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, |
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|
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'; |
… | |
… | |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
149 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
150 | } |
152 | } |
151 | |
153 | |
152 | float |
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153 | player::weapon_speed () const |
|
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154 | { |
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155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
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156 | } |
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157 | |
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158 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
159 | static void |
155 | static void |
160 | set_first_map (object *op) |
156 | set_first_map (object *op) |
161 | { |
157 | { |
162 | op->contr->maplevel = first_map_path; |
158 | op->contr->maplevel = first_map_path; |
163 | op->x = -1; |
159 | op->x = -1; |
164 | op->y = -1; |
160 | op->y = -1; |
165 | } |
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166 | |
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167 | void |
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168 | player::enter_map () |
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169 | { |
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170 | object *tmp = object::create (); |
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171 | |
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172 | EXIT_PATH (tmp) = maplevel; |
|
|
173 | EXIT_X (tmp) = ob->x; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
|
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175 | ob->enter_exit (tmp); |
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176 | |
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177 | tmp->destroy (); |
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178 | } |
161 | } |
179 | |
162 | |
180 | void |
163 | void |
181 | player::activate () |
164 | player::activate () |
182 | { |
165 | { |
… | |
… | |
187 | ob->remove (); |
170 | ob->remove (); |
188 | ob->map = 0; |
171 | ob->map = 0; |
189 | ob->activate_recursive (); |
172 | ob->activate_recursive (); |
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
191 | add_friendly_object (ob); |
174 | add_friendly_object (ob); |
192 | enter_map (); |
|
|
193 | } |
175 | } |
194 | |
176 | |
195 | void |
177 | void |
196 | player::deactivate () |
178 | player::deactivate () |
197 | { |
179 | { |
… | |
… | |
204 | |
186 | |
205 | if (ob->map) |
187 | if (ob->map) |
206 | maplevel = ob->map->path; |
188 | maplevel = ob->map->path; |
207 | |
189 | |
208 | ob->remove (); |
190 | ob->remove (); |
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|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
209 | ob->map = 0; |
192 | ob->map = 0; |
210 | party = 0; |
193 | party = 0; |
211 | |
194 | |
212 | 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 |
213 | |
196 | |
… | |
… | |
227 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
228 | |
211 | |
229 | ns->update_look = 0; |
212 | ns->update_look = 0; |
230 | ns->look_position = 0; |
213 | ns->look_position = 0; |
231 | |
214 | |
232 | clear_los (ob); |
215 | clear_los (); |
233 | |
216 | |
234 | ns->reset_stats (); |
217 | ns->reset_stats (); |
235 | |
218 | |
236 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
237 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
238 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
239 | |
222 | |
240 | ob->carrying = sum_weight (ob); |
223 | ob->update_weight (); |
241 | link_player_skills (ob); |
224 | link_skills (); |
242 | |
225 | |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
244 | |
227 | |
245 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
246 | |
229 | |
247 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
248 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
249 | { |
232 | { |
250 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
251 | |
234 | |
252 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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254 | |
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255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
256 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
257 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
258 | abil = tmp; |
238 | abil = tmp; |
259 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
260 | skin = tmp; |
240 | skin = tmp; |
261 | |
241 | |
262 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
263 | } |
243 | } |
264 | |
244 | |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
266 | |
246 | |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
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248 | |
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249 | ob->update_stats (); |
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250 | |
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251 | ns->floorbox_update (); |
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252 | esrv_send_inventory (ob, ob); |
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253 | esrv_add_spells (this, 0); |
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254 | |
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255 | activate (); |
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256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
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261 | INVOKE_PLAYER (CONNECT, this); |
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262 | INVOKE_PLAYER (LOGIN, this); |
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263 | } |
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264 | |
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265 | void |
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266 | player::disconnect () |
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267 | { |
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268 | if (ob) |
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269 | { |
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270 | ob->close_container (); //TODO: client-specific |
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271 | ob->drop_unpaid_items (); |
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272 | } |
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273 | |
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274 | if (ns) |
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275 | { |
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276 | if (active) |
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277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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278 | |
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279 | INVOKE_PLAYER (DISCONNECT, this); |
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280 | |
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281 | ns->reset_stats (); |
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282 | ns->pl = 0; |
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283 | ns = 0; |
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284 | } |
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285 | |
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286 | observe = ob; |
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287 | |
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288 | deactivate (); |
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289 | } |
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290 | |
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291 | // the need for this function can be explained |
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292 | // by load_object not returning the object |
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293 | void |
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294 | player::set_object (object *op) |
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295 | { |
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296 | ob = observe = op; |
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297 | ob->contr = this; /* this aren't yet in archetype */ |
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298 | |
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299 | ob->speed = 1.0f; |
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300 | ob->speed_left = 0.5f; |
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301 | |
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302 | ob->direction = 5; /* So player faces south */ |
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303 | |
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
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305 | ob->flag [FLAG_READY_SKILL] = false; |
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306 | ob->flag [FLAG_READY_BOW] = false; |
268 | |
307 | |
269 | for (object *op = ob->inv; op; op = op->below) |
308 | for (object *op = ob->inv; op; op = op->below) |
270 | if (op->flag [FLAG_APPLIED]) |
309 | if (op->flag [FLAG_APPLIED]) |
271 | switch (op->type) |
310 | switch (op->type) |
272 | { |
311 | { |
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
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314 | break; |
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315 | |
273 | case WAND: |
316 | case WAND: |
274 | case ROD: |
317 | case ROD: |
275 | case HORN: |
318 | case HORN: |
276 | case BOW: |
319 | case BOW: |
277 | case SKILL: |
320 | ranged_ob = op; |
278 | case SKILL_TOOL: |
321 | break; |
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322 | |
279 | case WEAPON: |
323 | case WEAPON: |
280 | apply_special (ob, op, AP_UNAPPLY); |
324 | combat_ob = op; |
281 | apply_special (ob, op, AP_APPLY); |
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282 | break; |
325 | break; |
283 | } |
326 | } |
284 | |
327 | |
285 | ob->update_stats (); |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
286 | ns->floorbox_update (); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
287 | |
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288 | esrv_send_inventory (ob, ob); |
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289 | esrv_add_spells (this, 0); |
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290 | |
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291 | activate (); |
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292 | |
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293 | send_rules (ob); |
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294 | send_news (ob); |
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295 | display_motd (ob); |
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296 | |
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297 | INVOKE_PLAYER (CONNECT, this); |
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298 | INVOKE_PLAYER (LOGIN, this); |
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299 | } |
330 | } |
300 | |
331 | |
301 | void |
332 | void |
302 | player::disconnect () |
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303 | { |
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304 | if (ns) |
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305 | { |
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306 | if (active) |
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307 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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308 | |
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309 | INVOKE_PLAYER (DISCONNECT, this); |
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310 | |
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311 | ns->reset_stats (); |
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312 | ns->pl = 0; |
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313 | ns = 0; |
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314 | } |
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315 | |
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316 | if (ob) |
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317 | ob->close_container (); //TODO: client-specific |
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318 | |
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319 | deactivate (); |
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320 | } |
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321 | |
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322 | // the need for this function can be explained |
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323 | // by load_object not returning the object |
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324 | void |
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325 | player::set_object (object *op) |
333 | player::set_observe (object *op) |
326 | { |
334 | { |
327 | ob = op; |
335 | observe = op ? op : ob; |
328 | ob->contr = this; /* this aren't yet in archetype */ |
336 | do_los = 1; |
329 | |
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330 | ob->speed_left = 0.5f; |
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331 | ob->speed = 1.0f; |
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332 | ob->direction = 5; /* So player faces south */ |
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333 | } |
337 | } |
334 | |
338 | |
335 | player::player () |
339 | player::player () |
336 | { |
340 | { |
337 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
345 | |
349 | |
346 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
347 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
348 | petmode = pet_normal; |
352 | petmode = pet_normal; |
349 | listening = 10; |
|
|
350 | usekeys = containers; |
353 | usekeys = containers; |
351 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
352 | do_los = 1; |
355 | do_los = 1; |
|
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356 | |
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357 | weapon_sp = 1.0f; |
