1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
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26 | |
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27 | #include <algorithm> |
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28 | #include <functional> |
24 | |
29 | |
25 | #include <global.h> |
30 | #include <global.h> |
26 | #include <sproto.h> |
31 | #include <sproto.h> |
27 | #include <sounds.h> |
32 | #include <sounds.h> |
28 | #include <living.h> |
33 | #include <living.h> |
29 | #include <object.h> |
34 | #include <object.h> |
30 | #include <spells.h> |
35 | #include <spells.h> |
31 | #include <skills.h> |
36 | #include <skills.h> |
32 | |
37 | |
33 | #include <algorithm> |
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34 | #include <functional> |
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35 | |
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36 | playervec players; |
38 | playervec players; |
37 | |
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38 | void |
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39 | display_motd (const object *op) |
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40 | { |
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41 | char buf[MAX_BUF]; |
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42 | char motd[HUGE_BUF]; |
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43 | FILE *fp; |
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44 | int comp; |
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45 | int size; |
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46 | |
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47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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49 | return; |
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50 | |
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51 | motd[0] = '\0'; |
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52 | size = 0; |
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53 | |
|
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54 | while (fgets (buf, MAX_BUF, fp)) |
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55 | { |
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56 | if (*buf == '#') |
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57 | continue; |
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58 | |
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59 | strncat (motd + size, buf, HUGE_BUF - size); |
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60 | size += strlen (buf); |
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61 | } |
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62 | |
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63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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64 | close_and_delete (fp, comp); |
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65 | } |
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66 | |
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67 | void |
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68 | send_rules (const object *op) |
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69 | { |
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70 | char buf[MAX_BUF]; |
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71 | char rules[HUGE_BUF]; |
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72 | FILE *fp; |
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73 | int comp; |
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74 | int size; |
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75 | |
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76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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78 | return; |
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79 | |
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80 | rules[0] = '\0'; |
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81 | size = 0; |
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82 | |
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83 | while (fgets (buf, MAX_BUF, fp)) |
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84 | { |
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85 | if (*buf == '#') |
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86 | continue; |
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87 | |
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88 | if (size + strlen (buf) >= HUGE_BUF) |
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89 | { |
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90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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91 | break; |
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92 | } |
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93 | |
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94 | strncat (rules + size, buf, HUGE_BUF - size); |
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95 | size += strlen (buf); |
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96 | } |
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97 | |
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98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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99 | close_and_delete (fp, comp); |
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100 | } |
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101 | |
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102 | void |
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103 | send_news (const object *op) |
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104 | { |
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105 | char buf[MAX_BUF]; |
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106 | char news[HUGE_BUF]; |
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107 | char subject[MAX_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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114 | return; |
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115 | |
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116 | news[0] = '\0'; |
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117 | subject[0] = '\0'; |
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118 | size = 0; |
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119 | |
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120 | while (fgets (buf, MAX_BUF, fp)) |
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121 | { |
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122 | if (*buf == '#') |
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123 | continue; |
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124 | |
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125 | if (*buf == '%') |
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126 | { /* send one news */ |
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127 | if (size > 0) |
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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 */ |
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129 | |
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130 | strcpy (subject, buf + 1); |
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131 | strip_endline (subject); |
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132 | size = 0; |
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133 | news[0] = '\0'; |
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134 | } |
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135 | else |
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136 | { |
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137 | if (size + strlen (buf) >= HUGE_BUF) |
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138 | { |
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139 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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140 | break; |
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141 | } |
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142 | strncat (news + size, buf, HUGE_BUF - size); |
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143 | size += strlen (buf); |
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144 | } |
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145 | } |
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146 | |
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147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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149 | close_and_delete (fp, comp); |
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150 | } |
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151 | |
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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 | |
39 | |
158 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
159 | static void |
41 | static void |
160 | set_first_map (object *op) |
42 | set_first_map (object *op) |
161 | { |
43 | { |
162 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
163 | op->x = -1; |
45 | op->x = -1; |
164 | op->y = -1; |
46 | 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; |
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173 | EXIT_X (tmp) = ob->x; |
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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 | } |
47 | } |
179 | |
48 | |
180 | void |
49 | void |
181 | player::activate () |
50 | player::activate () |
182 | { |
51 | { |
… | |
… | |
185 | |
54 | |
186 | players.insert (this); |
55 | players.insert (this); |
187 | ob->remove (); |
56 | ob->remove (); |
188 | ob->map = 0; |
57 | ob->map = 0; |
189 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
191 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
192 | enter_map (); |
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193 | } |
61 | } |
194 | |
62 | |
195 | void |
63 | void |
196 | player::deactivate () |
64 | player::deactivate () |
197 | { |
65 | { |
… | |
… | |
204 | |
72 | |
205 | if (ob->map) |
73 | if (ob->map) |
206 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
207 | |
75 | |
208 | ob->remove (); |
76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
209 | ob->map = 0; |
78 | ob->map = 0; |
210 | party = 0; |
79 | party = 0; |
211 | |
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212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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213 | |
80 | |
214 | players.erase (this); |
81 | players.erase (this); |
215 | } |
82 | } |
216 | |
83 | |
217 | // connect the player with a specific client |
84 | // connect the player with a specific client |
… | |
… | |
