
1971 | * going to try and move (not fire weapons). |
2018 | */ |
1972 | */ |
2019 | void |
1973 | bool |
2020 | move_player_attack (object *op, int dir) |
1974 | move_player_attack (object *op, int dir) |
2021 | { |
1975 | { |
2022 | object *tmp, *mon; |
|
|
2023 | int on_battleground; |
1976 | int on_battleground; |
2024 | maptile *m; |
|
|
2025 | |
1977 | |
2026 | sint16 nx = freearr_x[dir] + op->x; |
1978 | sint16 nx = freearr_x[dir] + op->x; |
2027 | sint16 ny = freearr_y[dir] + op->y; |
1979 | sint16 ny = freearr_y[dir] + op->y; |
2028 | |
1980 | |
2029 | on_battleground = op_on_battleground (op, 0, 0); |
1981 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1982 | |
|
|
1983 | if (out_of_map (op->map, nx, ny)) |
|
|
1984 | return false; |
|
|
1985 | |
|
|
1986 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1987 | { |
|
|
1988 | --op->speed_left; |
|
|
1989 | return true; |
|
|
1990 | } |
2030 | |
1991 | |
2031 | /* If braced, or can't move to the square, and it is not out of the |
1992 | /* 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 |
1993 | * 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 |
1994 | * 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 |
1995 | * 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 |
1996 | * 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 |
1997 | * 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 |
1998 | * quite a bit of processing. However, it probably is less than what |
2038 | * move_ob uses. |
1999 | * move_ob uses. |
2039 | */ |
2000 | */ |
2040 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
2001 | maptile *m = op->map->xy_find (nx, ny); |
|
|
2002 | |
|
|
2003 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2004 | * we find a monster - that is something we know we want to attack. |
|
|
2005 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2006 | * on the space |
|
|
2007 | */ |
|
|
2008 | object *mon; |
|
|
2009 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
2010 | { |
|
|
2011 | if ((mon->flag [FLAG_ALIVE] |
|
|
2012 | || mon->type == LOCKED_DOOR |
|
|
2013 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
2014 | && mon != op) |
|
|
2015 | break; |
2041 | { |
2016 | } |
2042 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
2017 | |
|
|
2018 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2019 | return false; /* into a wall */ |
|
|
2020 | |
|
|
2021 | mon = mon->head_ (); |
|
|
2022 | |
|
|
2023 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2024 | if (op->contr->weapon_sp_left > 0.f) |
|
|
2025 | if (player_attack_door (op, mon)) |
|
|
2026 | { |
|
|
2027 | --op->contr->weapon_sp_left; |
|
|
2028 | return true; |
2043 | { |
2029 | } |
2044 | m = op->map->xy_find (nx, ny); |
2030 | |
2045 | if (!m) |
2031 | /* The following deals with possibly attacking peaceful |
2046 | return; /* Don't think this should happen */ |
2032 | * or friendly creatures. Basically, all players are considered |
|
|
2033 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2034 | * object should be pushed instead of attacked. It is assumed that |
|
|
2035 | * if you are braced, you will not attack friends accidently, |
|
|
2036 | * and thus will not push them. |
|
|
2037 | */ |
|
|
2038 | |
|
|
2039 | /* If the creature is a pet, push it even if the player is not |
|
|
2040 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2041 | * player owns it and it is either friendly or unagressive. |
|
|
2042 | */ |
|
|
2043 | if (op->type == PLAYER |
|
|
2044 | && ((mon->owner && mon->owner->contr |
|
|
2045 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
2046 | || mon->owner == op) |
|
|
2047 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2048 | { |
|
|
2049 | /* If we're braced, we don't want to switch places with it */ |
|
|
2050 | if (op->contr->braced) |
|
|
2051 | return false; |
|
|
2052 | |
|
|
2053 | if (op->speed_left > 0.f) |
|
|
2054 | { |
|
|
2055 | --op->speed_left; |
|
|
2056 | |
|
|
2057 | op->play_sound (sound_find ("push_player")); |
|
|
2058 | push_ob (mon, dir, op); |
|
|
2059 | |
|
|
2060 | if (action_makes_visible (op)) |
|
|
2061 | make_visible (op); |
|
|
2062 | |
|
|
2063 | return true; |
2047 | } |
2064 | } |
2048 | else |
2065 | else |
2049 | m = op->map; |
|
|
2050 | |
|
|
2051 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2052 | return; |
2066 | return false; |
|
|
2067 | } |
2053 | |
2068 | |
2054 | mon = 0; |
|
|
2055 | /* 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. |
|
|
2057 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2058 | * on the space |
|
|
2059 | */ |
|
|
2060 | while (tmp) |
|
|
2061 | { |
|
|
2062 | if (tmp == op) |
|
|
2063 | { |
|
|
2064 | tmp = tmp->above; |
|
|
2065 | continue; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2069 | { |
|
|
2070 | mon = tmp; |
|
|
2071 | break; |
|
|
2072 | } |
|
|
2073 | |
|
|
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 */ |
|
|
2081 | return; /* into a wall */ |
|
|
2082 | |
|
|
2083 | if (mon->head) |
|
|
2084 | mon = mon->head; |
|
|
2085 | |
|
|
2086 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2087 | if (player_attack_door (op, mon)) |
|
|
2088 | return; |
|
|
2089 | |
|
|
2090 | /* The following deals with possibly attacking peaceful |
|
|
2091 | * or frienddly creatures. Basically, all players are considered |
|
|
2092 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2093 | * object should be pushed instead of attacked. It is assumed that |
|
|
2094 | * if you are braced, you will not attack friends accidently, |
|
|
2095 | * and thus will not push them. |
|
|
2096 | */ |
|
|
2097 | |
|
|
2098 | /* 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 |
|
|
2100 | * player owns it and it is either friendly or unagressive. |
|
|
2101 | */ |
|
|
2102 | if ((op->type == PLAYER) |
|
|
2103 | #if COZY_SERVER |
|
|
2104 | && |
|
|
2105 | ((mon->owner && mon->owner->contr |
|
|
2106 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2107 | #else |
|
|
2108 | && mon->owner == op |
|
|
2109 | #endif |
|
|
2110 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2111 | { |
|
|
2112 | /* If we're braced, we don't want to switch places with it */ |
|
|
2113 | if (op->contr->braced) |
|
|
2114 | return; |
|
|
2115 | |
|
|
2116 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2117 | push_ob (mon, dir, op); |
|
|
2118 | if (op->contr->tmp_invis || op->hide) |
|
|
2119 | make_visible (op); |
|
|
2120 | |
|
|
2121 | return; |
|
|
2122 | } |
|
|
2123 | |
|
|
2124 | /* in certain circumstances, you shouldn't attack friendly |
2069 | /* in certain circumstances, you shouldn't attack friendly |
2125 | * creatures. Note that if you are braced, you can't push |
2070 | * creatures. Note that if you are braced, you can't push |
2126 | * someone, but put it inside this loop so that you won't |
2071 | * someone, but put it inside this loop so that you won't |
2127 | * attack them either. |
2072 | * attack them either. |
2128 | */ |
2073 | */ |
2129 | if ((mon->type == PLAYER || mon->enemy != op) && |
2074 | if ((mon->type == PLAYER || mon->enemy != op) |
2130 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2075 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2131 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2132 | (op->contr->peaceful |