|
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358 | weapon_sp_left = 0.5f; |
353 | } |
359 | } |
354 | |
360 | |
355 | void |
361 | void |
356 | player::do_destroy () |
362 | player::do_destroy () |
357 | { |
363 | { |
… | |
… | |
362 | if (ob) |
368 | if (ob) |
363 | { |
369 | { |
364 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
365 | ob->destroy (); |
371 | ob->destroy (); |
366 | } |
372 | } |
|
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373 | |
|
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374 | ob = observe = 0; |
367 | } |
375 | } |
368 | |
376 | |
369 | player::~player () |
377 | player::~player () |
370 | { |
378 | { |
371 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
398 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
399 | */ |
407 | */ |
400 | archetype * |
408 | archetype * |
401 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
402 | { |
410 | { |
403 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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413 | |
|
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414 | if (!nat) |
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415 | return at; |
|
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416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
404 | |
418 | |
405 | for (;;) |
419 | for (;;) |
406 | { |
420 | { |
407 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
408 | at = first_archetype; |
422 | i = archetypes.begin (); |
409 | else |
423 | else if (*i == at) |
410 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
411 | |
425 | |
412 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
413 | return at; |
427 | return *i; |
414 | |
|
|
415 | if (at == start) |
|
|
416 | { |
|
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417 | LOG (llevError, "No Player archetypes\n"); |
|
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418 | exit (-1); |
|
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419 | } |
|
|
420 | } |
428 | } |
421 | } |
429 | } |
422 | |
430 | |
423 | object * |
431 | object * |
424 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
428 | unsigned lastdist; |
436 | unsigned lastdist; |
429 | rv_vector rv; |
437 | rv_vector rv; |
430 | |
438 | |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
432 | { |
440 | { |
433 | /* We should not find free objects on this friendly list, but it |
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434 | * does periodically happen. Given that, lets deal with it. |
|
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435 | * While unlikely, it is possible the next object on the friendly |
|
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436 | * list is also free, so encapsulate this in a while loop. |
|
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437 | */ |
|
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438 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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439 | { |
|
|
440 | object *tmp = ol->ob; |
|
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441 | |
|
|
442 | /* Can't do much more other than log the fact, because the object |
|
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443 | * itself will have been cleared. |
|
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444 | */ |
|
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445 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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446 | tmp->debug_desc ()); |
|
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447 | ol = ol->next; |
|
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448 | remove_friendly_object (tmp); |
|
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449 | if (!ol) |
|
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450 | return op; |
|
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451 | } |
|
|
452 | |
|
|
453 | /* Remove special check for player from this. First, it looks to cause |
|
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454 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
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455 | * complicated method of state checking would be needed in any case - |
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456 | * as it was, a clever player could type quit, and the function would |
|
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457 | * skip them over while waiting for confirmation. Remove |
|
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458 | * on_same_map check, as can_detect_enemy also does this |
|
|
459 | */ |
|
|
460 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
461 | continue; |
442 | continue; |
462 | |
443 | |
463 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
464 | { |
445 | { |
… | |
… | |
659 | |
640 | |
660 | return firstdir; |
641 | return firstdir; |
661 | } |
642 | } |
662 | |
643 | |
663 | void |
644 | void |
664 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
665 | { |
646 | { |
666 | object *op, *next = NULL; |
|
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667 | |
|
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668 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
669 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
670 | |
649 | |
671 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
672 | { |
651 | { |
673 | next = op->below; |
652 | next = op->below; |
674 | |
653 | |
675 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
676 | * 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 |
… | |
… | |
681 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
682 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
683 | */ |
662 | */ |
684 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
685 | { |
664 | { |
686 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
687 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
688 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
689 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
690 | 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)) |
691 | { |
672 | { |
692 | op->destroy (); |
673 | op->destroy (); |
693 | continue; |
674 | continue; |
694 | } |
675 | } |
695 | } |
676 | } |
… | |
… | |
718 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
719 | op->nrof = 1; |
700 | op->nrof = 1; |
720 | } |
701 | } |
721 | |
702 | |
722 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
723 | { |
|
|
724 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
725 | } |
|
|
726 | |
705 | |
727 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
728 | * 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 |
729 | * merged properly. |
708 | * merged properly. |
730 | */ |
709 | */ |
731 | if (need_identify (op)) |
710 | if (need_identify (op)) |
732 | { |
711 | { |
733 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
734 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
735 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
736 | } |
715 | } |
|
|
716 | |
737 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
738 | { |
718 | { |
739 | op->destroy (); |
719 | op->destroy (); |
740 | continue; |
720 | continue; |
741 | } |
721 | } |
… | |
… | |
743 | { |
723 | { |
744 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
745 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
746 | op->level = 1; |
726 | op->level = 1; |
747 | } |
727 | } |
748 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
749 | else |
|
|
750 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
751 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
752 | |
731 | |
753 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
754 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
755 | } |
734 | } |
756 | |
735 | |
757 | void |
736 | void |
758 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
759 | { |
738 | { |
… | |
… | |
860 | static void |
839 | static void |
861 | start_info (object *op) |
840 | start_info (object *op) |
862 | { |
841 | { |
863 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
864 | |
843 | |
865 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
866 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
867 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
868 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
869 | } |
846 | } |
870 | |
847 | |
871 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
872 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
873 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
… | |
… | |
876 | */ |
853 | */ |
877 | void |
854 | void |
878 | player::chargen_race_done () |
855 | player::chargen_race_done () |
879 | { |
856 | { |
880 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
881 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
858 | esrv_new_player (ob->contr); |
882 | |
859 | |
883 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
884 | if (tl) |
861 | if (tl) |
885 | create_treasure (tl, ob, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
886 | |
863 | |
… | |
… | |
890 | ob->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
891 | |
868 | |
892 | if (ob->msg) |
869 | if (ob->msg) |
893 | ob->msg = 0; |
870 | ob->msg = 0; |
894 | |
871 | |
895 | /* We create this now because some of the unique maps will need it |
|
|
896 | * to save here. |
|
|
897 | */ |
|
|
898 | { |
|
|
899 | char buf[MAX_BUF]; |
|
|
900 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
901 | make_path_to_file (buf); |
|
|
902 | } |
|
|
903 | |
|
|
904 | start_info (ob); |
872 | start_info (ob); |
905 | CLEAR_FLAG (ob, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
906 | give_initial_items (ob, ob->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
907 | link_player_skills (ob); |
|
|
908 | esrv_send_inventory (ob, ob); |
875 | esrv_send_inventory (ob, ob); |
909 | ob->update_stats (); |
876 | ob->update_stats (); |
910 | |
877 | |
911 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
912 | * is one for this race |
879 | * is one for this race |
913 | */ |
880 | */ |
914 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
915 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
916 | object *tmp; |
|
|
917 | char mapname[MAX_BUF]; |
|
|
918 | |
|
|
919 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
920 | tmp = object::create (); |
|
|
921 | EXIT_PATH (tmp) = mapname; |
|
|
922 | EXIT_X (tmp) = ob->x; |
|
|
923 | EXIT_Y (tmp) = ob->y; |
|
|
924 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
925 | * if the map isn't there, then stay on the |
|
|
926 | * default initial map */ |
|
|
927 | tmp->destroy (); |
|
|
928 | } |
|
|
929 | else |
883 | else |
930 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
931 | } |
885 | } |
932 | |
886 | |
933 | void |
887 | void |
… | |
… | |
943 | int x = ob->x, y = ob->y; |
897 | int x = ob->x, y = ob->y; |
944 | |
898 | |
945 | ob->remove_statbonus (); |
899 | ob->remove_statbonus (); |
946 | ob->remove (); |
900 | ob->remove (); |
947 | ob->arch = get_player_archetype (ob->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
948 | ob->arch->clone.copy_to (ob); |
902 | ob->arch->copy_to (ob); |
949 | ob->instantiate (); |
903 | ob->instantiate (); |
950 | ob->stats = ob->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
951 | ob->name = ob->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
952 | ob->x = x; |
906 | ob->x = x; |
953 | ob->y = y; |
907 | ob->y = y; |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
957 | ob->add_statbonus (); |
911 | ob->add_statbonus (); |
958 | } |
912 | } |
959 | while (!allowed_class (ob)); |
913 | while (!allowed_class (ob)); |
960 | |
914 | |
961 | update_object (ob, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
977 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
978 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
979 | return; |
933 | return; |
980 | } |
934 | } |
981 | |
935 | |
982 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
983 | { |
937 | { |
984 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
985 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
986 | return; |
940 | return; |
987 | } |
941 | } |
988 | |
942 | |
989 | /* Seen some crashes here. Since we don't store an |
|
|
990 | * op->enemy_count, it is possible that something destroys the |
|
|
991 | * actual enemy, and the object is recycled. |
|
|
992 | */ |
|
|
993 | if (op->enemy->map == NULL) |
|
|
994 | { |
|
|
995 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
996 | op->enemy = NULL; |
|
|
997 | return; |
|
|
998 | } |
|
|
999 | |
|
|
1000 | 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)) |
1001 | { |
944 | { |
1002 | op->enemy = NULL; |
945 | op->enemy = NULL; |
1003 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
1004 | return; |
947 | return; |
… | |
… | |
1007 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
1008 | |
951 | |
1009 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
1010 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
1011 | { |
954 | { |
1012 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
1013 | |
956 | |
1014 | 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))) |
1015 | return; |
958 | return; |
1016 | } |
959 | } |
1017 | |
960 | |
… | |
… | |
1036 | if (op->move_type & MOVE_FLYING) |
979 | if (op->move_type & MOVE_FLYING) |
1037 | return 1; |
980 | return 1; |
1038 | |
981 | |
1039 | next = op->below; |
982 | next = op->below; |
1040 | |
983 | |
|
|
984 | int cnt = MAX_ITEM_PER_DROP; |
|
|
985 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
986 | |
1041 | /* 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 |
1042 | * destroyed */ |
988 | * destroyed */ |
1043 | while (next && !next->destroyed ()) |
989 | while (next && !next->destroyed ()) |
1044 | { |
990 | { |
1045 | tmp = next; |
991 | tmp = next; |
1046 | next = tmp->below; |
992 | next = tmp->below; |
1047 | |
993 | |
|
|
994 | if (cnt <= 0) |
|
|
995 | { |
|
|
996 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
997 | return 0; |
|
|
998 | } |
|
|
999 | |
1048 | if (op->destroyed ()) |
1000 | if (op->destroyed ()) |