227 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
228 | |
95 | |
229 | ns->update_look = 0; |
96 | ns->update_look = 0; |
230 | ns->look_position = 0; |
97 | ns->look_position = 0; |
231 | |
98 | |
232 | clear_los (ob); |
99 | clear_los (); |
233 | |
100 | |
234 | ns->reset_stats (); |
101 | ns->reset_stats (); |
235 | |
102 | |
236 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
237 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
238 | ob->race = ob->arch->clone.race; |
105 | ob->race = ob->arch->race; |
239 | |
106 | |
240 | ob->carrying = sum_weight (ob); |
107 | ob->update_weight (); |
241 | link_player_skills (ob); |
108 | link_skills (); |
242 | |
109 | |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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244 | |
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245 | assign (title, ob->arch->clone.name); |
110 | assign (title, ob->arch->object::name); |
246 | |
111 | |
247 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
248 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
249 | { |
114 | { |
250 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
251 | |
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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 | |
116 | |
255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
256 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
257 | if (tmp->arch->name == dragon_ability_force) |
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
258 | abil = tmp; |
120 | abil = tmp; |
259 | else if (tmp->arch->name == dragon_skin_force) |
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
260 | skin = tmp; |
122 | skin = tmp; |
261 | |
123 | |
262 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
263 | } |
125 | } |
264 | |
126 | |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
266 | |
128 | |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
268 | |
130 | |
269 | for (object *op = ob->inv; op; op = op->below) |
131 | ob->flag [FLAG_READY_WEAPON] = false; |
270 | if (op->flag [FLAG_APPLIED]) |
132 | ob->flag [FLAG_READY_SKILL] = false; |
271 | switch (op->type) |
133 | ob->flag [FLAG_READY_RANGE] = false; |
272 | { |
134 | ob->flag [FLAG_READY_BOW] = false; |
273 | case WAND: |
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274 | case ROD: |
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275 | case HORN: |
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276 | case BOW: |
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277 | case SKILL: |
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278 | case SKILL_TOOL: |
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279 | case WEAPON: |
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280 | apply_special (ob, op, AP_UNAPPLY); |
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281 | apply_special (ob, op, AP_APPLY); |
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282 | break; |
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283 | } |
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284 | |
135 | |
285 | ob->update_stats (); |
136 | ob->update_stats (); |
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137 | |
286 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
287 | |
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288 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
289 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
290 | |
141 | |
291 | activate (); |
142 | activate (); |
292 | |
143 | |
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); |
144 | INVOKE_PLAYER (CONNECT, this); |
298 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
299 | } |
146 | } |
300 | |
147 | |
301 | void |
148 | void |
302 | player::disconnect () |
149 | player::disconnect () |
303 | { |
150 | { |
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151 | if (ob) |
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152 | { |
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153 | ob->close_container (); //TODO: client-specific |
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154 | ob->drop_unpaid_items (); |
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155 | } |
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156 | |
304 | if (ns) |
157 | if (ns) |
305 | { |
158 | { |
306 | if (active) |
159 | if (active) |
307 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
160 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
308 | |
161 | |
… | |
… | |
311 | ns->reset_stats (); |
164 | ns->reset_stats (); |
312 | ns->pl = 0; |
165 | ns->pl = 0; |
313 | ns = 0; |
166 | ns = 0; |
314 | } |
167 | } |
315 | |
168 | |
316 | if (ob) |
169 | // this is important for the player scheduler to get the correct refcount |
317 | ob->close_container (); //TODO: client-specific |
170 | // when ns = 0 |
|
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171 | observe = viewpoint = ob; |
318 | |
172 | |
319 | deactivate (); |
173 | deactivate (); |
320 | } |
174 | } |
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175 | |
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176 | //-GPL |
321 | |
177 | |
322 | // the need for this function can be explained |
178 | // the need for this function can be explained |
323 | // by load_object not returning the object |
179 | // by load_object not returning the object |
324 | void |
180 | void |
325 | player::set_object (object *op) |
181 | player::set_object (object *op) |
326 | { |
182 | { |
327 | ob = op; |
183 | ob = observe = viewpoint = op; |
328 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
329 | |
185 | |
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186 | ob->speed = 1.0f; // object still inactive, keep it that way |
330 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
331 | ob->speed = 1.0f; |
188 | |
332 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
333 | } |
190 | } |
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191 | |
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192 | void |
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193 | player::set_observe (object *op) |
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194 | { |
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195 | observe = viewpoint = op ? op : ob; |
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196 | do_los = 1; |
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197 | } |
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198 | |
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199 | void |
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200 | player::set_viewpoint (object *op) |
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201 | { |
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202 | viewpoint = op ? op : (object *)observe; |
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203 | do_los = 1; |
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204 | } |
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205 | |
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206 | //+GPL |
334 | |
207 | |
335 | player::player () |
208 | player::player () |
336 | { |
209 | { |
337 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
338 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
217 | savebed_map = first_map_path; /* Init. respawn position */ |
345 | |
218 | |
346 | gen_sp_armour = 10; |
219 | gen_sp_armour = 10; |
347 | bowtype = bow_normal; |
220 | bowtype = bow_normal; |
348 | petmode = pet_normal; |
221 | petmode = pet_normal; |
349 | listening = 10; |
|
|
350 | usekeys = containers; |
222 | usekeys = containers; |
351 | peaceful = 1; /* default peaceful */ |
223 | peaceful = 1; /* default peaceful */ |
352 | do_los = 1; |
224 | do_los = 1; |
|
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225 | |
|
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226 | weapon_sp = 1.0f; |
|
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227 | weapon_sp_left = 0.5f; |
353 | } |
228 | } |
354 | |
229 | |
355 | void |
230 | void |
356 | player::do_destroy () |
231 | player::do_destroy () |
357 | { |
232 | { |
358 | disconnect (); |
233 | disconnect (); |
359 | |
234 | |
360 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
361 | |
236 | |
362 | if (ob) |
237 | if (ob) |
363 | { |
|
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364 | ob->destroy_inv (false); |
|
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365 | ob->destroy (); |
238 | ob->destroy (); |
366 | } |
239 | |
|
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240 | ob = observe = viewpoint = 0; |
367 | } |
241 | } |
368 | |
242 | |
369 | player::~player () |
243 | player::~player () |
370 | { |
244 | { |
371 | /* Clear item stack */ |
245 | /* Clear item stack */ |
372 | free (stack_items); |
246 | free (stack_items); |
|
|
247 | } |
|
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248 | |
|
|
249 | /* |
|
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250 | * get_player_archetype() return next player archetype from archetype |
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251 | * list. Not very efficient routine, but used only creating new players. |
|
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252 | * Note: there MUST be at least one player archetype! |
|
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253 | */ |
|
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254 | static archetype * |
|
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255 | get_player_archetype (archetype *at) |
|
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256 | { |
|
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257 | // archetypes could have been reloaded |
|
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258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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259 | |
|
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260 | if (!nat) |
|
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261 | return at; |
|
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262 | |
|
|
263 | archvec::iterator i = archetypes.find (nat); |
|
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264 | |
|
|
265 | for (;;) |
|
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266 | { |
|
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267 | if (++i == archetypes.end ()) |
|
|
268 | i = archetypes.begin (); |
|
|
269 | else if (*i == at) |
|
|
270 | cleanup ("not a single player archetype found"); |
|
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271 | |
|
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272 | if ((*i)->type == PLAYER) |
|
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273 | return *i; |
|
|
274 | } |
373 | } |
275 | } |
374 | |
276 | |
375 | /* Tries to add player on the connection passed in ns. |
277 | /* Tries to add player on the connection passed in ns. |