2076 | && ((op->contr->peaceful |
2133 | || (mon->type == PLAYER |
2077 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2134 | && mon->contr-> |
|
|
2135 | peaceful)) && |
|
|
2136 | #else |
|
|
2137 | op->contr->peaceful && |
|
|
2138 | #endif |
|
|
2139 | !on_battleground)) |
2078 | && !on_battleground)) |
|
|
2079 | { |
|
|
2080 | if (op->speed_left > 0.f) |
2140 | { |
2081 | { |
|
|
2082 | --op->speed_left; |
|
|
2083 | |
2141 | if (!op->contr->braced) |
2084 | if (!op->contr->braced) |
2142 | { |
2085 | { |
2143 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2086 | op->play_sound (sound_find ("push_player")); |
2144 | push_ob (mon, dir, op); |
2087 | push_ob (mon, dir, op); |
2145 | } |
2088 | } |
2146 | else |
2089 | else |
2147 | new_draw_info (0, 0, op, "You withhold your attack"); |
2090 | op->statusmsg ("You withhold your attack"); |
2148 | |
2091 | |
2149 | if (op->contr->tmp_invis || op->hide) |
2092 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2150 | make_visible (op); |
2093 | make_visible (op); |
2151 | } |
|
|
2152 | |
2094 | |
|
|
2095 | return true; |
|
|
2096 | } |
|
|
2097 | } |
2153 | /* If the object is a boulder or other rollable object, then |
2098 | /* 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. |
2099 | * roll it if not braced. You can't roll it if you are braced. |
2155 | */ |
2100 | */ |
2156 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2101 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2102 | { |
|
|
2103 | if (op->speed_left > 0.f) |
2157 | { |
2104 | { |
|
|
2105 | --op->speed_left; |
|
|
2106 | |
2158 | recursive_roll (mon, dir, op); |
2107 | recursive_roll (mon, dir, op); |
2159 | if (action_makes_visible (op)) |
2108 | if (action_makes_visible (op)) |
2160 | make_visible (op); |
2109 | make_visible (op); |
2161 | } |
|
|
2162 | |
2110 | |
|
|
2111 | return true; |
|
|
2112 | } |
|
|
2113 | } |
2163 | /* Any generic living creature. Including things like doors. |
2114 | /* Any generic living creature. Including things like doors. |
2164 | * Way it works is like this: First, it must have some hit points |
2115 | * 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: |
2116 | * 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 |
2117 | * 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. |
2118 | * that party_number -1 is no party, so attacks can still happen. |
2168 | */ |
2119 | */ |
2169 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2120 | 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))) |
2121 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
|
|
2122 | { |
|
|
2123 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2171 | { |
2124 | { |
2172 | op->contr->has_hit = 1; |
2125 | --op->contr->weapon_sp_left; |
2173 | |
2126 | |
2174 | skill_attack (mon, op, 0, 0, 0); |
2127 | 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 | |
2128 | |
2190 | if (action_makes_visible (op)) |
2129 | if (action_makes_visible (op)) |
2191 | make_visible (op); |
2130 | make_visible (op); |
2192 | } |
|
|
2193 | } /* if player should attack something */ |
|
|
2194 | } |
|
|
2195 | |
2131 | |
2196 | int |
2132 | return true; |
|
|
2133 | } |
|
|
2134 | } |
|
|
2135 | |
|
|
2136 | return false; |
|
|
2137 | } |
|
|
2138 | |
|
|
2139 | bool |
2197 | move_player (object *op, int dir) |
2140 | move_player (object *op, int dir) |
2198 | { |
2141 | { |
2199 | int pick; |
2142 | int pick; |
2200 | |
2143 | |
2201 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2144 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2202 | return 0; |
2145 | return 0; |
2203 | |
2146 | |
2204 | /* Sanity check: make sure dir is valid */ |
2147 | /* Sanity check: make sure dir is valid */ |
2205 | if ((dir < 0) || (dir >= 9)) |
2148 | if ((dir < 0) || (dir >= 9)) |
2206 | { |
2149 | { |
… | |
… | |
2212 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2155 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2213 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2156 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2214 | |
2157 | |
2215 | op->facing = dir; |
2158 | op->facing = dir; |
2216 | |
2159 | |
2217 | if (op->hide) |
2160 | if (op->flag [FLAG_HIDDEN]) |
2218 | do_hidden_move (op); |
2161 | do_hidden_move (op); |
2219 | |
2162 | |
|
|
2163 | bool retval; |
|
|
2164 | |
2220 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2165 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2221 | /*nop */ ; |
2166 | retval = RESULT_INT (0); |
2222 | else if (op->contr->fire_on) |
2167 | else if (op->contr->fire_on) |
2223 | fire (op, dir); |
2168 | retval = fire (op, dir); |
2224 | else |
2169 | else |
2225 | { |
2170 | { |
2226 | move_player_attack (op, dir); |
2171 | retval = move_player_attack (op, dir); |
2227 | pick = check_pick (op); |
2172 | pick = check_pick (op); |
2228 | } |
2173 | } |
2229 | |
2174 | |
2230 | /* Add special check for newcs players and fire on - this way, the |
2175 | /* Add special check for newcs players and fire on - this way, the |
2231 | * server can handle repeat firing. |
2176 | * server can handle repeat firing. |
… | |
… | |
2238 | /* Update how the player looks. Use the facing, so direction may |
2183 | /* Update how the player looks. Use the facing, so direction may |
2239 | * get reset to zero. This allows for full animation capabilities |
2184 | * get reset to zero. This allows for full animation capabilities |
2240 | * for players. |
2185 | * for players. |
2241 | */ |
2186 | */ |
2242 | animate_object (op, op->facing); |
2187 | animate_object (op, op->facing); |
2243 | return 0; |
2188 | |
|
|
2189 | return retval; |
2244 | } |
2190 | } |
2245 | |
2191 | |
2246 | /* This is similar to handle_player, below, but is only used by the |
2192 | /* This is similar to handle_player, below, but is only used by the |
2247 | * new client/server stuff. |
2193 | * new client/server stuff. |
2248 | * This is sort of special, in that the new client/server actually uses |
2194 | * This is sort of special, in that the new client/server actually uses |
2249 | * the new speed values for commands. |
2195 | * the new speed values for commands. |
2250 | * |
2196 | * |
2251 | * Returns true if there are more actions we can do. |
2197 | * Returns true if there are more actions we can do. Should not do |
|
|
2198 | * many actions in a row, as that would be too unfair to other |
|
|
2199 | * players. |
2252 | */ |
2200 | */ |
2253 | int |
2201 | bool |
2254 | handle_newcs_player (object *op) |
2202 | handle_newcs_player (object *op) |
2255 | { |
2203 | { |
2256 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2204 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2257 | { |
2205 | { |
2258 | flee_player (op); |
2206 | 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 | { |
2207 | { |
2263 | --op->speed_left; |
2208 | --op->speed_left; |
|
|
2209 | flee_player (op); |
|
|
2210 | |
2264 | return 0; |
2211 | return true; |
2265 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | return false; |
2266 | } |
2215 | } |
2267 | |
2216 | |
2268 | /* call this here - we also will call this in do_ericserver, but |
2217 | /* call this here - we also will call this in do_ericserver, but |