1049 | return 0; |
1001 | return 0; |
1050 | |
1002 | |
1051 | if (!can_pick (op, tmp)) |
1003 | if (!can_pick (op, tmp)) |
1052 | continue; |
1004 | continue; |
1053 | |
1005 | |
1054 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1006 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1055 | { |
1007 | { |
1056 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1008 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1057 | pick_up (op, tmp); |
1009 | CHK_PICK_PICKUP; |
|
|
1010 | |
1058 | continue; |
1011 | continue; |
1059 | } |
1012 | } |
1060 | |
1013 | |
1061 | /* high not bit set? We're using the old autopickup model */ |
1014 | /* high not bit set? We're using the old autopickup model */ |
1062 | if (!(op->contr->mode & PU_NEWMODE)) |
1015 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1064 | switch (op->contr->mode) |
1017 | switch (op->contr->mode) |
1065 | { |
1018 | { |
1066 | case 0: |
1019 | case 0: |
1067 | return 1; /* don't pick up */ |
1020 | return 1; /* don't pick up */ |
1068 | case 1: |
1021 | case 1: |
1069 | pick_up (op, tmp); |
1022 | CHK_PICK_PICKUP; |
1070 | return 1; |
1023 | return 1; |
1071 | case 2: |
1024 | case 2: |
1072 | pick_up (op, tmp); |
1025 | CHK_PICK_PICKUP; |
1073 | return 0; |
1026 | return 0; |
1074 | case 3: |
1027 | case 3: |
1075 | return 0; /* stop before pickup */ |
1028 | return 0; /* stop before pickup */ |
1076 | case 4: |
1029 | case 4: |
1077 | pick_up (op, tmp); |
1030 | CHK_PICK_PICKUP; |
1078 | break; |
1031 | break; |
1079 | case 5: |
1032 | case 5: |
1080 | pick_up (op, tmp); |
1033 | CHK_PICK_PICKUP; |
1081 | stop = 1; |
1034 | stop = 1; |
1082 | break; |
1035 | break; |
1083 | case 6: |
1036 | case 6: |
1084 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1037 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1085 | pick_up (op, tmp); |
1038 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1039 | CHK_PICK_PICKUP; |
1086 | break; |
1040 | break; |
1087 | |
1041 | |
1088 | case 7: |
1042 | case 7: |
1089 | if (tmp->type == MONEY || tmp->type == GEM) |
1043 | if (tmp->type == MONEY || tmp->type == GEM) |
1090 | pick_up (op, tmp); |
1044 | CHK_PICK_PICKUP; |
1091 | break; |
1045 | break; |
1092 | |
1046 | |
1093 | default: |
1047 | default: |
1094 | /* use value density */ |
1048 | /* use value density */ |
1095 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1049 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1096 | && (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) |
1097 | pick_up (op, tmp); |
1051 | CHK_PICK_PICKUP; |
1098 | } |
1052 | } |
1099 | } |
1053 | } |
1100 | else |
1054 | else |
1101 | { /* old model */ |
1055 | { /* old model */ |
1102 | /* NEW pickup handling */ |
1056 | /* NEW pickup handling */ |
… | |
… | |
1106 | if (tmp->name != NULL) |
1060 | if (tmp->name != NULL) |
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1061 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1108 | &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)))); |
1109 | else |
1063 | else |
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1064 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1111 | &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)))); |
1112 | |
1066 | |
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1067 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1114 | } |
1068 | } |
1115 | |
1069 | |
1116 | /* philosophy: |
1070 | /* philosophy: |
… | |
… | |
1157 | /* all food and drink if desired */ |
1111 | /* all food and drink if desired */ |
1158 | /* question: don't pick up known-poisonous stuff? */ |
1112 | /* question: don't pick up known-poisonous stuff? */ |
1159 | if (op->contr->mode & PU_FOOD) |
1113 | if (op->contr->mode & PU_FOOD) |
1160 | if (tmp->type == FOOD) |
1114 | if (tmp->type == FOOD) |
1161 | { |
1115 | { |
1162 | pick_up (op, tmp); |
1116 | CHK_PICK_PICKUP; |
1163 | continue; |
1117 | continue; |
1164 | } |
1118 | } |
1165 | |
1119 | |
1166 | if (op->contr->mode & PU_DRINK) |
1120 | if (op->contr->mode & PU_DRINK) |
1167 | 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))) |
1168 | { |
1122 | { |
1169 | pick_up (op, tmp); |
1123 | CHK_PICK_PICKUP; |
1170 | continue; |
1124 | continue; |
1171 | } |
1125 | } |
1172 | |
1126 | |
1173 | if (op->contr->mode & PU_POTION) |
1127 | if (op->contr->mode & PU_POTION) |
1174 | if (tmp->type == POTION) |
1128 | if (tmp->type == POTION) |
1175 | { |
1129 | { |
1176 | pick_up (op, tmp); |
1130 | CHK_PICK_PICKUP; |
1177 | continue; |
1131 | continue; |
1178 | } |
1132 | } |
1179 | |
1133 | |
1180 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1134 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1181 | if (op->contr->mode & PU_SPELLBOOK) |
1135 | if (op->contr->mode & PU_SPELLBOOK) |
1182 | if (tmp->type == SPELLBOOK) |
1136 | if (tmp->type == SPELLBOOK) |
1183 | { |
1137 | { |
1184 | pick_up (op, tmp); |
1138 | CHK_PICK_PICKUP; |
1185 | continue; |
1139 | continue; |
1186 | } |
1140 | } |
1187 | |
1141 | |
1188 | if (op->contr->mode & PU_SKILLSCROLL) |
1142 | if (op->contr->mode & PU_SKILLSCROLL) |
1189 | if (tmp->type == SKILLSCROLL) |
1143 | if (tmp->type == SKILLSCROLL) |
1190 | { |
1144 | { |
1191 | pick_up (op, tmp); |
1145 | CHK_PICK_PICKUP; |
1192 | continue; |
1146 | continue; |
1193 | } |
1147 | } |
1194 | |
1148 | |
1195 | if (op->contr->mode & PU_READABLES) |
1149 | if (op->contr->mode & PU_READABLES) |
1196 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1150 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1197 | { |
1151 | { |
1198 | pick_up (op, tmp); |
1152 | CHK_PICK_PICKUP; |
1199 | continue; |
1153 | continue; |
1200 | } |
1154 | } |
1201 | |
1155 | |
1202 | /* wands/staves/rods/horns */ |
1156 | /* wands/staves/rods/horns */ |
1203 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1157 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1204 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1158 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1205 | { |
1159 | { |
1206 | pick_up (op, tmp); |
1160 | CHK_PICK_PICKUP; |
1207 | continue; |
1161 | continue; |
1208 | } |
1162 | } |
1209 | |
1163 | |
1210 | /* pick up all magical items */ |
1164 | /* pick up all magical items */ |
1211 | if (op->contr->mode & PU_MAGICAL) |
1165 | if (op->contr->mode & PU_MAGICAL) |
1212 | 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)) |
1213 | { |
1167 | { |
1214 | pick_up (op, tmp); |
1168 | CHK_PICK_PICKUP; |
1215 | continue; |
1169 | continue; |
1216 | } |
1170 | } |
1217 | |
1171 | |
1218 | if (op->contr->mode & PU_VALUABLES) |
1172 | if (op->contr->mode & PU_VALUABLES) |
1219 | { |
1173 | { |
1220 | if (tmp->type == MONEY || tmp->type == GEM) |
1174 | if (tmp->type == MONEY || tmp->type == GEM) |
1221 | { |
1175 | { |
1222 | pick_up (op, tmp); |
1176 | CHK_PICK_PICKUP; |
1223 | continue; |
1177 | continue; |
1224 | } |
1178 | } |
1225 | } |
1179 | } |
1226 | |
1180 | |
1227 | /* rings & amulets - talismans seems to be typed AMULET */ |
1181 | /* rings & amulets - talismans seems to be typed AMULET */ |
1228 | if (op->contr->mode & PU_JEWELS) |
1182 | if (op->contr->mode & PU_JEWELS) |
1229 | if (tmp->type == RING || tmp->type == AMULET) |
1183 | if (tmp->type == RING || tmp->type == AMULET) |
1230 | { |
1184 | { |
1231 | pick_up (op, tmp); |
1185 | CHK_PICK_PICKUP; |
1232 | continue; |
1186 | continue; |
1233 | } |
1187 | } |
1234 | |
1188 | |
1235 | /* we don't forget dragon food */ |
1189 | /* we don't forget dragon food */ |
1236 | if (op->contr->mode & PU_FLESH) |
1190 | if (op->contr->mode & PU_FLESH) |
1237 | if (tmp->type == FLESH) |
1191 | if (tmp->type == FLESH) |
1238 | { |
1192 | { |
1239 | pick_up (op, tmp); |
1193 | CHK_PICK_PICKUP; |
1240 | continue; |
1194 | continue; |
1241 | } |
1195 | } |
1242 | |
1196 | |
1243 | /* bows and arrows. Bows are good for selling! */ |
1197 | /* bows and arrows. Bows are good for selling! */ |
1244 | if (op->contr->mode & PU_BOW) |
1198 | if (op->contr->mode & PU_BOW) |
1245 | if (tmp->type == BOW) |
1199 | if (tmp->type == BOW) |
1246 | { |
1200 | { |
1247 | pick_up (op, tmp); |
1201 | CHK_PICK_PICKUP; |
1248 | continue; |
1202 | continue; |
1249 | } |
1203 | } |
1250 | |
1204 | |
1251 | if (op->contr->mode & PU_ARROW) |
1205 | if (op->contr->mode & PU_ARROW) |
1252 | if (tmp->type == ARROW) |
1206 | if (tmp->type == ARROW) |
1253 | { |
1207 | { |
1254 | pick_up (op, tmp); |
1208 | CHK_PICK_PICKUP; |
1255 | continue; |
1209 | continue; |
1256 | } |
1210 | } |
1257 | |
1211 | |
1258 | /* all kinds of armor etc. */ |
1212 | /* all kinds of armor etc. */ |
1259 | if (op->contr->mode & PU_ARMOUR) |
1213 | if (op->contr->mode & PU_ARMOUR) |
1260 | if (tmp->type == ARMOUR) |
1214 | if (tmp->type == ARMOUR) |
1261 | { |
1215 | { |
1262 | pick_up (op, tmp); |
1216 | CHK_PICK_PICKUP; |
1263 | continue; |
1217 | continue; |
1264 | } |
1218 | } |
1265 | |
1219 | |
1266 | if (op->contr->mode & PU_HELMET) |
1220 | if (op->contr->mode & PU_HELMET) |
1267 | if (tmp->type == HELMET) |
1221 | if (tmp->type == HELMET) |
1268 | { |
1222 | { |
1269 | pick_up (op, tmp); |
1223 | CHK_PICK_PICKUP; |
1270 | continue; |
1224 | continue; |
1271 | } |
1225 | } |
1272 | |
1226 | |
1273 | if (op->contr->mode & PU_SHIELD) |
1227 | if (op->contr->mode & PU_SHIELD) |
1274 | if (tmp->type == SHIELD) |
1228 | if (tmp->type == SHIELD) |
1275 | { |
1229 | { |
1276 | pick_up (op, tmp); |
1230 | CHK_PICK_PICKUP; |
1277 | continue; |
1231 | continue; |
1278 | } |
1232 | } |
1279 | |
1233 | |
1280 | if (op->contr->mode & PU_BOOTS) |
1234 | if (op->contr->mode & PU_BOOTS) |
1281 | if (tmp->type == BOOTS) |
1235 | if (tmp->type == BOOTS) |
1282 | { |
1236 | { |
1283 | pick_up (op, tmp); |
1237 | CHK_PICK_PICKUP; |
1284 | continue; |
1238 | continue; |
1285 | } |
1239 | } |
1286 | |
1240 | |
1287 | if (op->contr->mode & PU_GLOVES) |
1241 | if (op->contr->mode & PU_GLOVES) |
1288 | if (tmp->type == GLOVES) |
1242 | if (tmp->type == GLOVES) |
1289 | { |
1243 | { |
1290 | pick_up (op, tmp); |
1244 | CHK_PICK_PICKUP; |
1291 | continue; |
1245 | continue; |
1292 | } |
1246 | } |
1293 | |
1247 | |
1294 | if (op->contr->mode & PU_CLOAK) |
1248 | if (op->contr->mode & PU_CLOAK) |
1295 | if (tmp->type == CLOAK) |
1249 | if (tmp->type == CLOAK) |
1296 | { |
1250 | { |
1297 | pick_up (op, tmp); |
1251 | CHK_PICK_PICKUP; |
1298 | continue; |
1252 | continue; |
1299 | } |
1253 | } |
1300 | |
1254 | |
1301 | /* hoping to catch throwing daggers here */ |
1255 | /* hoping to catch throwing daggers here */ |
1302 | if (op->contr->mode & PU_MISSILEWEAPON) |
1256 | if (op->contr->mode & PU_MISSILEWEAPON) |
1303 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1257 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1304 | { |
1258 | { |
1305 | pick_up (op, tmp); |
1259 | CHK_PICK_PICKUP; |
1306 | continue; |
1260 | continue; |
1307 | } |
1261 | } |
1308 | |
1262 | |
1309 | /* careful: chairs and tables are weapons! */ |
1263 | /* careful: chairs and tables are weapons! */ |
1310 | if (op->contr->mode & PU_ALLWEAPON) |
1264 | if (op->contr->mode & PU_ALLWEAPON) |
1311 | { |
1265 | { |
1312 | if (tmp->type == WEAPON && tmp->name != NULL) |
1266 | if (tmp->type == WEAPON && tmp->name != NULL) |
1313 | { |
1267 | { |
1314 | 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 && |
1315 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1269 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1316 | { |
1270 | { |
1317 | pick_up (op, tmp); |
1271 | CHK_PICK_PICKUP; |
1318 | continue; |
1272 | continue; |
1319 | } |
1273 | } |
1320 | } |
1274 | } |
1321 | |
1275 | |
1322 | if (tmp->type == WEAPON && tmp->name == NULL) |
1276 | if (tmp->type == WEAPON && tmp->name == NULL) |
1323 | { |
1277 | { |
1324 | 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) |
1325 | { |
1279 | { |
1326 | pick_up (op, tmp); |
1280 | CHK_PICK_PICKUP; |
1327 | continue; |
1281 | continue; |
1328 | } |
1282 | } |
1329 | } |
1283 | } |
1330 | } |
1284 | } |
1331 | |
1285 | |
1332 | /* misc stuff that's useful */ |
1286 | /* misc stuff that's useful */ |
1333 | if (op->contr->mode & PU_KEY) |
1287 | if (op->contr->mode & PU_KEY) |
1334 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1288 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1335 | { |
1289 | { |
1336 | pick_up (op, tmp); |
1290 | CHK_PICK_PICKUP; |
1337 | continue; |
1291 | continue; |
1338 | } |
1292 | } |
1339 | |
1293 | |
1340 | /* 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 |
1341 | * pickups */ |
1295 | * pickups */ |
1342 | if (op->contr->mode & PU_RATIO) |
1296 | if (op->contr->mode & PU_RATIO) |
1343 | { |
1297 | { |
1344 | /* use value density to decide what else to grab */ |
1298 | /* use value density to decide what else to grab */ |
1345 | /* >=7 was >= op->contr->mode */ |
1299 | /* >=7 was >= op->contr->mode */ |
1346 | /* >=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 |
1347 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1301 | */ |
1348 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1302 | wvratio = op->contr->mode & PU_RATIO; |
1349 | 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) |
1350 | { |
1304 | { |
1351 | pick_up (op, tmp); |
1305 | CHK_PICK_PICKUP; |
1352 | #if 0 |
1306 | #if 0 |
1353 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1307 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1354 | if (tmp->name != NULL) |
1308 | if (tmp->name != NULL) |
1355 | { |
1309 | { |
1356 | fprintf (stderr, "%s", tmp->name); |
1310 | fprintf (stderr, "%s", tmp->name); |
1357 | } |
1311 | } |
1358 | else |
1312 | else |
1359 | fprintf (stderr, "%s", tmp->arch->name); |
1313 | fprintf (stderr, "%s", tmp->arch->archname); |
1360 | fprintf (stderr, ",%d] = ", tmp->type); |
1314 | fprintf (stderr, ",%d] = ", tmp->type); |
1361 | 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)))); |
1362 | #endif |
1316 | #endif |
1363 | continue; |
1317 | continue; |
1364 | } |
1318 | } |
… | |
… | |
1375 | * found object is returned. |
1329 | * found object is returned. |
1376 | */ |
1330 | */ |
1377 | object * |
1331 | object * |
1378 | find_arrow (object *op, const char *type) |
1332 | find_arrow (object *op, const char *type) |