376 | * All we can really get in this is some settings like host and display |
278 | * All we can really get in this is some settings like host and display |
377 | * mode. |
279 | * mode. |
… | |
… | |
379 | player * |
281 | player * |
380 | player::create () |
282 | player::create () |
381 | { |
283 | { |
382 | player *pl = new player; |
284 | player *pl = new player; |
383 | |
285 | |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
286 | pl->set_object (get_player_archetype (0)->instance ()); |
385 | |
287 | |
386 | pl->ob->roll_stats (); |
288 | pl->ob->roll_stats (); |
387 | pl->ob->stats.wc = 2; |
289 | pl->ob->stats.wc = 2; |
388 | pl->ob->run_away = 25; /* Then we panick... */ |
290 | pl->ob->run_away = 25; /* Then we panick... */ |
389 | |
291 | |
390 | set_first_map (pl->ob); |
292 | set_first_map (pl->ob); |
391 | |
293 | |
392 | return pl; |
294 | return pl; |
393 | } |
|
|
394 | |
|
|
395 | /* |
|
|
396 | * get_player_archetype() return next player archetype from archetype |
|
|
397 | * list. Not very efficient routine, but used only creating new players. |
|
|
398 | * Note: there MUST be at least one player archetype! |
|
|
399 | */ |
|
|
400 | archetype * |
|
|
401 | get_player_archetype (archetype *at) |
|
|
402 | { |
|
|
403 | archetype *start = at; |
|
|
404 | |
|
|
405 | for (;;) |
|
|
406 | { |
|
|
407 | if (at == NULL || at->next == NULL) |
|
|
408 | at = first_archetype; |
|
|
409 | else |
|
|
410 | at = at->next; |
|
|
411 | |
|
|
412 | if (at->clone.type == PLAYER) |
|
|
413 | return at; |
|
|
414 | |
|
|
415 | if (at == start) |
|
|
416 | { |
|
|
417 | LOG (llevError, "No Player archetypes\n"); |
|
|
418 | exit (-1); |
|
|
419 | } |
|
|
420 | } |
|
|
421 | } |
295 | } |
422 | |
296 | |
423 | object * |
297 | object * |
424 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
425 | { |
299 | { |
… | |
… | |
428 | unsigned lastdist; |
302 | unsigned lastdist; |
429 | rv_vector rv; |
303 | rv_vector rv; |
430 | |
304 | |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
305 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
432 | { |
306 | { |
433 | /* We should not find free objects on this friendly list, but it |
|
|
434 | * does periodically happen. Given that, lets deal with it. |
|
|
435 | * While unlikely, it is possible the next object on the friendly |
|
|
436 | * list is also free, so encapsulate this in a while loop. |
|
|
437 | */ |
|
|
438 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
439 | { |
|
|
440 | object *tmp = ol->ob; |
|
|
441 | |
|
|
442 | /* Can't do much more other than log the fact, because the object |
|
|
443 | * itself will have been cleared. |
|
|
444 | */ |
|
|
445 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
446 | tmp->debug_desc ()); |
|
|
447 | ol = ol->next; |
|
|
448 | remove_friendly_object (tmp); |
|
|
449 | if (!ol) |
|
|
450 | return op; |
|
|
451 | } |
|
|
452 | |
|
|
453 | /* Remove special check for player from this. First, it looks to cause |
|
|
454 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
455 | * complicated method of state checking would be needed in any case - |
|
|
456 | * as it was, a clever player could type quit, and the function would |
|
|
457 | * skip them over while waiting for confirmation. Remove |
|
|
458 | * on_same_map check, as can_detect_enemy also does this |
|
|
459 | */ |
|
|
460 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
307 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
461 | continue; |
308 | continue; |
462 | |
309 | |
463 | if (lastdist > rv.distance) |
310 | if (lastdist > rv.distance) |
464 | { |
311 | { |
… | |
… | |
526 | */ |
373 | */ |
527 | int |
374 | int |
528 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
529 | { |
376 | { |
530 | rv_vector rv; |
377 | rv_vector rv; |
531 | sint16 x, y; |
|
|
532 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
533 | maptile *m, *lastmap; |
|
|
534 | |
379 | |
535 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
536 | |
381 | |
537 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
538 | return 0; |
383 | return 0; |
539 | |
384 | |
540 | x = mon->x; |
385 | mapxy pos (mon); |
541 | y = mon->y; |
|
|
542 | m = mon->map; |
|
|
543 | dir = rv.direction; |
386 | dir = rv.direction; |
544 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
545 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
546 | |
389 | |
547 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
548 | if (diff > max) |
391 | if (diff > max) |
549 | return 0; |
392 | return 0; |
550 | |
393 | |
551 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
552 | { |
395 | { |
553 | lastx = x; |
396 | mapxy lastpos = pos; |
554 | lasty = y; |
|
|
555 | lastmap = m; |
|
|
556 | x = lastx + freearr_x[dir]; |
|
|
557 | y = lasty + freearr_y[dir]; |
|
|
558 | |
397 | |
559 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
560 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
561 | |
399 | |
562 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
563 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
564 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
565 | { |
404 | { |
566 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
567 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
568 | */ |
407 | */ |
569 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
570 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
571 | { |
410 | { |
572 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
573 | * the values so it will try again. |
412 | * the values so it will try again. |
574 | */ |
413 | */ |
575 | x = lastx; |
|
|
576 | y = lasty; |
|
|
577 | m = lastmap; |
414 | pos = lastpos; |
578 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
579 | } |
416 | } |
580 | else |
417 | else |
581 | { |
418 | { |
582 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
589 | */ |
426 | */ |
590 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
591 | { |
428 | { |
592 | if (i == 0) |
429 | if (i == 0) |
593 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
594 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
595 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
596 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
597 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
598 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
600 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
601 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
602 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
603 | * moved. |
441 | * moved. |
604 | */ |
442 | */ |
605 | |
|
|
606 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
607 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
608 | m = lastmap; |
443 | pos = lastpos; |
609 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
610 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
611 | continue; |
447 | continue; |
612 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
613 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
614 | continue; |
452 | continue; |
615 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
616 | continue; |
455 | continue; |
617 | |
456 | |
618 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
619 | break; |
458 | break; |
620 | } |
459 | } |
|
|
460 | |
621 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
622 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
623 | */ |
463 | */ |
624 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
625 | return 0; |
465 | return 0; |
|
|
466 | |
626 | diff--; |
467 | diff--; |
627 | lastdir = dir; |
468 | lastdir = dir; |
628 | max--; |
469 | max--; |
629 | if (!firstdir) |
470 | if (!firstdir) |
630 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
634 | { |
475 | { |
635 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
636 | diff--; |
477 | diff--; |
637 | max--; |
478 | max--; |
638 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
639 | if (!firstdir) |
481 | if (!firstdir) |
640 | firstdir = dir; |
482 | firstdir = dir; |
641 | } |
483 | } |
642 | |
484 | |
643 | if (diff <= 1) |
485 | if (diff <= 1) |
644 | { |
486 | { |
645 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
646 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
647 | */ |
489 | */ |
648 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
649 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
650 | } |
492 | } |
651 | |
493 | |
652 | if (diff > max) |
494 | if (diff > max) |
653 | return 0; |
495 | return 0; |
… | |
… | |
659 | |
501 | |
660 | return firstdir; |
502 | return firstdir; |
661 | } |
503 | } |
662 | |
504 | |
663 | void |
505 | void |
664 | give_initial_items (object *pl, treasurelist * items) |
506 | give_initial_items (object *pl, treasurelist *items) |
665 | { |
507 | { |
666 | object *op, *next = NULL; |
|
|
667 | |
|
|
668 | if (pl->randomitems != NULL) |
508 | if (pl->randomitems) |
669 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
509 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
670 | |
510 | |
671 | for (op = pl->inv; op; op = next) |
511 | for (object *next, *op = pl->inv; op; op = next) |
672 | { |
512 | { |
673 | next = op->below; |
513 | next = op->below; |
674 | |
514 | |
675 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
676 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
677 | */ |
517 | */ |
678 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
679 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
680 | |
520 | |
681 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
682 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
683 | */ |
523 | */ |
684 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
685 | { |
525 | { |
686 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
527 | && |
687 | (op->type == ARMOUR || op->type == BOOTS || |
528 | (op->type == ARMOUR || op->type == BOOTS |
688 | op->type == CLOAK || op->type == HELMET || |
529 | || op->type == CLOAK || op->type == HELMET |
689 | op->type == SHIELD || op->type == GLOVES || |
530 | || op->type == SHIELD || op->type == GLOVES |
690 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
691 | { |
533 | { |
692 | op->destroy (); |
534 | op->destroy (); |
693 | continue; |
535 | continue; |
694 | } |
536 | } |
695 | } |
537 | } |
696 | |
538 | |
697 | /* This really needs to be better - we should really give |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
698 | * a substitute spellbook. The problem is that we don't really |
540 | * _very_ confusing effects for players), which could for instance be |
699 | * have a good idea what to replace it with (need something like |
541 | * generated by multiple treasurelists specifying the same skills. |
700 | * a first level treasurelist for each skill.) |
|
|
701 | * remove duplicate skills also |
|
|
702 | */ |
542 | */ |
703 | if (op->type == SPELLBOOK || op->type == SKILL) |