2269 | * the players time has been increased when doericserver has been |
2218 | * the players time has been increased when doericserver has been |
2270 | * called, so we recheck it here. |
2219 | * called, so we recheck it here. |
2271 | */ |
2220 | */ |
2272 | if (op->contr->ns->handle_command ()) |
2221 | if (op->contr->ns->handle_command ()) |
2273 | return 1; |
2222 | return true; |
2274 | |
2223 | |
2275 | if (op->speed_left > 0.f) |
|
|
2276 | { |
|
|
2277 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2224 | 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); |
2225 | return move_player (op, op->direction); |
2287 | |
2226 | |
2288 | return op->speed_left > 0.f; |
|
|
2289 | } |
|
|
2290 | } |
|
|
2291 | |
|
|
2292 | return 0; |
2227 | return false; |
2293 | } |
2228 | } |
2294 | |
2229 | |
2295 | int |
2230 | int |
2296 | save_life (object *op) |
2231 | save_life (object *op) |
2297 | { |
2232 | { |
… | |
… | |
2299 | return 0; |
2234 | return 0; |
2300 | |
2235 | |
2301 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2236 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2302 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2237 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2303 | { |
2238 | { |
2304 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2239 | 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)); |
2240 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2306 | |
|
|
2307 | if (op->contr) |
|
|
2308 | esrv_del_item (op->contr, tmp->count); |
|
|
2309 | |
2241 | |
2310 | tmp->destroy (); |
2242 | tmp->destroy (); |
2311 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2243 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2312 | |
2244 | |
2313 | if (op->stats.hp < 0) |
2245 | if (op->stats.hp < 0) |
… | |
… | |
2326 | return 0; |
2258 | return 0; |
2327 | } |
2259 | } |
2328 | |
2260 | |
2329 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2261 | /* 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 |
2262 | * 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 |
2263 | * function will descend into containers. op is the object to start the search |
2332 | * from. |
2264 | * from. |
2333 | */ |
2265 | */ |
|
|
2266 | static void |
|
|
2267 | drop_unpaid_items (object *op, object *env) |
|
|
2268 | { |
|
|
2269 | while (op) |
|
|
2270 | { |
|
|
2271 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2272 | |
|
|
2273 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2274 | op->insert_at (env); |
|
|
2275 | else if (op->inv) |
|
|
2276 | drop_unpaid_items (op->inv, env); |
|
|
2277 | |
|
|
2278 | op = next; |
|
|
2279 | } |
|
|
2280 | } |
|
|
2281 | |
2334 | void |
2282 | void |
2335 | remove_unpaid_objects (object *op, object *env) |
2283 | object::drop_unpaid_items () |
2336 | { |
2284 | { |
2337 | while (op) |
2285 | if (!flag [FLAG_REMOVED]) |
2338 | { |
2286 | ::drop_unpaid_items (inv, this); |
2339 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2340 | |
|
|
2341 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2342 | { |
|
|
2343 | if (env->type == PLAYER) |
|
|
2344 | esrv_del_item (env->contr, op->count); |
|
|
2345 | |
|
|
2346 | op->insert_at (env); |
|
|
2347 | } |
|
|
2348 | else if (op->inv) |
|
|
2349 | remove_unpaid_objects (op->inv, env); |
|
|
2350 | |
|
|
2351 | op = next; |
|
|
2352 | } |
|
|
2353 | } |
2287 | } |
2354 | |
2288 | |
2355 | /* |
2289 | /* |
2356 | * Returns pointer a static string containing gravestone text |
2290 | * Returns pointer a static string containing gravestone text |
2357 | * Moved from apply.c to player.c - player.c is what |
2291 | * Moved from apply.c to player.c - player.c is what |
2358 | * actually uses this function. player.c may not be quite the |
2292 | * actually uses this function. player.c may not be quite the |
2359 | * best, a misc file for object actions is probably better, |
2293 | * best, a misc file for object actions is probably better, |
2360 | * but there isn't one in the server directory. |
2294 | * but there isn't one in the server directory. |
2361 | */ |
2295 | */ |
2362 | char * |
2296 | const char * |
2363 | gravestone_text (object *op) |
2297 | gravestone_text (object *op) |
2364 | { |
2298 | { |
2365 | static char buf2[MAX_BUF]; |
2299 | static dynbuf_text buf; |
2366 | char buf[MAX_BUF]; |
|
|
2367 | time_t now = time (NULL); |
|
|
2368 | |
2300 | |
2369 | strcpy (buf2, " R.I.P.\n\n"); |
2301 | buf << "---- R.I.P. ----\n\n" |
|
|
2302 | << op->name; |
|
|
2303 | |
2370 | if (op->type == PLAYER) |
2304 | if (op->type == PLAYER) |
2371 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2305 | buf << " the " << op->contr->title; |
2372 | else |
|
|
2373 | sprintf (buf, "%s\n", &op->name); |
|
|
2374 | |
2306 | |
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2307 | buf << "\n\n"; |
2376 | strcat (buf2, buf); |
2308 | |
|
|
2309 | buf << "who was level "; |
|
|
2310 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2311 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2312 | |
2377 | if (op->type == PLAYER) |
2313 | if (op->type == PLAYER) |
2378 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2314 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2379 | else |
|
|
2380 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2381 | |
2315 | |
2382 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2383 | strcat (buf2, buf); |
|
|
2384 | if (op->type == PLAYER) |
|
|
2385 | { |
2316 | { |
2386 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2317 | static char buf2[128]; |
2387 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2318 | time_t now = time (NULL); |
2388 | strcat (buf2, buf); |
|
|
2389 | } |
|
|
2390 | |
|
|
2391 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2319 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2392 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2320 | buf << buf2; |
2393 | strcat (buf2, buf); |
2321 | } |
2394 | |
2322 | |
2395 | return buf2; |
2323 | return buf; |
2396 | } |
2324 | } |
2397 | |
2325 | |
2398 | void |
2326 | void |
2399 | do_some_living (object *op) |
2327 | do_some_living (object *op) |
2400 | { |
2328 | { |
… | |
… | |
2452 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2380 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2453 | else |
2381 | else |
2454 | { |
2382 | { |
2455 | gen_grace = op->stats.maxgrace; |
2383 | gen_grace = op->stats.maxgrace; |
2456 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2384 | 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 | } |
2385 | } |
2500 | |
2386 | |
2501 | /* Regenerate Grace */ |
2387 | /* Regenerate Grace */ |
2502 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2388 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2503 | if (--op->last_grace < 0) |
2389 | if (--op->last_grace < 0) |
… | |
… | |
2524 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2410 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2525 | } |
2411 | } |
2526 | /* wearing stuff doesn't detract from grace generation. */ |
2412 | /* wearing stuff doesn't detract from grace generation. */ |
2527 | } |
2413 | } |
2528 | |
2414 | |
|
|
2415 | if (op->stats.food > 0) |
|
|
2416 | { |
2529 | /* Regenerate Hit Points */ |
2417 | /* Regenerate Spell Points */ |
2530 | if (--op->last_heal < 0) |