1379 | { |
1333 | { |
1380 | object *tmp = 0; |
|
|
1381 | |
|
|
1382 | for (op = op->inv; op; op = op->below) |
1334 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1384 | tmp = find_arrow (op, type); |
|
|
1385 | 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); |
1386 | return op; |
1343 | return arrow; |
|
|
1344 | } |
1387 | |
1345 | |
1388 | return tmp; |
1346 | return 0; |
1389 | } |
1347 | } |
1390 | |
1348 | |
1391 | /* |
1349 | /* |
1392 | * 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 |
1393 | * 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 |
… | |
… | |
1416 | } |
1374 | } |
1417 | } |
1375 | } |
1418 | else if (arrow->type == ARROW && arrow->race == type) |
1376 | else if (arrow->type == ARROW && arrow->race == type) |
1419 | { |
1377 | { |
1420 | /* allways prefer assasination/slaying */ |
1378 | /* allways prefer assasination/slaying */ |
1421 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1379 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1422 | { |
1380 | { |
1423 | if (arrow->attacktype & AT_DEATH) |
1381 | if (arrow->attacktype & AT_DEATH) |
1424 | { |
1382 | { |
1425 | *better = 100; |
1383 | *better = 100; |
1426 | return arrow; |
1384 | return arrow; |
… | |
… | |
1434 | else |
1392 | else |
1435 | { |
1393 | { |
1436 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1394 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1437 | { |
1395 | { |
1438 | attacktype = 1 << attacknum; |
1396 | attacktype = 1 << attacknum; |
1439 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1397 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1440 | 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) |
1441 | { |
1399 | { |
1442 | tmp = arrow; |
1400 | tmp = arrow; |
1443 | 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; |
1444 | } |
1402 | } |
1445 | } |
1403 | } |
1446 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1404 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1447 | { |
1405 | { |
1448 | tmp = arrow; |
1406 | tmp = arrow; |
… | |
… | |
1454 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1412 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1455 | } |
1413 | } |
1456 | } |
1414 | } |
1457 | } |
1415 | } |
1458 | } |
1416 | } |
|
|
1417 | |
1459 | if (tmp == NULL && arrow == NULL) |
1418 | if (tmp == NULL && arrow == NULL) |
1460 | return find_arrow (op, type); |
1419 | return find_arrow (op, type); |
1461 | |
1420 | |
1462 | *better = betterby; |
1421 | *better = betterby; |
1463 | return tmp; |
1422 | return tmp; |
… | |
… | |
1493 | for (i = 0, found = 0; i < 20; i++) |
1452 | for (i = 0, found = 0; i < 20; i++) |
1494 | { |
1453 | { |
1495 | x += freearr_x[dir]; |
1454 | x += freearr_x[dir]; |
1496 | y += freearr_y[dir]; |
1455 | y += freearr_y[dir]; |
1497 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1456 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1457 | |
1498 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1458 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1499 | { |
1459 | { |
1500 | tmp = NULL; |
1460 | tmp = 0; |
1501 | break; |
1461 | break; |
1502 | } |
1462 | } |
1503 | 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) |
1504 | { |
1464 | { |
1505 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1465 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1506 | * perhaps a bad assumption. |
1466 | * perhaps a bad assumption. |
1507 | */ |
1467 | */ |
1508 | tmp = NULL; |
1468 | tmp = 0; |
1509 | break; |
1469 | break; |
1510 | } |
1470 | } |
|
|
1471 | |
1511 | if (mflags & P_IS_ALIVE) |
1472 | if (mflags & P_IS_ALIVE) |
1512 | { |
|
|
1513 | 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) |
1514 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1474 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1515 | { |
|
|
1516 | found++; |
|
|
1517 | break; |
|
|
1518 | } |
|
|
1519 | if (found) |
|
|
1520 | break; |
1475 | break; |
1521 | } |
|
|
1522 | } |
1476 | } |
1523 | if (tmp == NULL) |
1477 | |
|
|
1478 | if (!tmp) |
1524 | return find_arrow (op, type); |
1479 | return find_arrow (op, type); |
1525 | |
1480 | |
1526 | if (tmp->head) |
1481 | if (tmp->head) |
1527 | tmp = tmp->head; |
1482 | tmp = tmp->head; |
1528 | |
1483 | |
… | |
… | |
1573 | if (bow->below) |
1528 | if (bow->below) |
1574 | { |
1529 | { |
1575 | bow->remove (); |
1530 | bow->remove (); |
1576 | op->insert (bow); |
1531 | op->insert (bow); |
1577 | } |
1532 | } |
1578 | |
|
|
1579 | } |
1533 | } |
1580 | |
1534 | |
1581 | if (!bow->race || !bow->skill) |
1535 | if (!bow->race || !bow->skill) |
1582 | { |
1536 | { |
1583 | 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); |
… | |
… | |
1609 | } |
1563 | } |
1610 | |
1564 | |
1611 | /* this should not happen, but sometimes does */ |
1565 | /* this should not happen, but sometimes does */ |
1612 | if (arrow->nrof == 0) |
1566 | if (arrow->nrof == 0) |
1613 | { |
1567 | { |
|
|
1568 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1614 | arrow->destroy (); |
1569 | arrow->destroy (); |
1615 | return 0; |
1570 | return 0; |
1616 | } |
1571 | } |
1617 | |
1572 | |
1618 | left = arrow; /* these are arrows left to the player */ |
1573 | left = arrow; /* these are arrows left to the player */ |
1619 | arrow = get_split_ob (arrow, 1); |
1574 | arrow = arrow->split (); |
1620 | if (!arrow) |
1575 | if (!arrow) |
1621 | { |
1576 | { |
1622 | 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); |
1623 | return 0; |
1578 | return 0; |
1624 | } |
1579 | } |
… | |
… | |
1632 | arrow->stats.grace = arrow->attacktype; |
1587 | arrow->stats.grace = arrow->attacktype; |
1633 | |
1588 | |
1634 | if (arrow->slaying) |
1589 | if (arrow->slaying) |
1635 | arrow->spellarg = strdup (arrow->slaying); |
1590 | arrow->spellarg = strdup (arrow->slaying); |
1636 | |
1591 | |
|
|
1592 | #if 0 |
1637 | if (player *pl = op->contr) |
1593 | if (player *pl = op->contr) |
1638 | { |
1594 | { |
1639 | if (!pl->has_hit) |
|
|
1640 | { |
|
|
1641 | pl->has_hit = 1; |
|
|
1642 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1643 | } |
|
|
1644 | #if 0 |
|
|
1645 | float speed = pl->weapon_sp; |
1595 | float speed = pl->weapon_sp; |
1646 | |
1596 | |
1647 | /* penalize ROF for bestarrow */ |
1597 | /* penalize ROF for bestarrow */ |
1648 | if (pl->bowtype == bow_bestarrow) |
1598 | if (pl->bowtype == bow_bestarrow) |
1649 | speed *= .9f; |
1599 | speed *= .9f; |
1650 | else |
1600 | else |
1651 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1601 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1652 | |
1602 | |
1653 | op->speed_left += speed - op->speed; |
1603 | op->speed_left += speed - op->speed; |
|
|
1604 | } |
1654 | #endif |
1605 | #endif |
1655 | } |
|
|
1656 | |
1606 | |
1657 | SET_ANIMATION (arrow, arrow->direction); |
1607 | SET_ANIMATION (arrow, arrow->direction); |
1658 | |
1608 | |
1659 | /* update the speed */ |
1609 | /* update the speed */ |
1660 | 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 |
1661 | + bow->stats.dam / 7.0; |
1611 | + bow->stats.dam / 7.f; |
1662 | |
1612 | |
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
1613 | arrow->set_speed (max (arrow->speed, 2.f)); |
1664 | arrow->speed_left = 0; |
1614 | arrow->speed_left = 0; |
1665 | |
1615 | |
1666 | 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; |
1667 | |
1617 | |
1668 | if (op->type == PLAYER) |
1618 | if (op->type == PLAYER) |
… | |
… | |
1691 | |
1641 | |
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1642 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1643 | arrow->move_type = MOVE_FLY_LOW; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1644 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1695 | |
1645 | |
1696 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1646 | op->play_sound (sound_find ("fire_arrow")); |
1697 | m->insert (arrow, sx, sy, op); |
1647 | m->insert (arrow, sx, sy, op); |
1698 | |
1648 | |
1699 | if (!arrow->destroyed ()) |
1649 | if (!arrow->destroyed ()) |
1700 | move_arrow (arrow); |
1650 | move_arrow (arrow); |
1701 | |
|
|
1702 | if (op->type == PLAYER) |
|
|
1703 | { |
|
|
1704 | if (left->destroyed ()) |
|
|
1705 | esrv_del_item (op->contr, left->count); |
|
|
1706 | else |
|
|
1707 | esrv_send_item (op, left); |
|
|
1708 | } |
|
|
1709 | |
1651 | |
1710 | return 1; |
1652 | return 1; |
1711 | } |
1653 | } |
1712 | |
1654 | |
1713 | /* Special fire code for players - this takes into |
1655 | /* Special fire code for players - this takes into |
… | |
… | |
1718 | * hence the function name. |
1660 | * hence the function name. |
1719 | */ |
1661 | */ |
1720 | int |
1662 | int |
1721 | player_fire_bow (object *op, int dir) |
1663 | player_fire_bow (object *op, int dir) |
1722 | { |
1664 | { |
1723 | int ret = 0, wcmod = 0; |
1665 | int ret; |
1724 | |
1666 | |
1725 | if (op->contr->bowtype == bow_bestarrow) |
1667 | if (op->contr->bowtype == bow_bestarrow) |
1726 | { |
1668 | { |
1727 | 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); |
1728 | } |
1670 | } |
1729 | 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) |
1730 | { |
1672 | { |
1731 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1673 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1732 | wcmod = -1; |
|
|
1733 | |
|
|
1734 | 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); |
1735 | } |
1675 | } |
1736 | else if (op->contr->bowtype == bow_threewide) |
1676 | else if (op->contr->bowtype == bow_threewide) |
1737 | { |
1677 | { |
1738 | 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); |
1739 | 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)]); |
1740 | 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)]); |
1741 | } |
1681 | } |
1742 | else if (op->contr->bowtype == bow_spreadshot) |
1682 | else if (op->contr->bowtype == bow_spreadshot) |
1743 | { |
1683 | { |
1744 | 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); |
1745 | 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); |
1746 | 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); |
1747 | } |
1687 | } |
1748 | else |
1688 | else |
1749 | { |
1689 | { |
… | |
… | |
1779 | |
1719 | |
1780 | if (item->type == WAND) |
1720 | if (item->type == WAND) |
1781 | { |
1721 | { |
1782 | if (item->stats.food <= 0) |
1722 | if (item->stats.food <= 0) |
1783 | { |
1723 | { |
1784 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1724 | op->contr->play_sound (sound_find ("wand_poof")); |
1785 | 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)); |
1786 | |
1726 | |
1787 | return; |
1727 | return; |
1788 | } |
1728 | } |
1789 | } |
1729 | } |
1790 | else if (item->type == ROD || item->type == HORN) |
1730 | else if (item->type == ROD || item->type == HORN) |
1791 | { |
1731 | { |
1792 | 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)) |
1793 | { |
1737 | { |
1794 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1738 | op->contr->play_sound (sound_find ("wand_poof")); |
1795 | |
1739 | |
1796 | if (item->type == ROD) |
1740 | if (item->type == ROD) |
1797 | 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)); |
1798 | else |
1742 | else |
1799 | 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)); |
… | |
… | |
1802 | } |
1746 | } |
1803 | } |
1747 | } |
1804 | |
1748 | |
1805 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1749 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1806 | { |
1750 | { |
1807 | 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 | |
1808 | if (item->type == WAND) |
1753 | if (item->type == WAND) |
1809 | { |
1754 | { |
1810 | if (!(--item->stats.food)) |
1755 | if (!(--item->stats.food)) |
1811 | { |
1756 | { |
1812 | object *tmp; |
1757 | object *tmp; |
1813 | |
1758 | |
1814 | if (item->arch) |
1759 | if (item->arch) |
1815 | { |
1760 | { |
1816 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1761 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1817 | item->face = item->arch->clone.face; |
1762 | item->face = item->arch->face; |
1818 | item->set_speed (0); |
1763 | item->set_speed (0); |
1819 | } |
1764 | } |
1820 | |
1765 | |
1821 | if ((tmp = item->in_player ())) |
1766 | if (object *pl = item->visible_to ()) |
1822 | esrv_update_item (UPD_ANIM, tmp, item); |
1767 | esrv_update_item (UPD_ANIM, pl, item); |
1823 | } |
1768 | } |
1824 | } |
1769 | } |
1825 | else if (item->type == ROD || item->type == HORN) |
1770 | else if (item->type == ROD || item->type == HORN) |
1826 | drain_rod_charge (item); |
1771 | drain_rod_charge (item); |
1827 | } |
1772 | } |
1828 | } |
1773 | } |
1829 | |
1774 | |
1830 | /* Received a fire command for the player - go and do it. |
1775 | /* Received a fire command for the player - go and do it. |
1831 | */ |
1776 | */ |
1832 | void |
1777 | bool |
1833 | fire (object *op, int dir) |
1778 | fire (object *op, int dir) |
1834 | { |
1779 | { |
1835 | 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; |
1836 | |
1802 | |
1837 | /* check for loss of invisiblity/hide */ |
1803 | /* check for loss of invisiblity/hide */ |
1838 | if (action_makes_visible (op)) |
1804 | if (action_makes_visible (op)) |
1839 | make_visible (op); |
1805 | make_visible (op); |
1840 | |
1806 | |
1841 | player *pl = op->contr; |
|
|
1842 | |
|
|
1843 | if (pl->golem) |
|
|
1844 | { |
|
|
1845 | control_golem (op->contr->golem, dir); |
|
|
1846 | return; |
|
|
1847 | } |
|
|
1848 | |
|
|
1849 | object *ob = pl->ranged_ob; |
|
|
1850 | |
|
|
1851 | if (!ob) |
|
|
1852 | return; |
|
|
1853 | |
|
|
1854 | if (!op->change_weapon (ob)) |
|
|
1855 | return; |
|
|
1856 | |
|
|
1857 | switch (ob->type) |
1807 | switch (ob->type) |
1858 | { |
1808 | { |
1859 | case BOW: |
1809 | case BOW: |
1860 | player_fire_bow (op, dir); |
1810 | player_fire_bow (op, dir); |
1861 | break; |
1811 | break; |
… | |
… | |
1874 | |
1824 | |
1875 | default: |
1825 | default: |
1876 | fire_misc_object (op, dir); |
1826 | fire_misc_object (op, dir); |
1877 | break; |
1827 | break; |
1878 | } |
1828 | } |
|
|
1829 | |
|
|
1830 | return true; |
1879 | } |
1831 | } |
1880 | |
1832 | |
1881 | /* find_key |
1833 | /* find_key |
1882 | * 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 |