543 | if (op->type == SKILL) |
704 | { |
544 | { |
705 | object *tmp; |
|
|
706 | |
|
|
707 | for (tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
708 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
709 | break; |
|
|
710 | |
|
|
711 | if (tmp) |
|
|
712 | { |
547 | { |
713 | op->destroy (); |
548 | op->destroy (); |
714 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
549 | break; |
715 | continue; |
|
|
716 | } |
550 | } |
717 | |
551 | |
718 | if (op->nrof > 1) |
552 | if (op->nrof > 1) |
719 | op->nrof = 1; |
553 | op->nrof = 1; |
720 | } |
554 | } |
721 | |
555 | |
722 | if (op->type == SPELLBOOK && op->inv) |
556 | if (op->type == SPELLBOOK && op->inv) |
723 | { |
557 | op->inv->clr_flag (FLAG_STARTEQUIP); |
724 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
725 | } |
|
|
726 | |
558 | |
727 | /* Give starting characters identified, uncursed, and undamned |
559 | /* Give starting characters identified, uncursed, and undamned |
728 | * items. Just don't identify gold or silver, or it won't be |
560 | * items. Just don't identify gold or silver, or it won't be |
729 | * merged properly. |
561 | * merged properly. |
730 | */ |
562 | */ |
731 | if (need_identify (op)) |
563 | if (op->need_identify ()) |
732 | { |
|
|
733 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
734 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
735 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
736 | } |
564 | { |
|
|
565 | op->set_flag (FLAG_IDENTIFIED); |
|
|
566 | op->clr_flag (FLAG_CURSED); |
|
|
567 | op->clr_flag (FLAG_DAMNED); |
|
|
568 | } |
|
|
569 | |
737 | if (op->type == SPELL) |
570 | if (op->type == SPELL) |
738 | { |
571 | { |
739 | op->destroy (); |
572 | op->destroy (); |
740 | continue; |
573 | continue; |
741 | } |
574 | } |
742 | else if (op->type == SKILL) |
575 | else if (op->type == SKILL) |
743 | { |
576 | { |
744 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
577 | op->set_flag (FLAG_CAN_USE_SKILL); |
745 | op->stats.exp = 0; |
578 | op->stats.exp = 0; |
746 | op->level = 1; |
579 | op->level = 1; |
747 | } |
580 | } |
748 | /* lock all 'normal items by default */ |
581 | else /* lock all 'normal items by default */ |
749 | else |
582 | op->set_flag (FLAG_INV_LOCKED); |
750 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
751 | } /* for loop of objects in player inv */ |
583 | } /* for loop of objects in player inv */ |
752 | |
584 | |
753 | /* Need to set up the skill pointers */ |
585 | /* Need to set up the skill pointers */ |
754 | link_player_skills (pl); |
586 | pl->contr->link_skills (); |
755 | } |
587 | } |
756 | |
588 | |
757 | void |
589 | void |
758 | get_party_password (object *op, partylist *party) |
590 | get_party_password (object *op, partylist *party) |
759 | { |
591 | { |
… | |
… | |
769 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
601 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
770 | } |
602 | } |
771 | |
603 | |
772 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
604 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
773 | static int |
605 | static int |
774 | roll_stat (void) |
606 | roll_stat () |
775 | { |
607 | { |
776 | int a[4], i, j, k; |
608 | int a[4], i, j, k; |
777 | |
609 | |
778 | for (i = 0; i < 4; i++) |
610 | for (i = 0; i < 4; i++) |
779 | a[i] = (int) rndm (6) + 1; |
611 | a[i] = rndm (1, 6); |
780 | |
612 | |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
613 | for (i = 0, j = 0, k = 7; i < 4; i++) |
782 | if (a[i] < k) |
614 | if (a[i] < k) |
783 | k = a[i], j = i; |
615 | k = a[i], j = i; |
784 | |
616 | |
… | |
… | |
860 | static void |
692 | static void |
861 | start_info (object *op) |
693 | start_info (object *op) |
862 | { |
694 | { |
863 | char buf[MAX_BUF]; |
695 | char buf[MAX_BUF]; |
864 | |
696 | |
865 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
697 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
866 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
698 | 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 | } |
699 | } |
870 | |
700 | |
871 | /* This function takes the key that is passed, and does the |
701 | /* This function takes the key that is passed, and does the |
872 | * appropriate action with it (change race, or other things). |
702 | * appropriate action with it (change race, or other things). |
873 | * The function name is for historical reasons - now we have |
703 | * The function name is for historical reasons - now we have |
… | |
… | |
876 | */ |
706 | */ |
877 | void |
707 | void |
878 | player::chargen_race_done () |
708 | player::chargen_race_done () |
879 | { |
709 | { |
880 | /* this must before then initial items are given */ |
710 | /* this must before then initial items are given */ |
881 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
711 | esrv_new_player (ob->contr); |
882 | |
712 | |
883 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
713 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
884 | if (tl) |
714 | if (tl) |
885 | create_treasure (tl, ob, 0, 0, 0); |
715 | create_treasure (tl, ob, 0, 0, 0); |
886 | |
716 | |
887 | INVOKE_PLAYER (BIRTH, ob->contr); |
717 | INVOKE_PLAYER (BIRTH, ob->contr); |
888 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
889 | |
718 | |
890 | ob->contr->ns->state = ST_PLAYING; |
719 | ob->contr->ns->state = ST_PLAYING; |
891 | |
720 | |
892 | if (ob->msg) |
721 | if (ob->msg) |
893 | ob->msg = 0; |
722 | ob->msg = 0; |
894 | |
723 | |
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); |
724 | start_info (ob); |
905 | CLEAR_FLAG (ob, FLAG_WIZ); |
725 | ob->clr_flag (FLAG_WIZ); |
906 | give_initial_items (ob, ob->randomitems); |
726 | give_initial_items (ob, ob->randomitems); |
907 | link_player_skills (ob); |
|
|
908 | esrv_send_inventory (ob, ob); |
727 | esrv_send_inventory (ob, ob); |
909 | ob->update_stats (); |
728 | ob->update_stats (); |
910 | |
729 | |
911 | /* This moves the player to a different start map, if there |
730 | /* This moves the player to a different start map, if there |
912 | * is one for this race |
731 | * is one for this race |
913 | */ |
732 | */ |
914 | if (*first_map_ext_path) |
733 | if (*first_map_ext_path) |
915 | { |
734 | 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 |
735 | else |
930 | LOG (llevDebug, "first_map_ext_path not set\n"); |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
931 | } |
737 | } |
932 | |
738 | |
933 | void |
739 | void |
… | |
… | |
943 | int x = ob->x, y = ob->y; |
749 | int x = ob->x, y = ob->y; |
944 | |
750 | |
945 | ob->remove_statbonus (); |
751 | ob->remove_statbonus (); |
946 | ob->remove (); |
752 | ob->remove (); |
947 | ob->arch = get_player_archetype (ob->arch); |
753 | ob->arch = get_player_archetype (ob->arch); |
948 | ob->arch->clone.copy_to (ob); |
754 | ob->arch->copy_to (ob); |
949 | ob->instantiate (); |
755 | ob->instantiate (); |
950 | ob->stats = ob->contr->orig_stats; |
756 | ob->stats = ob->contr->orig_stats; |
951 | ob->name = ob->name_pl = name; |
757 | ob->name = ob->name_pl = name; |
952 | ob->x = x; |
758 | ob->x = x; |
953 | ob->y = y; |
759 | ob->y = y; |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
760 | SET_ANIMATION (ob, 2); /* So player faces south */ |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
761 | insert_ob_in_map (ob, ob->map, ob, 0); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
762 | assign (ob->contr->title, ob->arch->object::name); |
957 | ob->add_statbonus (); |
763 | ob->add_statbonus (); |
958 | } |
764 | } |
959 | while (!allowed_class (ob)); |
765 | while (!allowed_class (ob)); |
960 | |
766 | |
961 | update_object (ob, UP_OBJ_FACE); |
767 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
964 | ob->stats.hp = ob->stats.maxhp; |
770 | ob->stats.hp = ob->stats.maxhp; |
965 | ob->stats.sp = ob->stats.maxsp; |
771 | ob->stats.sp = ob->stats.maxsp; |
966 | ob->stats.grace = 0; |
772 | ob->stats.grace = 0; |
967 | } |
773 | } |
968 | |
774 | |
969 | void |
775 | static void |
970 | flee_player (object *op) |
776 | flee_player (object *op) |
971 | { |
777 | { |
972 | int dir, diff; |
778 | int dir, diff; |
973 | rv_vector rv; |
779 | rv_vector rv; |
974 | |
780 | |
975 | if (op->stats.hp < 0) |
781 | if (op->stats.hp < 0) |
976 | { |
782 | { |
977 | LOG (llevDebug, "Fleeing player is dead.\n"); |
783 | LOG (llevDebug, "Fleeing player is dead.\n"); |
978 | CLEAR_FLAG (op, FLAG_SCARED); |
784 | op->clr_flag (FLAG_SCARED); |
979 | return; |
785 | return; |
980 | } |
786 | } |
981 | |
787 | |
982 | if (op->enemy == NULL) |
788 | if (!op->enemy) |
983 | { |
789 | { |
984 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
790 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
985 | CLEAR_FLAG (op, FLAG_SCARED); |
791 | op->clr_flag (FLAG_SCARED); |
986 | return; |
792 | return; |
987 | } |
793 | } |
988 | |
794 | |
989 | /* Seen some crashes here. Since we don't store an |
795 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
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 | { |
796 | { |
995 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
996 | op->enemy = NULL; |
797 | op->enemy = NULL; |
997 | return; |
798 | op->clr_flag (FLAG_SCARED); |
998 | } |
|
|
999 | |
|
|
1000 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1001 | { |
|
|
1002 | op->enemy = NULL; |
|
|
1003 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1004 | return; |
799 | return; |
1005 | } |
800 | } |
1006 | |
801 | |
1007 | get_rangevector (op, op->enemy, &rv, 0); |
802 | get_rangevector (op, op->enemy, &rv, 0); |
1008 | |
803 | |
1009 | dir = absdir (4 + rv.direction); |
804 | dir = absdir (4 + rv.direction); |
1010 | for (diff = 0; diff < 3; diff++) |
805 | for (diff = 0; diff < 3; diff++) |
1011 | { |
806 | { |
1012 | int m = 1 - (RANDOM () & 2); |
807 | int m = 1 - rndm (2) * 2; |
1013 | |
808 | |
1014 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
809 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1015 | return; |
810 | return; |
1016 | } |
811 | } |
1017 | |
812 | |
1018 | /* Cornered, get rid of scared */ |
813 | /* Cornered, get rid of scared */ |
1019 | CLEAR_FLAG (op, FLAG_SCARED); |
814 | op->clr_flag (FLAG_SCARED); |
1020 | op->enemy = NULL; |
815 | op->enemy = NULL; |
1021 | } |
816 | } |
1022 | |
817 | |
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
818 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1024 | * It returns 1 if the player should keep on moving, 0 if he should |
819 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
1028 | check_pick (object *op) |
823 | check_pick (object *op) |
1029 | { |
824 | { |
1030 | object *tmp, *next; |
825 | object *tmp, *next; |
1031 | int stop = 0; |
826 | int stop = 0; |
1032 | int wvratio; |
827 | int wvratio; |
1033 | char putstring[128]; |
|
|
1034 | |
828 | |
1035 | /* if you're flying, you cna't pick up anything */ |