2418 | if (!op->contr->golem && --op->last_sp < 0) |
2531 | { |
|
|
2532 | if (op->stats.hp < op->stats.maxhp) |
|
|
2533 | { |
2419 | { |
2534 | op->stats.hp++; |
2420 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2535 | /* dms do not consume food */ |
2421 | |
2536 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2422 | if (op->stats.sp < op->stats.maxsp) |
2537 | { |
2423 | { |
|
|
2424 | op->stats.sp++; |
|
|
2425 | |
|
|
2426 | /* dms do not consume food */ |
|
|
2427 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2428 | { |
2538 | op->stats.food--; |
2429 | op->stats.food--; |
|
|
2430 | |
2539 | if (op->contr->digestion < 0) |
2431 | if (op->contr->digestion < 0) |
2540 | op->stats.food += op->contr->digestion; |
2432 | op->stats.food += op->contr->digestion; |
2541 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2433 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2542 | op->stats.food = last_food; |
2434 | op->stats.food = last_food; |
|
|
2435 | } |
2543 | } |
2436 | } |
2544 | } |
|
|
2545 | |
2437 | |
2546 | if (max_hp > 1) |
2438 | if (max_sp > 1) |
2547 | { |
|
|
2548 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2549 | if (over_hp > 0) |
|
|
2550 | { |
2439 | { |
2551 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2440 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2441 | if (over_sp > 0) |
|
|
2442 | { |
|
|
2443 | if (op->stats.sp < op->stats.maxsp) |
|
|
2444 | { |
|
|
2445 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2446 | |
|
|
2447 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2448 | op->stats.sp--; |
|
|
2449 | |
|
|
2450 | if (op->stats.sp > op->stats.maxsp) |
|
|
2451 | op->stats.sp = op->stats.maxsp; |
|
|
2452 | } |
|
|
2453 | |
2552 | op->last_heal = 0; |
2454 | op->last_sp = 0; |
|
|
2455 | } |
|
|
2456 | else |
|
|
2457 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2553 | } |
2458 | } |
2554 | else |
2459 | else |
|
|
2460 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2461 | } |
|
|
2462 | |
|
|
2463 | /* Regenerate Hit Points */ |
|
|
2464 | if (--op->last_heal < 0) |
|
|
2465 | { |
|
|
2466 | if (op->stats.hp < op->stats.maxhp) |
2555 | { |
2467 | { |
2556 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2468 | op->stats.hp++; |
|
|
2469 | |
|
|
2470 | /* dms do not consume food */ |
|
|
2471 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2472 | { |
|
|
2473 | op->stats.food--; |
|
|
2474 | |
|
|
2475 | if (op->contr->digestion < 0) |
|
|
2476 | op->stats.food += op->contr->digestion; |
|
|
2477 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2478 | op->stats.food = last_food; |
|
|
2479 | } |
2557 | } |
2480 | } |
|
|
2481 | |
|
|
2482 | if (max_hp > 1) |
|
|
2483 | { |
|
|
2484 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2485 | |
|
|
2486 | if (over_hp > 0) |
|
|
2487 | { |
|
|
2488 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2489 | op->last_heal = 0; |
|
|
2490 | } |
|
|
2491 | else |
|
|
2492 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2558 | } |
2493 | } |
2559 | else |
2494 | else |
2560 | { |
|
|
2561 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2495 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2562 | } |
2496 | } |
2563 | } |
2497 | } |
2564 | |
2498 | |
2565 | /* Digestion */ |
2499 | /* Digestion */ |
2566 | if (--op->last_eat < 0) |
2500 | if (--op->last_eat < 0) |
2567 | { |
2501 | { |
2568 | #ifdef COZY_SERVER |
2502 | int bonus = max (0, op->contr->digestion), |
2569 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2503 | 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 | |
2504 | |
2575 | if (op->contr->gen_hp > 0) |
|
|
2576 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2505 | 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 | |
2506 | |
2580 | /* dms do not consume food */ |
2507 | /* dms do not consume food */ |
2581 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2508 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2582 | op->stats.food--; |
2509 | op->stats.food--; |
2583 | } |
2510 | } |
2584 | |
2511 | |
2585 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2512 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2586 | { |
2513 | { |
2587 | object *tmp, *flesh = 0; |
2514 | object *flesh = 0; |
2588 | |
2515 | |
2589 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2516 | for_inv_removable (op, tmp) |
2590 | { |
2517 | { |
2591 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2518 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2519 | continue; |
|
|
2520 | |
|
|
2521 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2592 | { |
2522 | { |
2593 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2523 | op->statusmsg ("You blindly grab for a bite of food. " |
2594 | { |
2524 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2595 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2596 | manual_apply (op, tmp, 0); |
2525 | manual_apply (op, tmp, 0); |
|
|
2526 | |
2597 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2527 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2598 | break; |
2528 | break; |
2599 | } |
2529 | } |
2600 | else if (tmp->type == FLESH) |
2530 | else if (tmp->type == FLESH) |
2601 | flesh = tmp; |
2531 | flesh = tmp; |
2602 | } /* End if paid for object */ |
2532 | } |
2603 | } /* end of for loop */ |
|
|
2604 | |
2533 | |
2605 | /* If player is still starving, it means they don't have any food, so |
2534 | /* If player is still starving, it means they don't have any food, so |
2606 | * eat flesh instead. |
2535 | * eat flesh instead. |
2607 | */ |
2536 | */ |
2608 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2537 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2609 | { |
2538 | { |
2610 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2539 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2540 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2611 | manual_apply (op, flesh, 0); |
2541 | manual_apply (op, flesh, 0); |
2612 | } |
2542 | } |
|
|
2543 | |
|
|
2544 | // If player is still starving, alert him! |
|
|
2545 | if (op->stats.food < 0) |
|
|
2546 | op->failmsg ("You are starving! " |
|
|
2547 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2548 | } |
|
|
2549 | |
|
|
2550 | if (op->stats.food < 0) |
2613 | } |
2551 | { |
|
|
2552 | op->stats.hp += op->stats.food; |
|
|
2553 | op->stats.food = 0; |
2614 | |
2554 | |
2615 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2555 | if (op->stats.hp < 0) |
2616 | op->stats.food++, op->stats.hp--; |
2556 | { |
|
|
2557 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2558 | op->contr->killer->destroy (); |
|
|
2559 | } |
|
|
2560 | } |
2617 | |
2561 | |
|
|
2562 | /* killer should be set here already */ |
2618 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2563 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2619 | kill_player (op); |
2564 | kill_player (op); |
2620 | } |
2565 | } |
2621 | } |
2566 | } |
2622 | |
2567 | |
… | |
… | |
2626 | * file. |
2571 | * file. |
2627 | */ |
2572 | */ |
2628 | void |
2573 | void |
2629 | kill_player (object *op) |
2574 | kill_player (object *op) |
2630 | { |
2575 | { |
|
|
2576 | int x, y; |
2631 | char buf[MAX_BUF]; |
2577 | char buf[MAX_BUF]; |