1883 | * and successfully use it, we return the key, otherwise NULL |
1835 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1970 | * 0 otherwise |
1922 | * 0 otherwise |
1971 | */ |
1923 | */ |
1972 | static int |
1924 | static int |
1973 | player_attack_door (object *op, object *door) |
1925 | player_attack_door (object *op, object *door) |
1974 | { |
1926 | { |
1975 | /* 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, |
1976 | * 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 - |
1977 | * otherwise, we fall through to the rest of the code. |
1929 | * otherwise, we fall through to the rest of the code. |
1978 | */ |
1930 | */ |
1979 | object *key = find_key (op, op, door); |
1931 | object *key = find_key (op, op, door); |
1980 | |
1932 | |
1981 | /* IF we found a key, do some extra work */ |
1933 | /* If we found a key, do some extra work */ |
1982 | if (key) |
1934 | if (key) |
1983 | { |
1935 | { |
1984 | object *container = key->env; |
1936 | object *container = key->env; |
1985 | |
|
|
1986 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1987 | |
1937 | |
1988 | if (action_makes_visible (op)) |
1938 | if (action_makes_visible (op)) |
1989 | make_visible (op); |
1939 | make_visible (op); |
1990 | |
1940 | |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1941 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1993 | |
1943 | |
1994 | if (door->type == DOOR) |
1944 | if (door->type == DOOR) |
1995 | 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 */ |
1996 | else if (door->type == LOCKED_DOOR) |
1946 | else if (door->type == LOCKED_DOOR) |
1997 | { |
1947 | { |
1998 | 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); |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
1949 | remove_door2 (door); /* remove door without violence ;-) */ |
2000 | } |
1950 | } |
2001 | |
1951 | |
2002 | /* Do this after we print the message */ |
1952 | /* Do this after we print the message */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
1953 | key->decrease (); /* Use up one of the keys */ |
2004 | /* Need to update the weight the container the key was in */ |
|
|
2005 | if (container != op) |
|
|
2006 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2007 | |
1954 | |
2008 | return 1; /* Nothing more to do below */ |
1955 | return 1; /* Nothing more to do below */ |
2009 | } |
1956 | } |
2010 | else if (door->type == LOCKED_DOOR) |
1957 | else if (door->type == LOCKED_DOOR) |
2011 | { |
1958 | { |
2012 | /* Might as well return now - no other way to open this */ |
1959 | /* Might as well return now - no other way to open this */ |
2013 | 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..."); |
2014 | return 1; |
1961 | return 1; |
2015 | } |
1962 | } |
2016 | |
1963 | |
2017 | return 0; |
1964 | return 0; |
2018 | } |
1965 | } |
… | |
… | |
2021 | * It should keep the code cleaner. |
1968 | * It should keep the code cleaner. |
2022 | * When this is called, the players direction has been updated |
1969 | * When this is called, the players direction has been updated |
2023 | * (taking into account confusion.) The player is also actually |
1970 | * (taking into account confusion.) The player is also actually |
2024 | * going to try and move (not fire weapons). |
1971 | * going to try and move (not fire weapons). |
2025 | */ |
1972 | */ |
2026 | void |
1973 | bool |
2027 | move_player_attack (object *op, int dir) |
1974 | move_player_attack (object *op, int dir) |
2028 | { |
1975 | { |
2029 | object *tmp, *mon; |
|
|
2030 | int on_battleground; |
1976 | int on_battleground; |
2031 | maptile *m; |
|
|
2032 | |
1977 | |
2033 | sint16 nx = freearr_x[dir] + op->x; |
1978 | sint16 nx = freearr_x[dir] + op->x; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
1979 | sint16 ny = freearr_y[dir] + op->y; |
2035 | |
1980 | |
2036 | 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 | } |
2037 | |
1991 | |
2038 | /* 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 |
2039 | * 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 |
2040 | * 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 |
2041 | * player. This is a pretty nasty hack, because if we could |
1995 | * player. This is a pretty nasty hack, because if we could |
2042 | * 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 |
2043 | * 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 |
2044 | * 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 |
2045 | * move_ob uses. |
1999 | * move_ob uses. |
2046 | */ |
2000 | */ |
2047 | 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; |
2048 | { |
2016 | } |
2049 | 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; |
2050 | { |
2029 | } |
2051 | m = op->map->xy_find (nx, ny); |
2030 | |
2052 | if (!m) |
2031 | /* The following deals with possibly attacking peaceful |
2053 | 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; |
2054 | } |
2064 | } |
2055 | else |
2065 | else |
2056 | m = op->map; |
|
|
2057 | |
|
|
2058 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2059 | return; |
2066 | return false; |
|
|
2067 | } |
2060 | |
2068 | |
2061 | mon = 0; |
|
|
2062 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2063 | * we find a monster - that is something we know we want to attack. |
|
|
2064 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2065 | * on the space |
|
|
2066 | */ |
|
|
2067 | while (tmp) |
|
|
2068 | { |
|
|
2069 | if (tmp == op) |
|
|
2070 | { |
|
|
2071 | tmp = tmp->above; |
|
|
2072 | continue; |
|
|
2073 | } |
|
|
2074 | |
|
|
2075 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2076 | { |
|
|
2077 | mon = tmp; |
|
|
2078 | break; |
|
|
2079 | } |
|
|
2080 | |
|
|
2081 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2082 | mon = tmp; |
|
|
2083 | |
|
|
2084 | tmp = tmp->above; |
|
|
2085 | } |
|
|
2086 | |
|
|
2087 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2088 | return; /* into a wall */ |
|
|
2089 | |
|
|
2090 | if (mon->head) |
|
|
2091 | mon = mon->head; |
|
|
2092 | |
|
|
2093 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2094 | if (player_attack_door (op, mon)) |
|
|
2095 | return; |
|
|
2096 | |
|
|
2097 | /* The following deals with possibly attacking peaceful |
|
|
2098 | * or frienddly creatures. Basically, all players are considered |
|
|
2099 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2100 | * object should be pushed instead of attacked. It is assumed that |
|
|
2101 | * if you are braced, you will not attack friends accidently, |
|
|
2102 | * and thus will not push them. |
|
|
2103 | */ |
|
|
2104 | |
|
|
2105 | /* If the creature is a pet, push it even if the player is not |
|
|
2106 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2107 | * player owns it and it is either friendly or unagressive. |
|
|
2108 | */ |
|
|
2109 | if ((op->type == PLAYER) |
|
|
2110 | #if COZY_SERVER |
|
|
2111 | && |
|
|
2112 | ((mon->owner && mon->owner->contr |
|
|
2113 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2114 | #else |
|
|
2115 | && mon->owner == op |
|
|
2116 | #endif |
|
|
2117 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2118 | { |
|
|
2119 | /* If we're braced, we don't want to switch places with it */ |
|
|
2120 | if (op->contr->braced) |
|
|
2121 | return; |
|
|
2122 | |
|
|
2123 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2124 | push_ob (mon, dir, op); |
|
|
2125 | if (op->contr->tmp_invis || op->hide) |
|
|
2126 | make_visible (op); |
|
|
2127 | |
|
|
2128 | return; |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | /* in certain circumstances, you shouldn't attack friendly |
2069 | /* in certain circumstances, you shouldn't attack friendly |
2132 | * creatures. Note that if you are braced, you can't push |
2070 | * creatures. Note that if you are braced, you can't push |
2133 | * 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 |
2134 | * attack them either. |
2072 | * attack them either. |
2135 | */ |
2073 | */ |
2136 | if ((mon->type == PLAYER || mon->enemy != op) && |
2074 | if ((mon->type == PLAYER || mon->enemy != op) |
2137 | (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)) |
2138 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2139 | (op->contr->peaceful |
2076 | && ((op->contr->peaceful |
2140 | || (mon->type == PLAYER |
2077 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2141 | && mon->contr-> |
|
|
2142 | peaceful)) && |
|
|
2143 | #else |
|
|
2144 | op->contr->peaceful && |
|
|
2145 | #endif |
|
|
2146 | !on_battleground)) |
2078 | && !on_battleground)) |
|
|
2079 | { |
|
|
2080 | if (op->speed_left > 0.f) |
2147 | { |
2081 | { |
|
|
2082 | --op->speed_left; |
|
|
2083 | |
2148 | if (!op->contr->braced) |
2084 | if (!op->contr->braced) |
2149 | { |
2085 | { |
2150 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2086 | op->play_sound (sound_find ("push_player")); |
2151 | push_ob (mon, dir, op); |
2087 | push_ob (mon, dir, op); |
2152 | } |
2088 | } |
2153 | else |
2089 | else |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
2090 | op->statusmsg ("You withhold your attack"); |
2155 | |
2091 | |
2156 | if (op->contr->tmp_invis || op->hide) |
2092 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2157 | make_visible (op); |
2093 | make_visible (op); |
2158 | } |
|
|
2159 | |
2094 | |
|
|
2095 | return true; |
|
|
2096 | } |
|
|
2097 | } |
2160 | /* If the object is a boulder or other rollable object, then |
2098 | /* If the object is a boulder or other rollable object, then |
2161 | * 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. |
2162 | */ |
2100 | */ |
2163 | 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) |
2164 | { |
2104 | { |
|
|
2105 | --op->speed_left; |
|
|
2106 | |
2165 | recursive_roll (mon, dir, op); |
2107 | recursive_roll (mon, dir, op); |
2166 | if (action_makes_visible (op)) |
2108 | if (action_makes_visible (op)) |
2167 | make_visible (op); |
2109 | make_visible (op); |
2168 | } |
|
|
2169 | |
2110 | |
|
|
2111 | return true; |
|
|
2112 | } |
|
|
2113 | } |
2170 | /* Any generic living creature. Including things like doors. |
2114 | /* Any generic living creature. Including things like doors. |
2171 | * 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 |
2172 | * and be living. Then, it must be one of the following: |
2116 | * and be living. Then, it must be one of the following: |
2173 | * 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 |
2174 | * 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. |
2175 | */ |
2119 | */ |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2120 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2177 | ((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))) |
2178 | { |
2122 | { |
2179 | if (!op->contr->has_hit) |
2123 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2180 | { |
2124 | { |
2181 | op->contr->has_hit = 1; |
2125 | --op->contr->weapon_sp_left; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2183 | } |
|
|
2184 | |
2126 | |
2185 | skill_attack (mon, op, 0, 0, 0); |
2127 | skill_attack (mon, op, 0, 0, 0); |
2186 | |
|
|
2187 | /* If attacking another player, that player gets automatic |
|
|
2188 | * hitback, and doesn't loose luck either. |
|
|
2189 | * Disable hitback on the battleground or if the target is |
|
|
2190 | * the wiz. |
|
|
2191 | */ |
|
|
2192 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2193 | { |
|
|
2194 | short luck = mon->stats.luck; |
|
|
2195 | |
|
|
2196 | mon->contr->has_hit = 1; |
|
|
2197 | skill_attack (op, mon, 0, 0, 0); |
|
|
2198 | mon->stats.luck = luck; |
|
|
2199 | } |
|
|
2200 | |
2128 | |
2201 | if (action_makes_visible (op)) |
2129 | if (action_makes_visible (op)) |
2202 | make_visible (op); |
2130 | make_visible (op); |
2203 | } |
|
|
2204 | } /* if player should attack something */ |
|
|
2205 | } |
|
|
2206 | |
2131 | |
2207 | int |
2132 | return true; |
|
|
2133 | } |
|
|
2134 | } |
|
|
2135 | |
|
|
2136 | return false; |
|
|
2137 | } |
|
|
2138 | |
|
|
2139 | bool |
2208 | move_player (object *op, int dir) |
2140 | move_player (object *op, int dir) |
2209 | { |
2141 | { |
2210 | int pick; |
2142 | int pick; |
2211 | |
2143 | |
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2144 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2213 | return 0; |
2145 | return 0; |
2214 | |
2146 | |
2215 | /* Sanity check: make sure dir is valid */ |
2147 | /* Sanity check: make sure dir is valid */ |
2216 | if ((dir < 0) || (dir >= 9)) |
2148 | if ((dir < 0) || (dir >= 9)) |
2217 | { |
2149 | { |
… | |
… | |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2155 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2224 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2156 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2225 | |
2157 | |
2226 | op->facing = dir; |
2158 | op->facing = dir; |
2227 | |
2159 | |
2228 | if (op->hide) |
2160 | if (op->flag [FLAG_HIDDEN]) |
2229 | do_hidden_move (op); |
2161 | do_hidden_move (op); |
2230 | |
2162 | |
|
|
2163 | bool retval; |
|
|
2164 | |
2231 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2165 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2232 | /*nop */ ; |
2166 | retval = RESULT_INT (0); |
2233 | else if (op->contr->fire_on) |
2167 | else if (op->contr->fire_on) |
2234 | fire (op, dir); |
2168 | retval = fire (op, dir); |
2235 | else |
2169 | else |
2236 | { |
2170 | { |
2237 | move_player_attack (op, dir); |
2171 | retval = move_player_attack (op, dir); |
2238 | pick = check_pick (op); |
2172 | pick = check_pick (op); |
2239 | } |
2173 | } |
2240 | |
2174 | |
2241 | /* 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 |
2242 | * server can handle repeat firing. |
2176 | * server can handle repeat firing. |
… | |
… | |
2249 | /* Update how the player looks. Use the facing, so direction may |
2183 | /* Update how the player looks. Use the facing, so direction may |
2250 | * get reset to zero. This allows for full animation capabilities |
2184 | * get reset to zero. This allows for full animation capabilities |
2251 | * for players. |
2185 | * for players. |
2252 | */ |
2186 | */ |
2253 | animate_object (op, op->facing); |
2187 | animate_object (op, op->facing); |
2254 | return 0; |
2188 | |
|
|
2189 | return retval; |
2255 | } |
2190 | } |