829 | /* if you're flying, you can't pick up anything */ |
1036 | if (op->move_type & MOVE_FLYING) |
830 | if (op->move_type & MOVE_FLYING) |
1037 | return 1; |
831 | return 1; |
1038 | |
832 | |
1039 | next = op->below; |
833 | next = op->below; |
|
|
834 | |
|
|
835 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
836 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1040 | |
837 | |
1041 | /* loop while there are items on the floor that are not marked as |
838 | /* loop while there are items on the floor that are not marked as |
1042 | * destroyed */ |
839 | * destroyed */ |
1043 | while (next && !next->destroyed ()) |
840 | while (next && !next->destroyed ()) |
1044 | { |
841 | { |
1045 | tmp = next; |
842 | tmp = next; |
1046 | next = tmp->below; |
843 | next = tmp->below; |
1047 | |
844 | |
|
|
845 | if (cnt <= 0) |
|
|
846 | { |
|
|
847 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
848 | return 0; |
|
|
849 | } |
|
|
850 | |
1048 | if (op->destroyed ()) |
851 | if (op->destroyed ()) |
1049 | return 0; |
852 | return 0; |
1050 | |
853 | |
1051 | if (!can_pick (op, tmp)) |
854 | if (!can_pick (op, tmp)) |
1052 | continue; |
855 | continue; |
1053 | |
856 | |
1054 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
857 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1055 | { |
858 | { |
1056 | if (item_matched_string (op, tmp, op->contr->search_str)) |
859 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1057 | pick_up (op, tmp); |
860 | CHK_PICK_PICKUP; |
|
|
861 | |
1058 | continue; |
862 | continue; |
1059 | } |
863 | } |
1060 | |
864 | |
1061 | /* high not bit set? We're using the old autopickup model */ |
865 | /* pickup handling */ |
|
|
866 | if (op->contr->mode & PU_DEBUG) |
|
|
867 | { |
|
|
868 | /* some debugging code to figure out item information */ |
|
|
869 | const char *str = tmp->name |
|
|
870 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
871 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
872 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
873 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
874 | |
|
|
875 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
876 | } |
|
|
877 | |
|
|
878 | if (op->contr->mode & PU_INHIBIT) |
|
|
879 | return 1; |
|
|
880 | |
|
|
881 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
882 | return 1; |
|
|
883 | |
|
|
884 | /* philosophy: |
|
|
885 | * It's easy to grab an item type from a pile, as long as it's |
|
|
886 | * generic. This takes no game-time. For more detailed pickups |
|
|
887 | * and selections, select-items should be used. This is a |
|
|
888 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
889 | * example. |
|
|
890 | * The drawback: right now it has no frontend, so you need to |
|
|
891 | * stick the bits you want into a calculator in hex mode and then |
|
|
892 | * convert to decimal and then 'pickup <#> |
|
|
893 | */ |
|
|
894 | |
|
|
895 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
896 | * STOP then we stop. All the rest are applied sequentially, |
|
|
897 | * meaning if any test passes, the item gets picked up. */ |
|
|
898 | |
|
|
899 | /* if mode is set to pick nothing up, return */ |
|
|
900 | if (op->contr->mode == PU_NOTHING) |
|
|
901 | return 1; |
|
|
902 | |
|
|
903 | /* if mode is set to stop when encountering objects, return */ |
|
|
904 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
905 | * anything up */ |
|
|
906 | if (op->contr->mode & PU_STOP) |
|
|
907 | return 0; |
|
|
908 | |
|
|
909 | /* useful for going into stores and not losing your settings... */ |
|
|
910 | /* and for battles wher you don't want to get loaded down while |
|
|
911 | * fighting */ |
|
|
912 | if (op->contr->mode & PU_INHIBIT) |
|
|
913 | return 1; |
|
|
914 | |
|
|
915 | /* prevent us from turning into auto-thieves :) */ |
|
|
916 | if (tmp->flag [FLAG_UNPAID]) |
|
|
917 | continue; |
|
|
918 | |
|
|
919 | /* ignore known cursed objects */ |
|
|
920 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
921 | continue; |
|
|
922 | |
|
|
923 | /* all food and drink if desired */ |
|
|
924 | /* question: don't pick up known-poisonous stuff? */ |
1062 | if (!(op->contr->mode & PU_NEWMODE)) |
925 | if (op->contr->mode & PU_FOOD) |
|
|
926 | if (tmp->type == FOOD) |
1063 | { |
927 | { |
1064 | switch (op->contr->mode) |
928 | CHK_PICK_PICKUP; |
|
|
929 | continue; |
|
|
930 | } |
|
|
931 | |
|
|
932 | if (op->contr->mode & PU_DRINK) |
|
|
933 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
934 | { |
|
|
935 | CHK_PICK_PICKUP; |
|
|
936 | continue; |
|
|
937 | } |
|
|
938 | |
|
|
939 | if (op->contr->mode & PU_POTION) |
|
|
940 | if (tmp->type == POTION) |
|
|
941 | { |
|
|
942 | CHK_PICK_PICKUP; |
|
|
943 | continue; |
|
|
944 | } |
|
|
945 | |
|
|
946 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
947 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
948 | if (tmp->type == SPELLBOOK) |
|
|
949 | { |
|
|
950 | CHK_PICK_PICKUP; |
|
|
951 | continue; |
|
|
952 | } |
|
|
953 | |
|
|
954 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
955 | if (tmp->type == SKILLSCROLL) |
|
|
956 | { |
|
|
957 | CHK_PICK_PICKUP; |
|
|
958 | continue; |
|
|
959 | } |
|
|
960 | |
|
|
961 | if (op->contr->mode & PU_READABLES) |
|
|
962 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
963 | { |
|
|
964 | CHK_PICK_PICKUP; |
|
|
965 | continue; |
|
|
966 | } |
|
|
967 | |
|
|
968 | /* wands/staves/rods/horns */ |
|
|
969 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
970 | if (tmp->type == WAND |
|
|
971 | || tmp->type == ROD |
|
|
972 | || tmp->type == HORN |
|
|
973 | || tmp->type == POWER_CRYSTAL) |
|
|
974 | { |
|
|
975 | CHK_PICK_PICKUP; |
|
|
976 | continue; |
|
|
977 | } |
|
|
978 | |
|
|
979 | /* pick up all magical items */ |
|
|
980 | if (op->contr->mode & PU_MAGICAL) |
|
|
981 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
982 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
983 | { |
|
|
984 | CHK_PICK_PICKUP; |
|
|
985 | continue; |
|
|
986 | } |
|
|
987 | |
|
|
988 | if (op->contr->mode & PU_VALUABLES) |
|
|
989 | { |
|
|
990 | if (tmp->type == MONEY || tmp->type == GEM) |
1065 | { |
991 | { |
1066 | case 0: |
992 | CHK_PICK_PICKUP; |
1067 | return 1; /* don't pick up */ |
993 | continue; |
1068 | case 1: |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | return 1; |
|
|
1071 | case 2: |
|
|
1072 | pick_up (op, tmp); |
|
|
1073 | return 0; |
|
|
1074 | case 3: |
|
|
1075 | return 0; /* stop before pickup */ |
|
|
1076 | case 4: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | break; |
|
|
1079 | case 5: |
|
|
1080 | pick_up (op, tmp); |
|
|
1081 | stop = 1; |
|
|
1082 | break; |
|
|
1083 | case 6: |
|
|
1084 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1085 | pick_up (op, tmp); |
|
|
1086 | break; |
|
|
1087 | |
|
|
1088 | case 7: |
|
|
1089 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1090 | pick_up (op, tmp); |
|
|
1091 | break; |
|
|
1092 | |
|
|
1093 | default: |
|
|
1094 | /* use value density */ |
|
|
1095 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1096 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1097 | pick_up (op, tmp); |
|
|
1098 | } |
994 | } |
1099 | } |
995 | } |
1100 | else |
996 | |
1101 | { /* old model */ |
997 | /* rings & amulets - talismans seems to be typed AMULET */ |
1102 | /* NEW pickup handling */ |
|
|
1103 | if (op->contr->mode & PU_DEBUG) |
998 | if (op->contr->mode & PU_JEWELS) |
|
|
999 | if (tmp->type == RING |
|
|
1000 | || tmp->type == AMULET |
|
|
1001 | || tmp->type == GIRDLE |
|
|
1002 | || tmp->type == SKILL_TOOL) |
1104 | { |
1003 | { |
1105 | /* some debugging code to figure out item information */ |
1004 | CHK_PICK_PICKUP; |
1106 | if (tmp->name != NULL) |
|
|
1107 | 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)))); |
|
|
1109 | else |
|
|
1110 | 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)))); |
|
|
1112 | |
|
|
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* philosophy: |
|
|
1117 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1118 | * generic. This takes no game-time. For more detailed pickups |
|
|
1119 | * and selections, select-items should be used. This is a |
|
|
1120 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1121 | * example. |
|
|
1122 | * The drawback: right now it has no frontend, so you need to |
|
|
1123 | * stick the bits you want into a calculator in hex mode and then |
|
|
1124 | * convert to decimal and then 'pickup <#> |
|
|
1125 | */ |
|
|
1126 | |
|
|
1127 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1128 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1129 | * meaning if any test passes, the item gets picked up. */ |
|
|
1130 | |
|
|
1131 | /* if mode is set to pick nothing up, return */ |
|
|
1132 | |
|
|
1133 | if (op->contr->mode & PU_NOTHING) |
|
|
1134 | return 1; |
|
|
1135 | |
|
|
1136 | /* if mode is set to stop when encountering objects, return */ |
|
|
1137 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1138 | * anything up */ |
|
|
1139 | |
|
|
1140 | if (op->contr->mode & PU_STOP) |
|
|
1141 | return 0; |
|
|
1142 | |
|
|
1143 | /* useful for going into stores and not losing your settings... */ |
|
|
1144 | /* and for battles wher you don't want to get loaded down while |
|
|
1145 | * fighting */ |
|
|
1146 | if (op->contr->mode & PU_INHIBIT) |
|
|
1147 | return 1; |
|
|
1148 | |
|
|
1149 | /* prevent us from turning into auto-thieves :) */ |
|
|
1150 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1151 | continue; |
1005 | continue; |
|
|
1006 | } |
1152 | |
1007 | |
1153 | /* ignore known cursed objects */ |
1008 | /* we don't forget dragon food */ |
1154 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1009 | if (op->contr->mode & PU_FLESH) |
|
|
1010 | if (tmp->type == FLESH) |
|
|
1011 | { |
|
|
1012 | CHK_PICK_PICKUP; |
1155 | continue; |
1013 | continue; |
|
|
1014 | } |
1156 | |
1015 | |
1157 | /* all food and drink if desired */ |
1016 | /* bows and arrows. Bows are good for selling! */ |
1158 | /* question: don't pick up known-poisonous stuff? */ |
1017 | if (op->contr->mode & PU_BOW) |
|
|
1018 | if (tmp->type == BOW) |
|
|
1019 | { |
|
|
1020 | CHK_PICK_PICKUP; |
|
|
1021 | continue; |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | if (op->contr->mode & PU_ARROW) |
|
|
1025 | if (tmp->type == ARROW) |
|
|
1026 | { |
|
|
1027 | CHK_PICK_PICKUP; |
|
|
1028 | continue; |
|
|
1029 | } |
|
|
1030 | |
|
|
1031 | /* all kinds of armor etc. */ |
|
|
1032 | if (op->contr->mode & PU_ARMOUR) |
|
|
1033 | if (tmp->type == ARMOUR) |
|
|
1034 | { |
|
|
1035 | CHK_PICK_PICKUP; |
|
|
1036 | continue; |
|
|
1037 | } |
|
|
1038 | |
|
|
1039 | if (op->contr->mode & PU_HELMET) |
|
|
1040 | if (tmp->type == HELMET) |
|
|
1041 | { |
|
|
1042 | CHK_PICK_PICKUP; |
|
|
1043 | continue; |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | if (op->contr->mode & PU_SHIELD) |