2632 | int x, y; |
|
|
2633 | |
|
|
2634 | //int i; |
|
|
2635 | maptile *map; /* this is for resurrection */ |
2578 | 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; |
2579 | int will_kill_again; |
2643 | archetype *at; |
2580 | archetype *at; |
2644 | object *tmp; |
2581 | object *tmp; |
2645 | |
2582 | |
2646 | if (save_life (op)) |
2583 | if (save_life (op)) |
2647 | return; |
2584 | return; |
2648 | |
|
|
2649 | |
2585 | |
2650 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2586 | /* 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. |
2587 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2652 | * Look at op_on_battleground() for more info --AndreasV |
2588 | * Look at op_on_battleground() for more info --AndreasV |
2653 | */ |
2589 | */ |
… | |
… | |
2669 | { |
2605 | { |
2670 | tmp->destroy (); |
2606 | tmp->destroy (); |
2671 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2607 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2672 | } |
2608 | } |
2673 | |
2609 | |
2674 | cure_disease (op, 0); /* remove any disease */ |
2610 | cure_disease (op, 0, 0); /* remove any disease */ |
2675 | op->stats.hp = op->stats.maxhp; |
2611 | op->stats.hp = op->stats.maxhp; |
2676 | if (op->stats.food <= 0) |
2612 | if (op->stats.food <= 0) |
2677 | op->stats.food = 999; |
2613 | op->stats.food = 999; |
2678 | |
2614 | |
2679 | /* create a bodypart-trophy to make the winner happy */ |
2615 | /* create a bodypart-trophy to make the winner happy */ |
2680 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2616 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2681 | { |
2617 | { |
2682 | sprintf (buf, "%s's finger", &op->name); |
2618 | tmp->name = format ("%s's finger" , &op->name); |
2683 | tmp->name = buf; |
2619 | tmp->name_pl = format ("%s's fingers", &op->name); |
2684 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2685 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2686 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2687 | tmp->msg = buf; |
2620 | tmp->msg = format ( |
|
|
2621 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2622 | &op->name, op->contr->title, |
|
|
2623 | (int)op->level, |
|
|
2624 | op->contr->killer_name () |
|
|
2625 | ); |
2688 | tmp->value = 0, tmp->type = 0; |
2626 | tmp->value = 0, tmp->type = 0; |
2689 | tmp->materialname = "organics"; |
2627 | tmp->materialname = "organics"; |
2690 | tmp->insert_at (op, tmp); |
2628 | tmp->insert_at (op, tmp); |
2691 | } |
2629 | } |
2692 | |
2630 | |
… | |
… | |
2698 | |
2636 | |
2699 | INVOKE_PLAYER (DEATH, op->contr); |
2637 | INVOKE_PLAYER (DEATH, op->contr); |
2700 | |
2638 | |
2701 | command_kill_pets (op, 0); |
2639 | command_kill_pets (op, 0); |
2702 | |
2640 | |
2703 | if (op->stats.food < 0) |
2641 | op->contr->play_sound (sound_find ("player_dies")); |
2704 | { |
|
|
2705 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2706 | strcpy (op->contr->killer, "starvation"); |
|
|
2707 | } |
|
|
2708 | else |
|
|
2709 | sprintf (buf, "%s died.", &op->name); |
|
|
2710 | |
|
|
2711 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2712 | |
2642 | |
2713 | /* save the map location for corpse, gravestone */ |
2643 | /* save the map location for corpse, gravestone */ |
2714 | x = op->x; |
2644 | x = op->x; |
2715 | y = op->y; |
2645 | y = op->y; |
2716 | map = op->map; |
2646 | map = op->map; |
… | |
… | |
2744 | |
2674 | |
2745 | lost_a_stat = 0; |
2675 | lost_a_stat = 0; |
2746 | |
2676 | |
2747 | for (z = 0; z < num_stats_lose; z++) |
2677 | for (z = 0; z < num_stats_lose; z++) |
2748 | { |
2678 | { |
2749 | i = RANDOM () % NUM_STATS; |
2679 | i = rndm (NUM_STATS); |
2750 | |
2680 | |
2751 | if (settings.stat_loss_on_death) |
2681 | if (settings.stat_loss_on_death) |
2752 | { |
2682 | { |
2753 | /* Pick a random stat and take a point off it. Tell the player |
2683 | /* Pick a random stat and take a point off it. Tell the player |
2754 | * what he lost. |
2684 | * what he lost. |
… | |
… | |
2823 | lost_a_stat = 1; |
2753 | lost_a_stat = 1; |
2824 | } |
2754 | } |
2825 | } |
2755 | } |
2826 | } |
2756 | } |
2827 | } |
2757 | } |
|
|
2758 | |
2828 | /* If no stat lost, tell the player. */ |
2759 | /* If no stat lost, tell the player. */ |
2829 | if (!lost_a_stat) |
2760 | if (!lost_a_stat) |
2830 | { |
2761 | { |
2831 | /* determine_god() seems to not work sometimes... why is this? |
2762 | /* determine_god() seems to not work sometimes... why is this? |
2832 | Should I be using something else? GD */ |
2763 | Should I be using something else? GD */ |
… | |
… | |
2836 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2767 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2837 | else |
2768 | else |
2838 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2769 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2839 | } |
2770 | } |
2840 | #else |
2771 | #else |
2841 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2772 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2842 | #endif |
2773 | #endif |
2843 | |
2774 | |
2844 | /* Put a gravestone up where the character 'almost' died. List the |
2775 | /* Put a gravestone up where the character 'almost' died. List the |
2845 | * exp loss on the stone. |
2776 | * exp loss on the stone. |
2846 | */ |
2777 | */ |
2847 | tmp = arch_to_object (archetype::find ("gravestone")); |
2778 | tmp = arch_to_object (archetype::find ("gravestone")); |
2848 | sprintf (buf, "%s's gravestone", &op->name); |
2779 | tmp->name = format ("%s's gravestone", &op->name); |
2849 | tmp->name = buf; |
2780 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2850 | sprintf (buf, "%s's gravestones", &op->name); |
2781 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2851 | tmp->name_pl = buf; |
2782 | &op->name, op->contr->title, op->contr->killer_name ()); |
2852 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2853 | tmp->msg = buf; |
|
|
2854 | tmp->x = op->x, tmp->y = op->y; |
2783 | tmp->x = op->x, tmp->y = op->y; |
2855 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2784 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2856 | |
2785 | |
2857 | /**************************************/ |
2786 | /**************************************/ |
2858 | /* */ |
2787 | /* */ |
… | |
… | |
2879 | { |
2808 | { |
2880 | tmp->destroy (); |
2809 | tmp->destroy (); |
2881 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2810 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2882 | } |
2811 | } |
2883 | |
2812 | |
2884 | cure_disease (op, 0); /* remove any disease */ |
2813 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2814 | |
|
|
2815 | // remove all spell effects that are active |
|
|
2816 | // to avoid long-term effects such as word-of-recall |
|
|
2817 | for (object *item = op->inv; item; ) |
|
|
2818 | { |
|
|
2819 | object *next = item->below; |
|
|
2820 | |
|
|
2821 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2822 | item->destroy (); |
|
|
2823 | |
|
|
2824 | item = next; |
|
|
2825 | } |
2885 | |
2826 | |
2886 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2827 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2887 | apply_death_exp_penalty (op); |
2828 | apply_death_exp_penalty (op); |
|
|
2829 | |
2888 | if (op->stats.food < 100) |
2830 | if (op->stats.food < 100) |