2256 | |
2191 | |
2257 | /* 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 |
2258 | * new client/server stuff. |
2193 | * new client/server stuff. |
2259 | * 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 |
2260 | * the new speed values for commands. |
2195 | * the new speed values for commands. |
2261 | * |
2196 | * |
2262 | * 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. |
2263 | */ |
2200 | */ |
2264 | int |
2201 | bool |
2265 | handle_newcs_player (object *op) |
2202 | handle_newcs_player (object *op) |
2266 | { |
2203 | { |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2204 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2268 | { |
2205 | { |
2269 | flee_player (op); |
2206 | if (op->speed_left > 0.f) |
2270 | |
|
|
2271 | /* If player is still scared, that is his action for this tick */ |
|
|
2272 | if (op->flag [FLAG_SCARED]) |
|
|
2273 | { |
2207 | { |
2274 | --op->speed_left; |
2208 | --op->speed_left; |
|
|
2209 | flee_player (op); |
|
|
2210 | |
2275 | return 0; |
2211 | return true; |
2276 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | return false; |
2277 | } |
2215 | } |
2278 | |
2216 | |
2279 | /* 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 |
2280 | * the players time has been increased when doericserver has been |
2218 | * the players time has been increased when doericserver has been |
2281 | * called, so we recheck it here. |
2219 | * called, so we recheck it here. |
2282 | */ |
2220 | */ |
2283 | if (op->contr->ns->handle_command ()) |
2221 | if (op->contr->ns->handle_command ()) |
2284 | return 1; |
2222 | return true; |
2285 | |
2223 | |
2286 | if (op->speed_left > 0.f) |
|
|
2287 | { |
|
|
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2224 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2289 | { |
|
|
2290 | /* All move commands take 1 tick, at least for now */ |
|
|
2291 | --op->speed_left; |
|
|
2292 | |
|
|
2293 | /* Instead of all the stuff below, let move_player take care |
|
|
2294 | * of it. Also, some of the skill stuff is only put in |
|
|
2295 | * there, as well as the confusion stuff. |
|
|
2296 | */ |
|
|
2297 | move_player (op, op->direction); |
2225 | return move_player (op, op->direction); |
2298 | |
2226 | |
2299 | return op->speed_left > 0.f; |
|
|
2300 | } |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | return 0; |
2227 | return false; |
2304 | } |
2228 | } |
2305 | |
2229 | |
2306 | int |
2230 | int |
2307 | save_life (object *op) |
2231 | save_life (object *op) |
2308 | { |
2232 | { |
… | |
… | |
2310 | return 0; |
2234 | return 0; |
2311 | |
2235 | |
2312 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2236 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2313 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2237 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2314 | { |
2238 | { |
2315 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2239 | op->play_sound (sound_find ("ob_evaporate")); |
2316 | 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)); |
2317 | |
|
|
2318 | if (op->contr) |
|
|
2319 | esrv_del_item (op->contr, tmp->count); |
|
|
2320 | |
2241 | |
2321 | tmp->destroy (); |
2242 | tmp->destroy (); |
2322 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2243 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2323 | |
2244 | |
2324 | if (op->stats.hp < 0) |
2245 | if (op->stats.hp < 0) |
… | |
… | |
2337 | return 0; |
2258 | return 0; |
2338 | } |
2259 | } |
2339 | |
2260 | |
2340 | /* 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 |
2341 | * 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 |
2342 | * 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 |
2343 | * from. |
2264 | * from. |
2344 | */ |
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 | |
2345 | void |
2282 | void |
2346 | remove_unpaid_objects (object *op, object *env) |
2283 | object::drop_unpaid_items () |
2347 | { |
2284 | { |
2348 | while (op) |
2285 | if (!flag [FLAG_REMOVED]) |
2349 | { |
2286 | ::drop_unpaid_items (inv, this); |
2350 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2351 | |
|
|
2352 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2353 | { |
|
|
2354 | if (env->type == PLAYER) |
|
|
2355 | esrv_del_item (env->contr, op->count); |
|
|
2356 | |
|
|
2357 | op->insert_at (env); |
|
|
2358 | } |
|
|
2359 | else if (op->inv) |
|
|
2360 | remove_unpaid_objects (op->inv, env); |
|
|
2361 | |
|
|
2362 | op = next; |
|
|
2363 | } |
|
|
2364 | } |
2287 | } |
2365 | |
2288 | |
2366 | /* |
2289 | /* |
2367 | * Returns pointer a static string containing gravestone text |
2290 | * Returns pointer a static string containing gravestone text |
2368 | * Moved from apply.c to player.c - player.c is what |
2291 | * Moved from apply.c to player.c - player.c is what |
2369 | * actually uses this function. player.c may not be quite the |
2292 | * actually uses this function. player.c may not be quite the |
2370 | * best, a misc file for object actions is probably better, |
2293 | * best, a misc file for object actions is probably better, |
2371 | * but there isn't one in the server directory. |
2294 | * but there isn't one in the server directory. |
2372 | */ |
2295 | */ |
2373 | char * |
2296 | const char * |
2374 | gravestone_text (object *op) |
2297 | gravestone_text (object *op) |
2375 | { |
2298 | { |
2376 | static char buf2[MAX_BUF]; |
2299 | static dynbuf_text buf; |
2377 | char buf[MAX_BUF]; |
|
|
2378 | time_t now = time (NULL); |
|
|
2379 | |
2300 | |
2380 | strcpy (buf2, " R.I.P.\n\n"); |
2301 | buf << "---- R.I.P. ----\n\n" |
|
|
2302 | << op->name; |
|
|
2303 | |
2381 | if (op->type == PLAYER) |
2304 | if (op->type == PLAYER) |
2382 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2305 | buf << " the " << op->contr->title; |
2383 | else |
|
|
2384 | sprintf (buf, "%s\n", &op->name); |
|
|
2385 | |
2306 | |
2386 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2307 | buf << "\n\n"; |
2387 | 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 | |
2388 | if (op->type == PLAYER) |
2313 | if (op->type == PLAYER) |
2389 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2314 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2390 | else |
|
|
2391 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2392 | |
2315 | |
2393 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2394 | strcat (buf2, buf); |
|
|
2395 | if (op->type == PLAYER) |
|
|
2396 | { |
2316 | { |
2397 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2317 | static char buf2[128]; |
2398 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2318 | time_t now = time (NULL); |
2399 | strcat (buf2, buf); |
|
|
2400 | } |
|
|
2401 | |
|
|
2402 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2319 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2403 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2320 | buf << buf2; |
2404 | strcat (buf2, buf); |
2321 | } |
2405 | |
2322 | |
2406 | return buf2; |
2323 | return buf; |
2407 | } |
2324 | } |
2408 | |
2325 | |
2409 | void |
2326 | void |
2410 | do_some_living (object *op) |
2327 | do_some_living (object *op) |
2411 | { |
2328 | { |
… | |
… | |
2463 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2380 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2464 | else |
2381 | else |
2465 | { |
2382 | { |
2466 | gen_grace = op->stats.maxgrace; |
2383 | gen_grace = op->stats.maxgrace; |
2467 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2384 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2468 | } |
|
|
2469 | |
|
|
2470 | /* Regenerate Spell Points */ |
|
|
2471 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2472 | { |
|
|
2473 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2474 | if (op->stats.sp < op->stats.maxsp) |
|
|
2475 | { |
|
|
2476 | op->stats.sp++; |
|
|
2477 | /* dms do not consume food */ |
|
|
2478 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2479 | { |
|
|
2480 | op->stats.food--; |
|
|
2481 | if (op->contr->digestion < 0) |
|
|
2482 | op->stats.food += op->contr->digestion; |
|
|
2483 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2484 | op->stats.food = last_food; |
|
|
2485 | } |
|
|
2486 | } |
|
|
2487 | |
|
|
2488 | if (max_sp > 1) |
|
|
2489 | { |
|
|
2490 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2491 | if (over_sp > 0) |
|
|
2492 | { |
|
|
2493 | if (op->stats.sp < op->stats.maxsp) |
|
|
2494 | { |
|
|
2495 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2496 | |
|
|
2497 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2498 | op->stats.sp--; |
|
|
2499 | |
|
|
2500 | if (op->stats.sp > op->stats.maxsp) |
|
|
2501 | op->stats.sp = op->stats.maxsp; |
|
|
2502 | } |
|
|
2503 | op->last_sp = 0; |
|
|
2504 | } |
|
|
2505 | else |
|
|
2506 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2507 | } |
|
|
2508 | else |
|
|
2509 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2510 | } |
2385 | } |
2511 | |
2386 | |
2512 | /* Regenerate Grace */ |
2387 | /* Regenerate Grace */ |
2513 | /* 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. */ |
2514 | if (--op->last_grace < 0) |
2389 | if (--op->last_grace < 0) |
… | |
… | |
2535 | 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); |
2536 | } |
2411 | } |
2537 | /* wearing stuff doesn't detract from grace generation. */ |
2412 | /* wearing stuff doesn't detract from grace generation. */ |
2538 | } |
2413 | } |
2539 | |
2414 | |
|
|
2415 | if (op->stats.food > 0) |
|
|
2416 | { |
2540 | /* Regenerate Hit Points */ |
2417 | /* Regenerate Spell Points */ |
2541 | if (--op->last_heal < 0) |
2418 | if (!op->contr->golem && --op->last_sp < 0) |
2542 | { |
|
|
2543 | if (op->stats.hp < op->stats.maxhp) |
|
|
2544 | { |
2419 | { |
2545 | op->stats.hp++; |
2420 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2546 | /* dms do not consume food */ |
2421 | |
2547 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2422 | if (op->stats.sp < op->stats.maxsp) |
2548 | { |
2423 | { |
|
|
2424 | op->stats.sp++; |
|
|
2425 | |
|
|
2426 | /* dms do not consume food */ |
|
|
2427 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2428 | { |
2549 | op->stats.food--; |
2429 | op->stats.food--; |
|
|
2430 | |
2550 | if (op->contr->digestion < 0) |
2431 | if (op->contr->digestion < 0) |
2551 | op->stats.food += op->contr->digestion; |
2432 | op->stats.food += op->contr->digestion; |
2552 | 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)) |
2553 | op->stats.food = last_food; |
2434 | op->stats.food = last_food; |
|
|
2435 | } |
2554 | } |
2436 | } |
2555 | } |
|
|
2556 | |
2437 | |
2557 | if (max_hp > 1) |
2438 | if (max_sp > 1) |
2558 | { |
|
|
2559 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2560 | if (over_hp > 0) |
|
|
2561 | { |
2439 | { |
2562 | 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 | |
2563 | 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); |
2564 | } |
2458 | } |
2565 | 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) |
2566 | { |
2467 | { |
2567 | 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 | } |
2568 | } |
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); |
2569 | } |
2493 | } |
2570 | else |
2494 | else |
2571 | { |
|
|
2572 | 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); |
2573 | } |
2496 | } |
2574 | } |
2497 | } |
2575 | |
2498 | |
2576 | /* Digestion */ |
2499 | /* Digestion */ |
2577 | if (--op->last_eat < 0) |
2500 | if (--op->last_eat < 0) |
2578 | { |
2501 | { |
2579 | #ifdef COZY_SERVER |
2502 | int bonus = max (0, op->contr->digestion), |
2580 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2503 | penalty = max (0, -op->contr->digestion); |
2581 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2582 | #else |
|
|
2583 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2584 | #endif |
|
|
2585 | |
2504 | |
2586 | if (op->contr->gen_hp > 0) |
|
|
2587 | 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); |
2588 | else |
|
|
2589 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2590 | |
2506 | |
2591 | /* dms do not consume food */ |
2507 | /* dms do not consume food */ |
2592 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2508 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2593 | op->stats.food--; |
2509 | op->stats.food--; |
2594 | } |
2510 | } |
2595 | |
2511 | |
2596 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2512 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2597 | { |
2513 | { |
2598 | object *tmp, *flesh = 0; |
2514 | object *flesh = 0; |
2599 | |
2515 | |
2600 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2516 | for_inv_removable (op, tmp) |
2601 | { |
2517 | { |
2602 | 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) |
2603 | { |
2522 | { |
2604 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2523 | op->statusmsg ("You blindly grab for a bite of food. " |
2605 | { |
2524 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2606 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2607 | manual_apply (op, tmp, 0); |
2525 | manual_apply (op, tmp, 0); |
|
|
2526 | |
2608 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2527 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2609 | break; |
2528 | break; |
2610 | } |
2529 | } |
2611 | else if (tmp->type == FLESH) |
2530 | else if (tmp->type == FLESH) |
2612 | flesh = tmp; |
2531 | flesh = tmp; |
2613 | } /* End if paid for object */ |
2532 | } |
2614 | } /* end of for loop */ |
|
|
2615 | |
2533 | |
2616 | /* 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 |
2617 | * eat flesh instead. |
2535 | * eat flesh instead. |
2618 | */ |
2536 | */ |
2619 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2537 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2620 | { |
2538 | { |
2621 | 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.>"); |
2622 | manual_apply (op, flesh, 0); |
2541 | manual_apply (op, flesh, 0); |
2623 | } |
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) |
2624 | } |
2551 | { |
|
|
2552 | op->stats.hp += op->stats.food; |
|
|
2553 | op->stats.food = 0; |
2625 | |
2554 | |
2626 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2555 | if (op->stats.hp < 0) |
2627 | op->stats.food++, op->stats.hp--; |