|
|
1047 | if (tmp->type == SHIELD) |
|
|
1048 | { |
|
|
1049 | CHK_PICK_PICKUP; |
|
|
1050 | continue; |
|
|
1051 | } |
|
|
1052 | |
1159 | if (op->contr->mode & PU_FOOD) |
1053 | if (op->contr->mode & PU_BOOTS) |
1160 | if (tmp->type == FOOD) |
1054 | if (tmp->type == BOOTS) |
|
|
1055 | { |
|
|
1056 | CHK_PICK_PICKUP; |
|
|
1057 | continue; |
|
|
1058 | } |
|
|
1059 | |
|
|
1060 | if (op->contr->mode & PU_GLOVES) |
|
|
1061 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1062 | { |
|
|
1063 | CHK_PICK_PICKUP; |
|
|
1064 | continue; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | if (op->contr->mode & PU_CLOAK) |
|
|
1068 | if (tmp->type == CLOAK) |
|
|
1069 | { |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | /* hoping to catch throwing daggers here */ |
|
|
1075 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1076 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | /* careful: chairs and tables are weapons! */ |
|
|
1083 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1084 | { |
|
|
1085 | if (tmp->type == WEAPON) |
|
|
1086 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1161 | { |
1087 | { |
1162 | pick_up (op, tmp); |
1088 | CHK_PICK_PICKUP; |
1163 | continue; |
1089 | continue; |
1164 | } |
1090 | } |
|
|
1091 | } |
1165 | |
1092 | |
|
|
1093 | /* misc stuff that's useful */ |
1166 | if (op->contr->mode & PU_DRINK) |
1094 | if (op->contr->mode & PU_KEY) |
1167 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1095 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1168 | { |
1096 | { |
1169 | pick_up (op, tmp); |
1097 | CHK_PICK_PICKUP; |
1170 | continue; |
1098 | continue; |
1171 | } |
1099 | } |
1172 | |
1100 | |
|
|
1101 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1102 | * pickups */ |
1173 | if (op->contr->mode & PU_POTION) |
1103 | if (op->contr->mode & PU_RATIO) |
1174 | if (tmp->type == POTION) |
1104 | { |
|
|
1105 | /* use value density to decide what else to grab */ |
|
|
1106 | /* >=7 was >= op->contr->mode */ |
|
|
1107 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1175 | { |
1108 | */ |
1176 | pick_up (op, tmp); |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1181 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1182 | if (tmp->type == SPELLBOOK) |
|
|
1183 | { |
|
|
1184 | pick_up (op, tmp); |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1189 | if (tmp->type == SKILLSCROLL) |
|
|
1190 | { |
|
|
1191 | pick_up (op, tmp); |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_READABLES) |
|
|
1196 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1197 | { |
|
|
1198 | pick_up (op, tmp); |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | /* wands/staves/rods/horns */ |
|
|
1203 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1204 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1205 | { |
|
|
1206 | pick_up (op, tmp); |
|
|
1207 | continue; |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | /* pick up all magical items */ |
|
|
1211 | if (op->contr->mode & PU_MAGICAL) |
1109 | wvratio = op->contr->mode & PU_RATIO; |
1212 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1110 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1213 | { |
|
|
1214 | pick_up (op, tmp); |
|
|
1215 | continue; |
|
|
1216 | } |
|
|
1217 | |
|
|
1218 | if (op->contr->mode & PU_VALUABLES) |
|
|
1219 | { |
1111 | { |
1220 | if (tmp->type == MONEY || tmp->type == GEM) |
1112 | #if 0 |
|
|
1113 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1114 | if (tmp->name != NULL) |
1221 | { |
1115 | { |
1222 | pick_up (op, tmp); |
1116 | fprintf (stderr, "%s", tmp->name); |
1223 | continue; |
|
|
1224 | } |
1117 | } |
1225 | } |
|
|
1226 | |
|
|
1227 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1228 | if (op->contr->mode & PU_JEWELS) |
|
|
1229 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1230 | { |
|
|
1231 | pick_up (op, tmp); |
|
|
1232 | continue; |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | /* we don't forget dragon food */ |
|
|
1236 | if (op->contr->mode & PU_FLESH) |
|
|
1237 | if (tmp->type == FLESH) |
|
|
1238 | { |
|
|
1239 | pick_up (op, tmp); |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | /* bows and arrows. Bows are good for selling! */ |
|
|
1244 | if (op->contr->mode & PU_BOW) |
|
|
1245 | if (tmp->type == BOW) |
|
|
1246 | { |
|
|
1247 | pick_up (op, tmp); |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_ARROW) |
|
|
1252 | if (tmp->type == ARROW) |
|
|
1253 | { |
|
|
1254 | pick_up (op, tmp); |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | /* all kinds of armor etc. */ |
|
|
1259 | if (op->contr->mode & PU_ARMOUR) |
|
|
1260 | if (tmp->type == ARMOUR) |
|
|
1261 | { |
|
|
1262 | pick_up (op, tmp); |
|
|
1263 | continue; |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | if (op->contr->mode & PU_HELMET) |
|
|
1267 | if (tmp->type == HELMET) |
|
|
1268 | { |
|
|
1269 | pick_up (op, tmp); |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | if (op->contr->mode & PU_SHIELD) |
|
|
1274 | if (tmp->type == SHIELD) |
|
|
1275 | { |
|
|
1276 | pick_up (op, tmp); |
|
|
1277 | continue; |
|
|
1278 | } |
|
|
1279 | |
|
|
1280 | if (op->contr->mode & PU_BOOTS) |
|
|
1281 | if (tmp->type == BOOTS) |
|
|
1282 | { |
|
|
1283 | pick_up (op, tmp); |
|
|
1284 | continue; |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | if (op->contr->mode & PU_GLOVES) |
|
|
1288 | if (tmp->type == GLOVES) |
|
|
1289 | { |
|
|
1290 | pick_up (op, tmp); |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | if (op->contr->mode & PU_CLOAK) |
|
|
1295 | if (tmp->type == CLOAK) |
|
|
1296 | { |
|
|
1297 | pick_up (op, tmp); |
|
|
1298 | continue; |
|
|
1299 | } |
|
|
1300 | |
|
|
1301 | /* hoping to catch throwing daggers here */ |
|
|
1302 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1303 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1304 | { |
|
|
1305 | pick_up (op, tmp); |
|
|
1306 | continue; |
|
|
1307 | } |
|
|
1308 | |
|
|
1309 | /* careful: chairs and tables are weapons! */ |
|
|
1310 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1311 | { |
|
|
1312 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1313 | { |
|
|
1314 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1315 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1316 | { |
|
|
1317 | pick_up (op, tmp); |
|
|
1318 | continue; |
|
|
1319 | } |
|
|
1320 | } |
|
|
1321 | |
|
|
1322 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1323 | { |
|
|
1324 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1325 | { |
|
|
1326 | pick_up (op, tmp); |
|
|
1327 | continue; |
|
|
1328 | } |
|
|
1329 | } |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | /* misc stuff that's useful */ |
|
|
1333 | if (op->contr->mode & PU_KEY) |
|
|
1334 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1335 | { |
|
|
1336 | pick_up (op, tmp); |
|
|
1337 | continue; |
|
|
1338 | } |
|
|
1339 | |
|
|
1340 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1341 | * pickups */ |
|
|
1342 | if (op->contr->mode & PU_RATIO) |
|
|
1343 | { |
|
|
1344 | /* use value density to decide what else to grab */ |
|
|
1345 | /* >=7 was >= op->contr->mode */ |
|
|
1346 | /* >=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 */ |
|
|
1348 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1349 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1350 | { |
|
|
1351 | pick_up (op, tmp); |
|
|
1352 | #if 0 |
|
|
1353 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1354 | if (tmp->name != NULL) |
|
|
1355 | { |
|
|
1356 | fprintf (stderr, "%s", tmp->name); |
|
|
1357 | } |
|
|
1358 | else |
1118 | else |
1359 | fprintf (stderr, "%s", tmp->arch->name); |
1119 | fprintf (stderr, "%s", tmp->arch->archname); |
1360 | fprintf (stderr, ",%d] = ", tmp->type); |
1120 | fprintf (stderr, ",%d] = ", tmp->type); |
1361 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1121 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1362 | #endif |
1122 | #endif |
|
|
1123 | CHK_PICK_PICKUP; |
1363 | continue; |
1124 | continue; |
1364 | } |
|
|
1365 | } |
1125 | } |
1366 | } /* the new pickup model */ |
1126 | } /* the new pickup model */ |
1367 | } |
1127 | } |
1368 | |
1128 | |
1369 | return !stop; |
1129 | return !stop; |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | /* routine for both players and monsters. We call this when |
|
|
1133 | * there is a possibility for our action distrubing our hiding |
|
|
1134 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1135 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1136 | * return 0. |
|
|
1137 | */ |
|
|
1138 | static int |
|
|
1139 | action_makes_visible (object *op) |
|
|
1140 | { |
|
|
1141 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1142 | { |
|
|
1143 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1144 | { |
|
|
1145 | // artefact invisibility is permanent, but we still make noise |
|
|
1146 | // this is important for game-balance. |
|
|
1147 | if (op->contr) |
|
|
1148 | op->make_noise (); |
|
|
1149 | |
|
|
1150 | return 0; |
|
|
1151 | } |
|
|
1152 | |
|
|
1153 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1154 | return 0; |
|
|
1155 | |
|
|
1156 | /* If monsters, they should become visible */ |
|
|
1157 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1158 | { |
|
|
1159 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1160 | return 1; |
|
|
1161 | } |
|
|
1162 | } |
|
|
1163 | |
|
|
1164 | return 0; |
1370 | } |
1165 | } |
1371 | |
1166 | |
1372 | /* |
1167 | /* |
1373 | * Find an arrow in the inventory and after that |
1168 | * Find an arrow in the inventory and after that |
1374 | * in the right type container (quiver). Pointer to the |
1169 | * in the right type container (quiver). Pointer to the |
1375 | * found object is returned. |
1170 | * found object is returned. |
1376 | */ |
1171 | */ |
1377 | object * |
1172 | static object * |
1378 | find_arrow (object *op, const char *type) |
1173 | find_arrow (object *op, const char *type) |
1379 | { |
1174 | { |
1380 | object *tmp = 0; |
|
|
1381 | |
|
|
1382 | for (op = op->inv; op; op = op->below) |
1175 | 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) |
1176 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1177 | return splay (tmp); |
|
|
1178 | |
|
|
1179 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1180 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1181 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1182 | { |
|
|
1183 | splay (tmp); |
1386 | return op; |
1184 | return arrow; |
|
|
1185 | } |
1387 | |
1186 | |
1388 | return tmp; |
1187 | return 0; |
1389 | } |
1188 | } |
1390 | |
1189 | |
1391 | /* |
1190 | /* |
1392 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1191 | * 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 |
1192 | * against the target. A full test is not performed, simply a basic test |