2889 | op->stats.food = 900; |
2831 | op->stats.food = 900; |
|
|
2832 | |
2890 | op->stats.hp = op->stats.maxhp; |
2833 | op->stats.hp = op->stats.maxhp; |
2891 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2834 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2892 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2835 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2893 | |
2836 | |
2894 | /* |
2837 | /* |
2895 | * Check to see if the player has any unpaid items. If so, remove them |
2838 | * Check to see if the player has any unpaid items. If so, remove them |
2896 | * and put them back in the map. |
2839 | * and put them back in the map. |
2897 | */ |
2840 | */ |
2898 | remove_unpaid_objects (op->inv, op); |
2841 | op->drop_unpaid_items (); |
2899 | |
2842 | |
2900 | /****************************************/ |
2843 | /****************************************/ |
2901 | /* */ |
2844 | /* */ |
2902 | /* Move player to his current respawn- */ |
2845 | /* Move player to his current respawn- */ |
2903 | /* position (usually last savebed) */ |
2846 | /* position (usually last savebed) */ |
… | |
… | |
2932 | if (will_kill_again & (1 << at)) |
2875 | if (will_kill_again & (1 << at)) |
2933 | force->resist[at] = 100; |
2876 | force->resist[at] = 100; |
2934 | |
2877 | |
2935 | insert_ob_in_ob (force, op); |
2878 | insert_ob_in_ob (force, op); |
2936 | op->update_stats (); |
2879 | op->update_stats (); |
2937 | |
|
|
2938 | } |
2880 | } |
2939 | |
2881 | |
2940 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2882 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2941 | } |
2883 | } |
2942 | |
2884 | |
… | |
… | |
2962 | |
2904 | |
2963 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2905 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2964 | { |
2906 | { |
2965 | if (tmp->nrof > 1) |
2907 | if (tmp->nrof > 1) |
2966 | { |
2908 | { |
2967 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2909 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2968 | tmp2->destroy (); |
|
|
2969 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2910 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2970 | } |
2911 | } |
2971 | else |
2912 | else |
2972 | tmp->destroy (); |
2913 | tmp->destroy (); |
2973 | } |
2914 | } |
… | |
… | |
2984 | void |
2925 | void |
2985 | fix_weight (void) |
2926 | fix_weight (void) |
2986 | { |
2927 | { |
2987 | for_all_players (pl) |
2928 | for_all_players (pl) |
2988 | { |
2929 | { |
2989 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2930 | sint32 old = pl->ob->carrying; |
2990 | |
2931 | |
2991 | if (old == sum) |
2932 | pl->ob->update_weight (); |
2992 | continue; |
2933 | |
|
|
2934 | if (old != pl->ob->carrying) |
|
|
2935 | { |
2993 | pl->ob->update_stats (); |
2936 | pl->ob->update_stats (); |
2994 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2937 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2938 | } |
2995 | } |
2939 | } |
2996 | } |
2940 | } |
2997 | |
2941 | |
2998 | void |
2942 | void |
2999 | fix_luck (void) |
2943 | fix_luck (void) |
… | |
… | |
3041 | } |
2985 | } |
3042 | |
2986 | |
3043 | void |
2987 | void |
3044 | make_visible (object *op) |
2988 | make_visible (object *op) |
3045 | { |
2989 | { |
3046 | op->hide = 0; |
2990 | op->flag [FLAG_HIDDEN] = 0; |
3047 | op->invisible = 0; |
2991 | op->invisible = 0; |
|
|
2992 | |
3048 | if (op->type == PLAYER) |
2993 | if (op->type == PLAYER) |
3049 | { |
2994 | { |
3050 | op->contr->tmp_invis = 0; |
2995 | op->contr->tmp_invis = 0; |
3051 | op->contr->invis_race = 0; |
2996 | op->contr->invis_race = 0; |
3052 | } |
2997 | } |
… | |
… | |
3055 | } |
3000 | } |
3056 | |
3001 | |
3057 | int |
3002 | int |
3058 | is_true_undead (object *op) |
3003 | is_true_undead (object *op) |
3059 | { |
3004 | { |
3060 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3005 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3061 | return 1; |
3006 | return 1; |
3062 | |
3007 | |
3063 | return 0; |
3008 | return 0; |
3064 | } |
3009 | } |
3065 | |
3010 | |
3066 | /* look at the surrounding terrain to determine |
3011 | /* look at the surrounding terrain to determine |
3067 | * the hideability of this object. Positive levels |
3012 | * the hideability of this object. Positive levels |
3068 | * indicate greater hideability. |
3013 | * indicate greater hideability. |
3069 | */ |
3014 | */ |
3070 | |
|
|
3071 | int |
3015 | int |
3072 | hideability (object *ob) |
3016 | hideability (object *ob) |
3073 | { |
3017 | { |
3074 | int i, level = 0, mflag; |
3018 | int i, level = 0, mflag; |
3075 | sint16 x, y; |
3019 | sint16 x, y; |
3076 | |
3020 | |
3077 | if (!ob || !ob->map) |
3021 | if (!ob || !ob->map) |
3078 | return 0; |
3022 | return 0; |
3079 | |
3023 | |
3080 | /* so, on normal lighted maps, its hard to hide */ |
3024 | /* so, on normal lighted maps, its hard to hide */ |
3081 | level = ob->map->darkness - 2; |
3025 | level = ob->map->darklevel () - 2; |
3082 | |
3026 | |
3083 | /* this also picks up whether the object is glowing. |
3027 | /* this also picks up whether the object is glowing. |
3084 | * If you carry a light on a non-dark map, its not |
3028 | * If you carry a light on a non-dark map, its not |
3085 | * as bad as carrying a light on a pitch dark map */ |
3029 | * as bad as carrying a light on a pitch dark map */ |
3086 | if (has_carried_lights (ob)) |
3030 | if (has_carried_lights (ob)) |
3087 | level = -(10 + (2 * ob->map->darkness)); |
3031 | level = -(10 + (2 * ob->map->darklevel ())); |
3088 | |
3032 | |
3089 | /* scan through all nearby squares for terrain to hide in */ |
3033 | /* scan through all nearby squares for terrain to hide in */ |
3090 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3034 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3035 | i <= SIZEOFFREE1; |
|
|
3036 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3091 | { |
3037 | { |
3092 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3038 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3093 | if (mflag & P_OUT_OF_MAP) |
3039 | if (mflag & P_OUT_OF_MAP) |
3094 | { |
|
|
3095 | continue; |
3040 | continue; |
3096 | } |
3041 | |
3097 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3042 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3098 | level += 2; |
3043 | level += 2; |
3099 | else /* open terrain! */ |
3044 | else /* open terrain! */ |
3100 | level -= 1; |
3045 | level -= 1; |
3101 | } |
3046 | } |
… | |
… | |
3109 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3054 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3110 | * every time they move - as we subtract off 'invisibility' |
3055 | * every time they move - as we subtract off 'invisibility' |
3111 | * AND, for players, if they move into a ridiculously unhideable |
3056 | * AND, for players, if they move into a ridiculously unhideable |
3112 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3057 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3113 | */ |
3058 | */ |
3114 | |
|
|
3115 | void |
3059 | void |
3116 | do_hidden_move (object *op) |
3060 | do_hidden_move (object *op) |
3117 | { |
3061 | { |
3118 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3062 | int hide = 0; |
3119 | object *skop; |
|
|
3120 | |