2556 | { |
|
|
2557 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2558 | op->contr->killer->destroy (); |
|
|
2559 | } |
|
|
2560 | } |
2628 | |
2561 | |
|
|
2562 | /* killer should be set here already */ |
2629 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2563 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2630 | kill_player (op); |
2564 | kill_player (op); |
2631 | } |
2565 | } |
2632 | } |
2566 | } |
2633 | |
2567 | |
… | |
… | |
2637 | * file. |
2571 | * file. |
2638 | */ |
2572 | */ |
2639 | void |
2573 | void |
2640 | kill_player (object *op) |
2574 | kill_player (object *op) |
2641 | { |
2575 | { |
|
|
2576 | int x, y; |
2642 | char buf[MAX_BUF]; |
2577 | char buf[MAX_BUF]; |
2643 | int x, y; |
|
|
2644 | |
|
|
2645 | //int i; |
|
|
2646 | maptile *map; /* this is for resurrection */ |
2578 | maptile *map; /* this is for resurrection */ |
2647 | |
|
|
2648 | /* int z; |
|
|
2649 | int num_stats_lose; |
|
|
2650 | int lost_a_stat; |
|
|
2651 | int lose_this_stat; |
|
|
2652 | int this_stat; */ |
|
|
2653 | int will_kill_again; |
2579 | int will_kill_again; |
2654 | archetype *at; |
2580 | archetype *at; |
2655 | object *tmp; |
2581 | object *tmp; |
2656 | |
2582 | |
2657 | if (save_life (op)) |
2583 | if (save_life (op)) |
2658 | return; |
2584 | return; |
2659 | |
|
|
2660 | |
2585 | |
2661 | /* 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 |
2662 | * 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. |
2663 | * Look at op_on_battleground() for more info --AndreasV |
2588 | * Look at op_on_battleground() for more info --AndreasV |
2664 | */ |
2589 | */ |
… | |
… | |
2680 | { |
2605 | { |
2681 | tmp->destroy (); |
2606 | tmp->destroy (); |
2682 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2607 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2683 | } |
2608 | } |
2684 | |
2609 | |
2685 | cure_disease (op, 0); /* remove any disease */ |
2610 | cure_disease (op, 0, 0); /* remove any disease */ |
2686 | op->stats.hp = op->stats.maxhp; |
2611 | op->stats.hp = op->stats.maxhp; |
2687 | if (op->stats.food <= 0) |
2612 | if (op->stats.food <= 0) |
2688 | op->stats.food = 999; |
2613 | op->stats.food = 999; |
2689 | |
2614 | |
2690 | /* create a bodypart-trophy to make the winner happy */ |
2615 | /* create a bodypart-trophy to make the winner happy */ |
2691 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2616 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2692 | { |
2617 | { |
2693 | sprintf (buf, "%s's finger", &op->name); |
2618 | tmp->name = format ("%s's finger" , &op->name); |
2694 | tmp->name = buf; |
2619 | tmp->name_pl = format ("%s's fingers", &op->name); |
2695 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2696 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2697 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2698 | 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 | ); |
2699 | tmp->value = 0, tmp->type = 0; |
2626 | tmp->value = 0, tmp->type = 0; |
2700 | tmp->materialname = "organics"; |
2627 | tmp->materialname = "organics"; |
2701 | tmp->insert_at (op, tmp); |
2628 | tmp->insert_at (op, tmp); |
2702 | } |
2629 | } |
2703 | |
2630 | |
… | |
… | |
2709 | |
2636 | |
2710 | INVOKE_PLAYER (DEATH, op->contr); |
2637 | INVOKE_PLAYER (DEATH, op->contr); |
2711 | |
2638 | |
2712 | command_kill_pets (op, 0); |
2639 | command_kill_pets (op, 0); |
2713 | |
2640 | |
2714 | if (op->stats.food < 0) |
2641 | op->contr->play_sound (sound_find ("player_dies")); |
2715 | { |
|
|
2716 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2717 | strcpy (op->contr->killer, "starvation"); |
|
|
2718 | } |
|
|
2719 | else |
|
|
2720 | sprintf (buf, "%s died.", &op->name); |
|
|
2721 | |
|
|
2722 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2723 | |
2642 | |
2724 | /* save the map location for corpse, gravestone */ |
2643 | /* save the map location for corpse, gravestone */ |
2725 | x = op->x; |
2644 | x = op->x; |
2726 | y = op->y; |
2645 | y = op->y; |
2727 | map = op->map; |
2646 | map = op->map; |
… | |
… | |
2755 | |
2674 | |
2756 | lost_a_stat = 0; |
2675 | lost_a_stat = 0; |
2757 | |
2676 | |
2758 | for (z = 0; z < num_stats_lose; z++) |
2677 | for (z = 0; z < num_stats_lose; z++) |
2759 | { |
2678 | { |
2760 | i = RANDOM () % NUM_STATS; |
2679 | i = rndm (NUM_STATS); |
2761 | |
2680 | |
2762 | if (settings.stat_loss_on_death) |
2681 | if (settings.stat_loss_on_death) |
2763 | { |
2682 | { |
2764 | /* 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 |
2765 | * what he lost. |
2684 | * what he lost. |
… | |
… | |
2834 | lost_a_stat = 1; |
2753 | lost_a_stat = 1; |
2835 | } |
2754 | } |
2836 | } |
2755 | } |
2837 | } |
2756 | } |
2838 | } |
2757 | } |
|
|
2758 | |
2839 | /* If no stat lost, tell the player. */ |
2759 | /* If no stat lost, tell the player. */ |
2840 | if (!lost_a_stat) |
2760 | if (!lost_a_stat) |
2841 | { |
2761 | { |
2842 | /* determine_god() seems to not work sometimes... why is this? |
2762 | /* determine_god() seems to not work sometimes... why is this? |
2843 | Should I be using something else? GD */ |
2763 | Should I be using something else? GD */ |
… | |
… | |
2847 | 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); |
2848 | else |
2768 | else |
2849 | 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."); |
2850 | } |
2770 | } |
2851 | #else |
2771 | #else |
2852 | 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."); |
2853 | #endif |
2773 | #endif |
2854 | |
2774 | |
2855 | /* Put a gravestone up where the character 'almost' died. List the |
2775 | /* Put a gravestone up where the character 'almost' died. List the |
2856 | * exp loss on the stone. |
2776 | * exp loss on the stone. |
2857 | */ |
2777 | */ |
2858 | tmp = arch_to_object (archetype::find ("gravestone")); |
2778 | tmp = arch_to_object (archetype::find ("gravestone")); |
2859 | sprintf (buf, "%s's gravestone", &op->name); |
2779 | tmp->name = format ("%s's gravestone", &op->name); |
2860 | tmp->name = buf; |
2780 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2861 | 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", |
2862 | tmp->name_pl = buf; |
2782 | &op->name, op->contr->title, op->contr->killer_name ()); |
2863 | 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); |
|
|
2864 | tmp->msg = buf; |
|
|
2865 | tmp->x = op->x, tmp->y = op->y; |
2783 | tmp->x = op->x, tmp->y = op->y; |
2866 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2784 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2867 | |
2785 | |
2868 | /**************************************/ |
2786 | /**************************************/ |
2869 | /* */ |
2787 | /* */ |
… | |
… | |
2890 | { |
2808 | { |
2891 | tmp->destroy (); |
2809 | tmp->destroy (); |
2892 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2810 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2893 | } |
2811 | } |
2894 | |
2812 | |
2895 | 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 | } |
2896 | |
2826 | |
2897 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2827 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2898 | apply_death_exp_penalty (op); |
2828 | apply_death_exp_penalty (op); |
|
|
2829 | |
2899 | if (op->stats.food < 100) |
2830 | if (op->stats.food < 100) |
2900 | op->stats.food = 900; |
2831 | op->stats.food = 900; |
|
|
2832 | |
2901 | op->stats.hp = op->stats.maxhp; |
2833 | op->stats.hp = op->stats.maxhp; |
2902 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2834 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2903 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2835 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2904 | |
2836 | |
2905 | /* |
2837 | /* |
2906 | * 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 |
2907 | * and put them back in the map. |
2839 | * and put them back in the map. |
2908 | */ |
2840 | */ |
2909 | remove_unpaid_objects (op->inv, op); |
2841 | op->drop_unpaid_items (); |
2910 | |
2842 | |
2911 | /****************************************/ |
2843 | /****************************************/ |
2912 | /* */ |
2844 | /* */ |
2913 | /* Move player to his current respawn- */ |
2845 | /* Move player to his current respawn- */ |
2914 | /* position (usually last savebed) */ |
2846 | /* position (usually last savebed) */ |
… | |
… | |
2943 | if (will_kill_again & (1 << at)) |
2875 | if (will_kill_again & (1 << at)) |
2944 | force->resist[at] = 100; |
2876 | force->resist[at] = 100; |
2945 | |
2877 | |
2946 | insert_ob_in_ob (force, op); |
2878 | insert_ob_in_ob (force, op); |
2947 | op->update_stats (); |
2879 | op->update_stats (); |
2948 | |
|
|
2949 | } |
2880 | } |
2950 | |
2881 | |
2951 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2882 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2952 | } |
2883 | } |
2953 | |
2884 | |
… | |
… | |
2973 | |
2904 | |
2974 | 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)))) |
2975 | { |
2906 | { |
2976 | if (tmp->nrof > 1) |
2907 | if (tmp->nrof > 1) |
2977 | { |
2908 | { |
2978 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2909 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2979 | tmp2->destroy (); |
|
|
2980 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2910 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2981 | } |
2911 | } |
2982 | else |
2912 | else |
2983 | tmp->destroy (); |
2913 | tmp->destroy (); |
2984 | } |
2914 | } |
… | |
… | |
2995 | void |
2925 | void |
2996 | fix_weight (void) |
2926 | fix_weight (void) |
2997 | { |
2927 | { |
2998 | for_all_players (pl) |
2928 | for_all_players (pl) |
2999 | { |
2929 | { |
3000 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2930 | sint32 old = pl->ob->carrying; |
3001 | |
2931 | |
3002 | if (old == sum) |
2932 | pl->ob->update_weight (); |
3003 | continue; |
2933 | |
|
|
2934 | if (old != pl->ob->carrying) |
|
|
2935 | { |
3004 | pl->ob->update_stats (); |
2936 | pl->ob->update_stats (); |
3005 | 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 | } |
3006 | } |
2939 | } |
3007 | } |
2940 | } |
3008 | |
2941 | |
3009 | void |
2942 | void |
3010 | fix_luck (void) |
2943 | fix_luck (void) |
… | |
… | |
3052 | } |
2985 | } |
3053 | |
2986 | |
3054 | void |
2987 | void |
3055 | make_visible (object *op) |
2988 | make_visible (object *op) |
3056 | { |
2989 | { |
3057 | op->hide = 0; |
2990 | op->flag [FLAG_HIDDEN] = 0; |
3058 | op->invisible = 0; |
2991 | op->invisible = 0; |
|
|
2992 | |
3059 | if (op->type == PLAYER) |
2993 | if (op->type == PLAYER) |
3060 | { |
2994 | { |
3061 | op->contr->tmp_invis = 0; |
2995 | op->contr->tmp_invis = 0; |
3062 | op->contr->invis_race = 0; |
2996 | op->contr->invis_race = 0; |
3063 | } |
2997 | } |
… | |
… | |
3066 | } |
3000 | } |
3067 | |
3001 | |
3068 | int |
3002 | int |
3069 | is_true_undead (object *op) |
3003 | is_true_undead (object *op) |
3070 | { |
3004 | { |
3071 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3005 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3072 | return 1; |
3006 | return 1; |
3073 | |
3007 | |
3074 | return 0; |
3008 | return 0; |
3075 | } |
3009 | } |
3076 | |
3010 | |
3077 | /* look at the surrounding terrain to determine |
3011 | /* look at the surrounding terrain to determine |
3078 | * the hideability of this object. Positive levels |
3012 | * the hideability of this object. Positive levels |
3079 | * indicate greater hideability. |
3013 | * indicate greater hideability. |
3080 | */ |
3014 | */ |
3081 | |
|
|
3082 | int |
3015 | int |
3083 | hideability (object *ob) |
3016 | hideability (object *ob) |
3084 | { |
3017 | { |
3085 | int i, level = 0, mflag; |
3018 | int i, level = 0, mflag; |
3086 | sint16 x, y; |
3019 | sint16 x, y; |
3087 | |
3020 | |
3088 | if (!ob || !ob->map) |
3021 | if (!ob || !ob->map) |
3089 | return 0; |
3022 | return 0; |
3090 | |
3023 | |
3091 | /* so, on normal lighted maps, its hard to hide */ |
3024 | /* so, on normal lighted maps, its hard to hide */ |
3092 | level = ob->map->darkness - 2; |
3025 | level = ob->map->darklevel () - 2; |
3093 | |
3026 | |
3094 | /* this also picks up whether the object is glowing. |
3027 | /* this also picks up whether the object is glowing. |
3095 | * 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 |
3096 | * as bad as carrying a light on a pitch dark map */ |
3029 | * as bad as carrying a light on a pitch dark map */ |
3097 | if (has_carried_lights (ob)) |
3030 | if (has_carried_lights (ob)) |
3098 | level = -(10 + (2 * ob->map->darkness)); |
3031 | level = -(10 + (2 * ob->map->darklevel ())); |
3099 | |
3032 | |
3100 | /* scan through all nearby squares for terrain to hide in */ |
3033 | /* scan through all nearby squares for terrain to hide in */ |
3101 | 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]) |
3102 | { |
3037 | { |
3103 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3038 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3104 | if (mflag & P_OUT_OF_MAP) |
3039 | if (mflag & P_OUT_OF_MAP) |
3105 | { |
|
|
3106 | continue; |
3040 | continue; |
3107 | } |
3041 | |
3108 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3042 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3109 | level += 2; |
3043 | level += 2; |
3110 | else /* open terrain! */ |
3044 | else /* open terrain! */ |
3111 | level -= 1; |
3045 | level -= 1; |
3112 | } |
3046 | } |
… | |
… | |
3120 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3054 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3121 | * every time they move - as we subtract off 'invisibility' |
3055 | * every time they move - as we subtract off 'invisibility' |
3122 | * AND, for players, if they move into a ridiculously unhideable |
3056 | * AND, for players, if they move into a ridiculously unhideable |
3123 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3057 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3124 | */ |
3058 | */ |
3125 | |
|
|
3126 | void |
3059 | void |
3127 | do_hidden_move (object *op) |
3060 | do_hidden_move (object *op) |
3128 | { |
3061 | { |
3129 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3062 | int hide = 0; |
3130 | object *skop; |
|
|
3131 | |
3063 | |
3132 | if (!op || !op->map) |
3064 | if (!op || !op->map) |