1394 | * of resistances. The archer is making a quick guess at what he sees down |
1193 | * of resistances. The archer is making a quick guess at what he sees down |
1395 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1194 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1396 | */ |
1195 | */ |
1397 | object * |
1196 | static object * |
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1197 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1399 | { |
1198 | { |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1199 | object *tmp = NULL, *arrow, *ntmp; |
1401 | int attacknum, attacktype, betterby = 0, i; |
1200 | int attacknum, attacktype, betterby = 0, i; |
1402 | |
1201 | |
1403 | if (!type) |
1202 | if (!type) |
1404 | return NULL; |
1203 | return NULL; |
1405 | |
1204 | |
1406 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1205 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1407 | { |
1206 | { |
1408 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1207 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1409 | { |
1208 | { |
1410 | i = 0; |
1209 | i = 0; |
1411 | ntmp = find_better_arrow (arrow, target, type, &i); |
1210 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1211 | |
1412 | if (i > betterby) |
1212 | if (i > betterby) |
1413 | { |
1213 | { |
1414 | tmp = ntmp; |
1214 | tmp = ntmp; |
1415 | betterby = i; |
1215 | betterby = i; |
1416 | } |
1216 | } |
1417 | } |
1217 | } |
1418 | else if (arrow->type == ARROW && arrow->race == type) |
1218 | else if (arrow->type == ARROW && arrow->race == type) |
1419 | { |
1219 | { |
1420 | /* allways prefer assasination/slaying */ |
1220 | /* allways prefer assasination/slaying */ |
1421 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1221 | if (target->race && arrow->slaying.contains (target->race)) |
1422 | { |
1222 | { |
1423 | if (arrow->attacktype & AT_DEATH) |
1223 | if (arrow->attacktype & AT_DEATH) |
1424 | { |
1224 | { |
1425 | *better = 100; |
1225 | *better = 100; |
1426 | return arrow; |
1226 | return arrow; |
… | |
… | |
1434 | else |
1234 | else |
1435 | { |
1235 | { |
1436 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1236 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1437 | { |
1237 | { |
1438 | attacktype = 1 << attacknum; |
1238 | attacktype = 1 << attacknum; |
1439 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1239 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1440 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1240 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1441 | { |
1241 | { |
1442 | tmp = arrow; |
1242 | tmp = arrow; |
1443 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1243 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1444 | } |
1244 | } |
1445 | } |
1245 | } |
|
|
1246 | |
1446 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1247 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1447 | { |
1248 | { |
1448 | tmp = arrow; |
1249 | tmp = arrow; |
1449 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1250 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1450 | } |
1251 | } |
|
|
1252 | |
1451 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1253 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1452 | { |
1254 | { |
1453 | tmp = arrow; |
1255 | tmp = arrow; |
1454 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1256 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1455 | } |
1257 | } |
1456 | } |
1258 | } |
1457 | } |
1259 | } |
1458 | } |
1260 | } |
|
|
1261 | |
1459 | if (tmp == NULL && arrow == NULL) |
1262 | if (tmp == NULL && arrow == NULL) |
1460 | return find_arrow (op, type); |
1263 | return find_arrow (op, type); |
1461 | |
1264 | |
1462 | *better = betterby; |
1265 | *better = betterby; |
1463 | return tmp; |
1266 | return tmp; |
… | |
… | |
1467 | * find_better_arrow to find a decent arrow to use. |
1270 | * find_better_arrow to find a decent arrow to use. |
1468 | * op = the shooter |
1271 | * op = the shooter |
1469 | * type = bow->race |
1272 | * type = bow->race |
1470 | * dir = fire direction |
1273 | * dir = fire direction |
1471 | */ |
1274 | */ |
1472 | object * |
1275 | static object * |
1473 | pick_arrow_target (object *op, const char *type, int dir) |
1276 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1474 | { |
1277 | { |
1475 | object *tmp = NULL; |
1278 | object *tmp = NULL; |
1476 | maptile *m; |
1279 | maptile *m; |
1477 | int i, mflags, found, number; |
1280 | int i, mflags, found, number; |
1478 | sint16 x, y; |
1281 | sint16 x, y; |
… | |
… | |
1493 | for (i = 0, found = 0; i < 20; i++) |
1296 | for (i = 0, found = 0; i < 20; i++) |
1494 | { |
1297 | { |
1495 | x += freearr_x[dir]; |
1298 | x += freearr_x[dir]; |
1496 | y += freearr_y[dir]; |
1299 | y += freearr_y[dir]; |
1497 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1300 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1301 | |
1498 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1302 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1499 | { |
1303 | { |
1500 | tmp = NULL; |
1304 | tmp = 0; |
1501 | break; |
1305 | break; |
1502 | } |
1306 | } |
1503 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1307 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1504 | { |
1308 | { |
1505 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1309 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1506 | * perhaps a bad assumption. |
1310 | * perhaps a bad assumption. |
1507 | */ |
1311 | */ |
1508 | tmp = NULL; |
1312 | tmp = 0; |
1509 | break; |
1313 | break; |
1510 | } |
1314 | } |
|
|
1315 | |
1511 | if (mflags & P_IS_ALIVE) |
1316 | if (mflags & P_IS_ALIVE) |
1512 | { |
|
|
1513 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1317 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1514 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1318 | if (tmp->flag [FLAG_ALIVE]) |
1515 | { |
|
|
1516 | found++; |
|
|
1517 | break; |
|
|
1518 | } |
|
|
1519 | if (found) |
|
|
1520 | break; |
1319 | break; |
1521 | } |
|
|
1522 | } |
1320 | } |
1523 | if (tmp == NULL) |
1321 | |
|
|
1322 | if (!tmp) |
1524 | return find_arrow (op, type); |
1323 | return find_arrow (op, type); |
1525 | |
1324 | |
1526 | if (tmp->head) |
1325 | if (tmp->head) |
1527 | tmp = tmp->head; |
1326 | tmp = tmp->head; |
1528 | |
1327 | |
… | |
… | |
1568 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1367 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1569 | return 0; |
1368 | return 0; |
1570 | } |
1369 | } |
1571 | |
1370 | |
1572 | // optimisation: move object to top so we will find it quickly again |
1371 | // optimisation: move object to top so we will find it quickly again |
1573 | if (bow->below) |
1372 | splay (bow); |
1574 | { |
|
|
1575 | bow->remove (); |
|
|
1576 | op->insert (bow); |
|
|
1577 | } |
|
|
1578 | |
|
|
1579 | } |
1373 | } |
1580 | |
1374 | |
1581 | if (!bow->race || !bow->skill) |
1375 | if (!bow->race || !bow->skill) |
1582 | { |
1376 | { |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1377 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1590 | { |
1384 | { |
1591 | if (op->type == PLAYER) |
1385 | if (op->type == PLAYER) |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1386 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1593 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1387 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1594 | else |
1388 | else |
1595 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1389 | op->clr_flag (FLAG_READY_BOW); |
1596 | |
1390 | |
1597 | return 0; |
1391 | return 0; |
1598 | } |
1392 | } |
1599 | } |
1393 | } |
1600 | |
1394 | |
… | |
… | |
1609 | } |
1403 | } |
1610 | |
1404 | |
1611 | /* this should not happen, but sometimes does */ |
1405 | /* this should not happen, but sometimes does */ |
1612 | if (arrow->nrof == 0) |
1406 | if (arrow->nrof == 0) |
1613 | { |
1407 | { |
|
|
1408 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1614 | arrow->destroy (); |
1409 | arrow->destroy (); |
1615 | return 0; |
1410 | return 0; |
1616 | } |
1411 | } |
1617 | |
1412 | |
1618 | left = arrow; /* these are arrows left to the player */ |
1413 | left = arrow; /* these are arrows left to the player */ |
1619 | arrow = get_split_ob (arrow, 1); |
1414 | arrow = arrow->split (); |
1620 | if (!arrow) |
1415 | if (!arrow) |
1621 | { |
1416 | { |
1622 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1417 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1623 | return 0; |
1418 | return 0; |
1624 | } |
1419 | } |
… | |
… | |
1628 | arrow->direction = dir; |
1423 | arrow->direction = dir; |
1629 | |
1424 | |
1630 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1425 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1631 | arrow->stats.hp = arrow->stats.dam; |
1426 | arrow->stats.hp = arrow->stats.dam; |
1632 | arrow->stats.grace = arrow->attacktype; |
1427 | arrow->stats.grace = arrow->attacktype; |
|
|
1428 | arrow->custom_name = arrow->slaying; |
1633 | |
1429 | |
1634 | if (arrow->slaying) |
1430 | #if 0 |
1635 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1636 | |
|
|
1637 | if (player *pl = op->contr) |
1431 | if (player *pl = op->contr) |
1638 | { |
1432 | { |
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; |
1433 | float speed = pl->weapon_sp; |
1646 | |
1434 | |
1647 | /* penalize ROF for bestarrow */ |
1435 | /* penalize ROF for bestarrow */ |
1648 | if (pl->bowtype == bow_bestarrow) |
1436 | if (pl->bowtype == bow_bestarrow) |
1649 | speed *= .9f; |
1437 | speed *= .9f; |
1650 | else |
1438 | else |
1651 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1439 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1652 | |
1440 | |
1653 | op->speed_left += speed - op->speed; |
1441 | op->speed_left += speed - op->speed; |
|
|
1442 | } |
1654 | #endif |
1443 | #endif |
1655 | } |
|
|
1656 | |
1444 | |
1657 | SET_ANIMATION (arrow, arrow->direction); |
1445 | SET_ANIMATION (arrow, arrow->direction); |
1658 | |
1446 | |
1659 | /* update the speed */ |
1447 | /* update the speed */ |
1660 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1661 | + bow->stats.dam / 7.0; |
|
|
1662 | |
1448 | |
1663 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1664 | arrow->speed_left = 0; |
1449 | arrow->speed_left = 0; |
|
|
1450 | arrow->set_speed (max (2.f, |
|
|
1451 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1452 | + bow->stats.dam / 7.f |
|
|
1453 | )); |
1665 | |
1454 | |
1666 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1455 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1667 | |
1456 | |
1668 | if (op->type == PLAYER) |
1457 | if (op->type == PLAYER) |
1669 | { |
1458 | { |
… | |
… | |
1691 | |
1480 | |
1692 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1481 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1693 | arrow->move_type = MOVE_FLY_LOW; |
1482 | arrow->move_type = MOVE_FLY_LOW; |