3063 | |
3121 | if (!op || !op->map) |
3064 | if (!op || !op->map) |
3122 | return; |
3065 | return; |
3123 | |
3066 | |
3124 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3067 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
3068 | int num = random_roll (0, 19, op, PREFER_LOW); |
3125 | |
3069 | |
3126 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3070 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3127 | if (op->type == PLAYER && op->contr->run_on) |
3071 | if (op->type == PLAYER && op->contr->run_on) |
3128 | if (!skop || num >= skop->level) |
3072 | if (!skop || num >= skop->level) |
3129 | { |
3073 | { |
… | |
… | |
3139 | num -= hide; |
3083 | num -= hide; |
3140 | |
3084 | |
3141 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3085 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3142 | { |
3086 | { |
3143 | make_visible (op); |
3087 | make_visible (op); |
|
|
3088 | |
3144 | if (op->type == PLAYER) |
3089 | if (op->type == PLAYER) |
3145 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3090 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3146 | } |
3091 | } |
3147 | else if (op->type == PLAYER && skop) |
3092 | else if (op->type == PLAYER && skop) |
3148 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3093 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3201 | * object op. This function works fine for monsters, |
3146 | * object op. This function works fine for monsters, |
3202 | * but we dont worry if the object isnt the top one in |
3147 | * but we dont worry if the object isnt the top one in |
3203 | * a pile (say a coin under a table would return "viewable" |
3148 | * a pile (say a coin under a table would return "viewable" |
3204 | * by this routine). Another question, should we be |
3149 | * by this routine). Another question, should we be |
3205 | * concerned with the direction the player is looking |
3150 | * concerned with the direction the player is looking |
3206 | * in? Realistically, most of use cant see stuff behind |
3151 | * in? Realistically, most of us can't see stuff behind |
3207 | * our backs...on the other hand, does the "facing" direction |
3152 | * our backs...on the other hand, does the "facing" direction |
3208 | * imply the way your head, or body is facing? Its possible |
3153 | * 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. |
3154 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3210 | * -b.t. |
3155 | * -b.t. |
3211 | * This function is now map tiling safe. |
3156 | * This function is now map tiling safe. |
3212 | */ |
3157 | */ |
3213 | |
|
|
3214 | int |
3158 | int |
3215 | player_can_view (object *pl, object *op) |
3159 | player_can_view (object *pl, object *op) |
3216 | { |
3160 | { |
3217 | rv_vector rv; |
3161 | rv_vector rv; |
3218 | int dx, dy; |
3162 | int dx, dy; |
… | |
… | |
3230 | |
3174 | |
3231 | get_rangevector (pl, op, &rv, 0x1); |
3175 | get_rangevector (pl, op, &rv, 0x1); |
3232 | |
3176 | |
3233 | /* starting with the 'head' part, lets loop |
3177 | /* starting with the 'head' part, lets loop |
3234 | * through the object and find if it has any |
3178 | * through the object and find if it has any |
3235 | * part that is in the los array but isnt on |
3179 | * part that is in the los array but isn't on |
3236 | * a blocked los square. |
3180 | * a blocked los square. |
3237 | * we use the archetype to figure out offsets. |
3181 | * we use the archetype to figure out offsets. |
3238 | */ |
3182 | */ |
3239 | while (op) |
3183 | while (op) |
3240 | { |
3184 | { |
3241 | dx = rv.distance_x + op->arch->clone.x; |
3185 | dx = rv.distance_x + op->arch->x; |
3242 | dy = rv.distance_y + op->arch->clone.y; |
3186 | dy = rv.distance_y + op->arch->y; |
3243 | |
3187 | |
3244 | /* only the viewable area the player sees is updated by LOS |
3188 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3245 | * code, so we need to restrict ourselves to that range of values |
|
|
3246 | * for any meaningful values. |
|
|
3247 | */ |
|
|
3248 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3249 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3250 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3251 | return 1; |
3189 | return 1; |
|
|
3190 | |
3252 | op = op->more; |
3191 | op = op->more; |
3253 | } |
3192 | } |
|
|
3193 | |
3254 | return 0; |
3194 | return 0; |
3255 | } |
3195 | } |
3256 | |
3196 | |
3257 | /* routine for both players and monsters. We call this when |
3197 | /* routine for both players and monsters. We call this when |
3258 | * there is a possibility for our action distrubing our hiding |
3198 | * there is a possibility for our action distrubing our hiding |
3259 | * place or invisiblity spell. Artefact invisiblity is not |
3199 | * place or invisiblity spell. Artefact invisiblity causes |
3260 | * effected by this. If we arent invisible to begin with, we |
3200 | * "noise" instead. If we arent invisible to begin with, we |
3261 | * return 0. |
3201 | * return 0. |
3262 | */ |
3202 | */ |
3263 | int |
3203 | int |
3264 | action_makes_visible (object *op) |
3204 | action_makes_visible (object *op) |
3265 | { |
3205 | { |
3266 | |
|
|
3267 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3206 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3268 | { |
3207 | { |
3269 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3208 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3209 | { |
|
|
3210 | // artefact invisibility is permanent, but we still make noise |
|
|
3211 | // this is important for game-balance. |
|
|
3212 | if (op->contr) |
|
|
3213 | op->make_noise (); |
|
|
3214 | |
3270 | return 0; |
3215 | return 0; |
|
|
3216 | } |
3271 | |
3217 | |
3272 | if (op->contr && op->contr->tmp_invis == 0) |
3218 | if (op->contr && op->contr->tmp_invis == 0) |
3273 | return 0; |
3219 | return 0; |
3274 | |
3220 | |
3275 | /* If monsters, they should become visible */ |
3221 | /* If monsters, they should become visible */ |
3276 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3222 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3277 | { |
3223 | { |
3278 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3224 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3279 | return 1; |
3225 | return 1; |
3280 | } |
3226 | } |
3281 | } |
3227 | } |
|
|
3228 | |
3282 | return 0; |
3229 | return 0; |
3283 | } |
3230 | } |
3284 | |
3231 | |
3285 | /* op_on_battleground - checks if the given object op (usually |
3232 | /* op_on_battleground - checks if the given object op (usually |
3286 | * a player) is standing on a valid battleground-tile, |
3233 | * 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 |
3238 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3292 | */ |
3239 | */ |
3293 | int |
3240 | int |
3294 | op_on_battleground (object *op, int *x, int *y) |
3241 | op_on_battleground (object *op, int *x, int *y) |
3295 | { |
3242 | { |
3296 | object *tmp; |
|
|
3297 | |
|
|
3298 | /* A battleground-tile needs the following attributes to be valid: |
3243 | /* 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), |
3244 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3300 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3245 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3301 | * and the exit-coordinates sp/hp must both be > 0. |