3133 | return; |
3065 | return; |
3134 | |
3066 | |
3135 | 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); |
3136 | |
3069 | |
3137 | /* 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! */ |
3138 | if (op->type == PLAYER && op->contr->run_on) |
3071 | if (op->type == PLAYER && op->contr->run_on) |
3139 | if (!skop || num >= skop->level) |
3072 | if (!skop || num >= skop->level) |
3140 | { |
3073 | { |
… | |
… | |
3150 | num -= hide; |
3083 | num -= hide; |
3151 | |
3084 | |
3152 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3085 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3153 | { |
3086 | { |
3154 | make_visible (op); |
3087 | make_visible (op); |
|
|
3088 | |
3155 | if (op->type == PLAYER) |
3089 | if (op->type == PLAYER) |
3156 | 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!"); |
3157 | } |
3091 | } |
3158 | else if (op->type == PLAYER && skop) |
3092 | else if (op->type == PLAYER && skop) |
3159 | 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); |
… | |
… | |
3212 | * object op. This function works fine for monsters, |
3146 | * object op. This function works fine for monsters, |
3213 | * 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 |
3214 | * a pile (say a coin under a table would return "viewable" |
3148 | * a pile (say a coin under a table would return "viewable" |
3215 | * by this routine). Another question, should we be |
3149 | * by this routine). Another question, should we be |
3216 | * concerned with the direction the player is looking |
3150 | * concerned with the direction the player is looking |
3217 | * in? Realistically, most of use cant see stuff behind |
3151 | * in? Realistically, most of us can't see stuff behind |
3218 | * our backs...on the other hand, does the "facing" direction |
3152 | * our backs...on the other hand, does the "facing" direction |
3219 | * imply the way your head, or body is facing? Its possible |
3153 | * imply the way your head, or body is facing? It's possible |
3220 | * 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. |
3221 | * -b.t. |
3155 | * -b.t. |
3222 | * This function is now map tiling safe. |
3156 | * This function is now map tiling safe. |
3223 | */ |
3157 | */ |
3224 | |
|
|
3225 | int |
3158 | int |
3226 | player_can_view (object *pl, object *op) |
3159 | player_can_view (object *pl, object *op) |
3227 | { |
3160 | { |
3228 | rv_vector rv; |
3161 | rv_vector rv; |
3229 | int dx, dy; |
3162 | int dx, dy; |
… | |
… | |
3241 | |
3174 | |
3242 | get_rangevector (pl, op, &rv, 0x1); |
3175 | get_rangevector (pl, op, &rv, 0x1); |
3243 | |
3176 | |
3244 | /* starting with the 'head' part, lets loop |
3177 | /* starting with the 'head' part, lets loop |
3245 | * through the object and find if it has any |
3178 | * through the object and find if it has any |
3246 | * part that is in the los array but isnt on |
3179 | * part that is in the los array but isn't on |
3247 | * a blocked los square. |
3180 | * a blocked los square. |
3248 | * we use the archetype to figure out offsets. |
3181 | * we use the archetype to figure out offsets. |
3249 | */ |
3182 | */ |
3250 | while (op) |
3183 | while (op) |
3251 | { |
3184 | { |
3252 | dx = rv.distance_x + op->arch->clone.x; |
3185 | dx = rv.distance_x + op->arch->x; |
3253 | dy = rv.distance_y + op->arch->clone.y; |
3186 | dy = rv.distance_y + op->arch->y; |
3254 | |
3187 | |
3255 | /* only the viewable area the player sees is updated by LOS |
3188 | /* only the viewable area the player sees is updated by LOS |
3256 | * code, so we need to restrict ourselves to that range of values |
3189 | * code, so we need to restrict ourselves to that range of values |
3257 | * for any meaningful values. |
3190 | * for any meaningful values. |
3258 | */ |
3191 | */ |
3259 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3192 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3260 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3261 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3262 | return 1; |
3193 | return 1; |
|
|
3194 | |
3263 | op = op->more; |
3195 | op = op->more; |
3264 | } |
3196 | } |
|
|
3197 | |
3265 | return 0; |
3198 | return 0; |
3266 | } |
3199 | } |
3267 | |
3200 | |
3268 | /* routine for both players and monsters. We call this when |
3201 | /* routine for both players and monsters. We call this when |
3269 | * there is a possibility for our action distrubing our hiding |
3202 | * there is a possibility for our action distrubing our hiding |
3270 | * place or invisiblity spell. Artefact invisiblity is not |
3203 | * place or invisiblity spell. Artefact invisiblity causes |
3271 | * effected by this. If we arent invisible to begin with, we |
3204 | * "noise" instead. If we arent invisible to begin with, we |
3272 | * return 0. |
3205 | * return 0. |
3273 | */ |
3206 | */ |
3274 | int |
3207 | int |
3275 | action_makes_visible (object *op) |
3208 | action_makes_visible (object *op) |
3276 | { |
3209 | { |
3277 | |
|
|
3278 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3210 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3279 | { |
3211 | { |
3280 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3212 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3213 | { |
|
|
3214 | // artefact invisibility is permanent, but we still make noise |
|
|
3215 | // this is important for game-balance. |
|
|
3216 | if (op->contr) |
|
|
3217 | op->make_noise (); |
|
|
3218 | |
3281 | return 0; |
3219 | return 0; |
|
|
3220 | } |
3282 | |
3221 | |
3283 | if (op->contr && op->contr->tmp_invis == 0) |
3222 | if (op->contr && op->contr->tmp_invis == 0) |
3284 | return 0; |
3223 | return 0; |
3285 | |
3224 | |
3286 | /* If monsters, they should become visible */ |
3225 | /* If monsters, they should become visible */ |
3287 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3226 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3288 | { |
3227 | { |
3289 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3228 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3290 | return 1; |
3229 | return 1; |
3291 | } |
3230 | } |
3292 | } |
3231 | } |
|
|
3232 | |
3293 | return 0; |
3233 | return 0; |
3294 | } |
3234 | } |
3295 | |
3235 | |
3296 | /* op_on_battleground - checks if the given object op (usually |
3236 | /* op_on_battleground - checks if the given object op (usually |
3297 | * a player) is standing on a valid battleground-tile, |
3237 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3302 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3242 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3303 | */ |
3243 | */ |
3304 | int |
3244 | int |
3305 | op_on_battleground (object *op, int *x, int *y) |
3245 | op_on_battleground (object *op, int *x, int *y) |
3306 | { |
3246 | { |
3307 | object *tmp; |
|
|
3308 | |
|
|
3309 | /* A battleground-tile needs the following attributes to be valid: |
3247 | /* A battleground-tile needs the following attributes to be valid: |
3310 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3248 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3311 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3249 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3312 | * and the exit-coordinates sp/hp must both be > 0. |
3250 | * and the exit-coordinates sp/hp must both be > 0. |
3313 | * => The intention here is to prevent abuse of the battleground- |
3251 | * => The intention here is to prevent abuse of the battleground- |
3314 | * feature (like pickable or hidden battleground tiles). */ |
3252 | * feature (like pickable or hidden battleground tiles). */ |
3315 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3253 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3316 | { |
3254 | { |
3317 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3255 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3318 | { |
3256 | { |
3319 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3257 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3320 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3258 | && tmp->type == BATTLEGROUND |
|
|
3259 | && tmp->name == shstr_battleground |
|
|
3260 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3321 | { |
3261 | { |
3322 | /*before we assign the exit, check if this is a teambattle */ |
3262 | /* before we assign the exit, check if this is a teambattle */ |
3323 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3263 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3324 | { |
3264 | { |
3325 | object *invtmp; |
|
|
3326 | |
|
|
3327 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3265 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3328 | { |
3266 | { |
3329 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3267 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3330 | { |
3268 | { |
3331 | if (x != NULL && y != NULL) |
3269 | if (x && y) |
3332 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3270 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3271 | |
3333 | return 1; |
3272 | return 1; |
3334 | } |
3273 | } |
3335 | } |
3274 | } |
3336 | } |
3275 | } |
|
|
3276 | |
3337 | if (x != NULL && y != NULL) |
3277 | if (x && y) |
3338 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3278 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3279 | |
3339 | return 1; |
3280 | return 1; |
3340 | } |
3281 | } |
3341 | } |
3282 | } |
3342 | } |
3283 | } |
|
|
3284 | |
3343 | /* If we got here, did not find a battleground */ |
3285 | /* If we got here, did not find a battleground */ |
3344 | return 0; |
3286 | return 0; |
3345 | } |
3287 | } |
3346 | |
3288 | |
3347 | /* |
3289 | /* |
… | |
… | |
3363 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3305 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3364 | int i = 0, j = 0; |
3306 | int i = 0, j = 0; |
3365 | |
3307 | |
3366 | /* get the appropriate treasurelist */ |
3308 | /* get the appropriate treasurelist */ |
3367 | if (atnr == ATNR_FIRE) |
3309 | if (atnr == ATNR_FIRE) |
3368 | trlist = treasurelist::find ("dragon_ability_fire"); |
3310 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3369 | else if (atnr == ATNR_COLD) |
3311 | else if (atnr == ATNR_COLD) |
3370 | trlist = treasurelist::find ("dragon_ability_cold"); |
3312 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3371 | else if (atnr == ATNR_ELECTRICITY) |
3313 | else if (atnr == ATNR_ELECTRICITY) |
3372 | trlist = treasurelist::find ("dragon_ability_elec"); |
3314 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3373 | else if (atnr == ATNR_POISON) |
3315 | else if (atnr == ATNR_POISON) |
3374 | trlist = treasurelist::find ("dragon_ability_poison"); |
3316 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3375 | |
3317 | |
3376 | if (trlist == NULL || who->type != PLAYER) |
3318 | if (trlist == NULL || who->type != PLAYER) |
3377 | return; |
3319 | return; |
3378 | |
3320 | |
3379 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3321 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3383 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3325 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3384 | return; |
3326 | return; |
3385 | } |
3327 | } |
3386 | |
3328 | |
3387 | /* everything seems okay - now bring on the gift: */ |
3329 | /* everything seems okay - now bring on the gift: */ |
3388 | item = &(tr->item->clone); |
3330 | item = tr->item; |
3389 | |
3331 | |
3390 | if (item->type == SPELL) |
3332 | if (item->type == SPELL) |
3391 | { |
3333 | { |
3392 | if (check_spell_known (who, item->name)) |
3334 | if (check_spell_known (who, item->name)) |
3393 | return; |
3335 | return; |
… | |
… | |
3452 | { |
3394 | { |
3453 | /* forces in the treasurelist can alter the player's stats */ |
3395 | /* forces in the treasurelist can alter the player's stats */ |
3454 | object *skin; |
3396 | object *skin; |
3455 | |
3397 | |
3456 | /* first get the dragon skin force */ |
3398 | /* first get the dragon skin force */ |
3457 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3458 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3399 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3459 | ; |
3400 | ; |
3460 | |
3401 | |
3461 | if (!skin) |
3402 | if (!skin) |
3462 | return; |
3403 | return; |
3463 | |
3404 | |
… | |
… | |
3498 | else |
3439 | else |
3499 | { |
3440 | { |
3500 | /* generate misc. treasure */ |
3441 | /* generate misc. treasure */ |
3501 | tmp = arch_to_object (tr->item); |
3442 | tmp = arch_to_object (tr->item); |
3502 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3443 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3503 | tmp = insert_ob_in_ob (tmp, who); |
3444 | who->insert (tmp); |
3504 | if (who->type == PLAYER) |
|
|
3505 | esrv_send_item (who, tmp); |
|
|
3506 | } |
3445 | } |
3507 | } |
3446 | } |
3508 | |
3447 | |
3509 | /** |
3448 | /** |
3510 | * Unready an object for a player. This function does nothing if the object was |
3449 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3531 | |
3470 | |
3532 | int dx, dy; |
3471 | int dx, dy; |
3533 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3472 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3534 | return 0; |
3473 | return 0; |
3535 | |
3474 | |
3536 | x += dx - ns->current_x + ns->mapx / 2; |
3475 | x += dx - ns->current_x; |
3537 | y += dy - ns->current_y + ns->mapy / 2; |
3476 | y += dy - ns->current_y; |
3538 | |
3477 | |
3539 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3540 | return 0; |
|
|
3541 | |
|
|
3542 | return 100 - blocked_los [x][y]; |
3478 | return 100 - blocked_los (x, y); |
3543 | } |
3479 | } |
|
|
3480 | |
|
|
3481 | void |
|
|
3482 | player::infobox (const char *title, const char *msg, int color) |
|
|
3483 | { |
|
|
3484 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3485 | } |
|
|
3486 | |
|
|
3487 | void |
|
|
3488 | player::statusmsg (const char *msg, int color) |
|
|
3489 | { |
|
|
3490 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3491 | } |
|
|
3492 | |
|
|
3493 | void |
|
|
3494 | player::failmsg (const char *msg, int color) |
|
|
3495 | { |
|
|
3496 | play_sound (sound_find ("generic_failure")); |
|
|
3497 | statusmsg (msg, color); |
|
|
3498 | } |
|
|
3499 | |