3246 | * and the exit-coordinates sp/hp must both be > 0. |
3302 | * => The intention here is to prevent abuse of the battleground- |
3247 | * => The intention here is to prevent abuse of the battleground- |
3303 | * feature (like pickable or hidden battleground tiles). */ |
3248 | * feature (like pickable or hidden battleground tiles). */ |
3304 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3249 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3305 | { |
3250 | { |
3306 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3251 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3307 | { |
3252 | { |
3308 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3253 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3309 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3254 | && tmp->type == BATTLEGROUND |
|
|
3255 | && tmp->name == shstr_battleground |
|
|
3256 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3310 | { |
3257 | { |
3311 | /*before we assign the exit, check if this is a teambattle */ |
3258 | /* before we assign the exit, check if this is a teambattle */ |
3312 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3259 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3313 | { |
3260 | { |
3314 | object *invtmp; |
|
|
3315 | |
|
|
3316 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3261 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3317 | { |
3262 | { |
3318 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3263 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3319 | { |
3264 | { |
3320 | if (x != NULL && y != NULL) |
3265 | if (x && y) |
3321 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3266 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3267 | |
3322 | return 1; |
3268 | return 1; |
3323 | } |
3269 | } |
3324 | } |
3270 | } |
3325 | } |
3271 | } |
|
|
3272 | |
3326 | if (x != NULL && y != NULL) |
3273 | if (x && y) |
3327 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3274 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3275 | |
3328 | return 1; |
3276 | return 1; |
3329 | } |
3277 | } |
3330 | } |
3278 | } |
3331 | } |
3279 | } |
|
|
3280 | |
3332 | /* If we got here, did not find a battleground */ |
3281 | /* If we got here, did not find a battleground */ |
3333 | return 0; |
3282 | return 0; |
3334 | } |
3283 | } |
3335 | |
3284 | |
3336 | /* |
3285 | /* |
… | |
… | |
3352 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3301 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3353 | int i = 0, j = 0; |
3302 | int i = 0, j = 0; |
3354 | |
3303 | |
3355 | /* get the appropriate treasurelist */ |
3304 | /* get the appropriate treasurelist */ |
3356 | if (atnr == ATNR_FIRE) |
3305 | if (atnr == ATNR_FIRE) |
3357 | trlist = treasurelist::find ("dragon_ability_fire"); |
3306 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3358 | else if (atnr == ATNR_COLD) |
3307 | else if (atnr == ATNR_COLD) |
3359 | trlist = treasurelist::find ("dragon_ability_cold"); |
3308 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3360 | else if (atnr == ATNR_ELECTRICITY) |
3309 | else if (atnr == ATNR_ELECTRICITY) |
3361 | trlist = treasurelist::find ("dragon_ability_elec"); |
3310 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3362 | else if (atnr == ATNR_POISON) |
3311 | else if (atnr == ATNR_POISON) |
3363 | trlist = treasurelist::find ("dragon_ability_poison"); |
3312 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3364 | |
3313 | |
3365 | if (trlist == NULL || who->type != PLAYER) |
3314 | if (trlist == NULL || who->type != PLAYER) |
3366 | return; |
3315 | return; |
3367 | |
3316 | |
3368 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3317 | 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]); */ |
3321 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3373 | return; |
3322 | return; |
3374 | } |
3323 | } |
3375 | |
3324 | |
3376 | /* everything seems okay - now bring on the gift: */ |
3325 | /* everything seems okay - now bring on the gift: */ |
3377 | item = &(tr->item->clone); |
3326 | item = tr->item; |
3378 | |
3327 | |
3379 | if (item->type == SPELL) |
3328 | if (item->type == SPELL) |
3380 | { |
3329 | { |
3381 | if (check_spell_known (who, item->name)) |
3330 | if (check_spell_known (who, item->name)) |
3382 | return; |
3331 | return; |
… | |
… | |
3441 | { |
3390 | { |
3442 | /* forces in the treasurelist can alter the player's stats */ |
3391 | /* forces in the treasurelist can alter the player's stats */ |
3443 | object *skin; |
3392 | object *skin; |
3444 | |
3393 | |
3445 | /* first get the dragon skin force */ |
3394 | /* 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) |
3395 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3448 | ; |
3396 | ; |
3449 | |
3397 | |
3450 | if (!skin) |
3398 | if (!skin) |
3451 | return; |
3399 | return; |
3452 | |
3400 | |
… | |
… | |
3487 | else |
3435 | else |
3488 | { |
3436 | { |
3489 | /* generate misc. treasure */ |
3437 | /* generate misc. treasure */ |
3490 | tmp = arch_to_object (tr->item); |
3438 | tmp = arch_to_object (tr->item); |
3491 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3439 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3492 | tmp = insert_ob_in_ob (tmp, who); |
3440 | who->insert (tmp); |
3493 | if (who->type == PLAYER) |
|
|
3494 | esrv_send_item (who, tmp); |
|
|
3495 | } |
3441 | } |
3496 | } |
3442 | } |
3497 | |
3443 | |
3498 | /** |
3444 | /** |
3499 | * Unready an object for a player. This function does nothing if the object was |
3445 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3511 | if (pl->ranged_ob == ob) |
3457 | if (pl->ranged_ob == ob) |
3512 | pl->ranged_ob = 0; |
3458 | pl->ranged_ob = 0; |
3513 | } |
3459 | } |
3514 | |
3460 | |
3515 | sint8 |
3461 | sint8 |
3516 | player::visibility_at (maptile *map, int x, int y) const |
3462 | player::darkness_at (maptile *map, int x, int y) const |
3517 | { |
3463 | { |
3518 | if (!ns) |
3464 | if (!ns) |
3519 | return 0; |
3465 | return LOS_BLOCKED; |
3520 | |
3466 | |
3521 | int dx, dy; |
3467 | int dx, dy; |
3522 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3468 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3523 | return 0; |
3469 | return LOS_BLOCKED; |
3524 | |
3470 | |
3525 | x += dx - ns->current_x + ns->mapx / 2; |
3471 | x += dx - ns->current_x; |
3526 | y += dy - ns->current_y + ns->mapy / 2; |
3472 | y += dy - ns->current_y; |
3527 | |
3473 | |
3528 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3529 | return 0; |
|
|
3530 | |
|
|
3531 | return 100 - blocked_los [x][y]; |
3474 | return blocked_los (x, y); |
3532 | } |
3475 | } |
|
|
3476 | |
|
|
3477 | void |
|
|
3478 | player::infobox (const char *title, const char *msg, int color) |
|
|
3479 | { |
|
|
3480 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3481 | } |
|
|
3482 | |
|
|
3483 | void |
|
|
3484 | player::statusmsg (const char *msg, int color) |
|
|
3485 | { |
|
|
3486 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3487 | } |
|
|
3488 | |
|
|
3489 | void |
|
|
3490 | player::failmsg (const char *msg, int color) |
|
|
3491 | { |
|
|
3492 | play_sound (sound_find ("generic_failure")); |
|
|
3493 | statusmsg (msg, color); |
|
|
3494 | } |
|
|
3495 | |