1694 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1483 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1695 | |
1484 | |
1696 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1485 | op->play_sound (sound_find ("fire_arrow")); |
1697 | m->insert (arrow, sx, sy, op); |
1486 | m->insert (arrow, sx, sy, op); |
1698 | |
1487 | |
1699 | if (!arrow->destroyed ()) |
1488 | if (!arrow->destroyed ()) |
1700 | move_arrow (arrow); |
1489 | 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 | |
1490 | |
1710 | return 1; |
1491 | return 1; |
1711 | } |
1492 | } |
1712 | |
1493 | |
1713 | /* Special fire code for players - this takes into |
1494 | /* Special fire code for players - this takes into |
… | |
… | |
1715 | * but monsters can't. Putting that code here |
1496 | * but monsters can't. Putting that code here |
1716 | * makes the fire_bow code much cleaner. |
1497 | * makes the fire_bow code much cleaner. |
1717 | * this function should only be called if 'op' is a player, |
1498 | * this function should only be called if 'op' is a player, |
1718 | * hence the function name. |
1499 | * hence the function name. |
1719 | */ |
1500 | */ |
1720 | int |
1501 | static int |
1721 | player_fire_bow (object *op, int dir) |
1502 | player_fire_bow (object *op, int dir) |
1722 | { |
1503 | { |
1723 | int ret = 0, wcmod = 0; |
1504 | int ret; |
1724 | |
1505 | |
1725 | if (op->contr->bowtype == bow_bestarrow) |
1506 | if (op->contr->bowtype == bow_bestarrow) |
1726 | { |
1507 | { |
1727 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1508 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1728 | } |
1509 | } |
1729 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1510 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1730 | { |
1511 | { |
1731 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1512 | 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); |
1513 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1735 | } |
1514 | } |
1736 | else if (op->contr->bowtype == bow_threewide) |
1515 | else if (op->contr->bowtype == bow_threewide) |
1737 | { |
1516 | { |
1738 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1517 | 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)]); |
1518 | 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)]); |
1519 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1741 | } |
1520 | } |
1742 | else if (op->contr->bowtype == bow_spreadshot) |
1521 | else if (op->contr->bowtype == bow_spreadshot) |
1743 | { |
1522 | { |
1744 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1523 | 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); |
1524 | 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); |
1525 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1747 | } |
1526 | } |
1748 | else |
1527 | else |
1749 | { |
1528 | { |
… | |
… | |
1755 | } |
1534 | } |
1756 | |
1535 | |
1757 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1536 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1758 | * Broken apart from 'fire' to keep it more readable. |
1537 | * Broken apart from 'fire' to keep it more readable. |
1759 | */ |
1538 | */ |
1760 | void |
1539 | static void |
1761 | fire_misc_object (object *op, int dir) |
1540 | fire_misc_object (object *op, int dir) |
1762 | { |
1541 | { |
1763 | object *item = op->contr->ranged_ob; |
1542 | object *item = op->contr->ranged_ob; |
1764 | |
1543 | |
1765 | if (!item) |
1544 | if (!item) |
… | |
… | |
1772 | { |
1551 | { |
1773 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1552 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1774 | return; |
1553 | return; |
1775 | } |
1554 | } |
1776 | |
1555 | |
1777 | if (!op->change_weapon (item)) |
1556 | if (!op->apply (item)) |
1778 | return; |
1557 | return; |
1779 | |
1558 | |
1780 | if (item->type == WAND) |
1559 | if (item->type == WAND) |
1781 | { |
1560 | { |
1782 | if (item->stats.food <= 0) |
1561 | if (item->stats.food <= 0) |
1783 | { |
1562 | { |
1784 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1563 | 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)); |
1564 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1786 | |
1565 | |
1787 | return; |
1566 | return; |
1788 | } |
1567 | } |
1789 | } |
1568 | } |
1790 | else if (item->type == ROD || item->type == HORN) |
1569 | else if (item->type == ROD || item->type == HORN) |
1791 | { |
1570 | { |
1792 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1571 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1572 | |
|
|
1573 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1574 | // for a rod or horn, this fixes some broken rods. |
|
|
1575 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1793 | { |
1576 | { |
1794 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1577 | op->contr->play_sound (sound_find ("wand_poof")); |
1795 | |
1578 | |
1796 | if (item->type == ROD) |
1579 | 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)); |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1798 | else |
1581 | else |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1582 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1802 | } |
1585 | } |
1803 | } |
1586 | } |
1804 | |
1587 | |
1805 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1588 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1806 | { |
1589 | { |
1807 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1590 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1591 | |
1808 | if (item->type == WAND) |
1592 | if (item->type == WAND) |
1809 | { |
1593 | { |
1810 | if (!(--item->stats.food)) |
1594 | if (!(--item->stats.food)) |
1811 | { |
1595 | { |
1812 | object *tmp; |
|
|
1813 | |
|
|
1814 | if (item->arch) |
1596 | if (item->arch) |
1815 | { |
1597 | { |
1816 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1598 | item->clr_flag (FLAG_ANIMATE); |
1817 | item->face = item->arch->clone.face; |
1599 | item->face = item->arch->face; |
1818 | item->set_speed (0); |
1600 | item->set_speed (0); |
1819 | } |
1601 | } |
1820 | |
1602 | |
1821 | if ((tmp = item->in_player ())) |
1603 | if (object *pl = item->visible_to ()) |
1822 | esrv_update_item (UPD_ANIM, tmp, item); |
1604 | esrv_update_item (UPD_ANIM, pl, item); |
1823 | } |
1605 | } |
1824 | } |
1606 | } |
1825 | else if (item->type == ROD || item->type == HORN) |
1607 | else if (item->type == ROD || item->type == HORN) |
1826 | drain_rod_charge (item); |
1608 | drain_rod_charge (item); |
1827 | } |
1609 | } |
1828 | } |
1610 | } |
1829 | |
1611 | |
1830 | /* Received a fire command for the player - go and do it. |
1612 | /* Received a fire command for the player - go and do it. |
1831 | */ |
1613 | */ |
1832 | void |
1614 | bool |
1833 | fire (object *op, int dir) |
1615 | fire (object *who, int dir) |
1834 | { |
1616 | { |
1835 | int spellcost = 0; |
1617 | int spellcost = 0; |
1836 | |
1618 | |
|
|
1619 | player *pl = who->contr; |
|
|
1620 | |
|
|
1621 | if (pl->golem) |
|
|
1622 | { |
|
|
1623 | control_golem (who->contr->golem, dir); |
|
|
1624 | return false; |
|
|
1625 | } |
|
|
1626 | |
|
|
1627 | object *ob = pl->ranged_ob; |
|
|
1628 | |
|
|
1629 | if (!ob) |
|
|
1630 | return false; |
|
|
1631 | |
|
|
1632 | if (who->speed_left > 0.f) |
|
|
1633 | --who->speed_left; |
|
|
1634 | else |
|
|
1635 | return false; |
|
|
1636 | |
|
|
1637 | if (!who->apply (ob)) |
|
|
1638 | return false; |
|
|
1639 | |
1837 | /* check for loss of invisiblity/hide */ |
1640 | /* check for loss of invisiblity/hide */ |
1838 | if (action_makes_visible (op)) |
1641 | if (action_makes_visible (who)) |
1839 | make_visible (op); |
1642 | make_visible (who); |
1840 | |
|
|
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 | |
1643 | |
1857 | switch (ob->type) |
1644 | switch (ob->type) |
1858 | { |
1645 | { |
1859 | case BOW: |
1646 | case BOW: |
1860 | player_fire_bow (op, dir); |
1647 | player_fire_bow (who, dir); |
1861 | break; |
1648 | break; |
1862 | |
1649 | |
1863 | case SPELL: |
1650 | case SPELL: |
1864 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1651 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1865 | break; |
1652 | break; |
1866 | |
1653 | |
1867 | case BUILDER: |
1654 | case BUILDER: |
1868 | apply_map_builder (op, dir); |
1655 | apply_map_builder (who, dir); |
1869 | break; |
1656 | break; |
1870 | |
1657 | |
1871 | case SKILL: |
1658 | case SKILL: |
1872 | do_skill (op, op, ob, dir, 0); |
1659 | do_skill (who, who, ob, dir, 0); |
1873 | break; |
1660 | break; |
1874 | |
1661 | |
|
|
1662 | case RANGED: |
|
|
1663 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1664 | break; |
|
|
1665 | |
1875 | default: |
1666 | default: |
1876 | fire_misc_object (op, dir); |
1667 | fire_misc_object (who, dir); |
1877 | break; |
1668 | break; |
1878 | } |
1669 | } |
1879 | } |
|
|
1880 | |
1670 | |
1881 | /* find_key |
1671 | return true; |
1882 | * We try to find a key for the door as passed. If we find a key |
1672 | } |
1883 | * and successfully use it, we return the key, otherwise NULL |
1673 | |
1884 | * This function merges both normal and locked door, since the logic |
1674 | static object * |
1885 | * for both is the same - just the specific key is different. |
|
|
1886 | * pl is the player, |
|
|
1887 | * inv is the objects inventory to searched |
|
|
1888 | * door is the door we are trying to match against. |
|
|
1889 | * This function can be called recursively to search containers. |
|
|
1890 | */ |
|
|
1891 | object * |
|
|
1892 | find_key (object *pl, object *container, object *door) |
1675 | find_key_ (object *pl, object *container, object *door) |
1893 | { |
1676 | { |
1894 | object *tmp, *key; |
1677 | object *tmp, *key; |
1895 | |
1678 | |
1896 | /* Should not happen, but sanity checking is never bad */ |
1679 | /* Should not happen, but sanity checking is never bad */ |
1897 | if (!container->inv) |
1680 | if (!container->inv) |
… | |
… | |
1900 | /* First, lets try to find a key in the top level inventory */ |
1683 | /* First, lets try to find a key in the top level inventory */ |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1684 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1902 | { |
1685 | { |
1903 | if (door->type == DOOR && tmp->type == KEY) |
1686 | if (door->type == DOOR && tmp->type == KEY) |
1904 | break; |
1687 | break; |
|
|
1688 | |
1905 | /* For sanity, we should really check door type, but other stuff |
1689 | /* For sanity, we should really check door type, but other stuff |
1906 | * (like containers) can be locked with special keys |
1690 | * (like containers) can be locked with special keys |
1907 | */ |
1691 | */ |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1692 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1909 | break; |
1693 | break; |
… | |
… | |
1915 | * a key, return |
1699 | * a key, return |
1916 | */ |
1700 | */ |
1917 | if (!tmp) |
1701 | if (!tmp) |
1918 | { |
1702 | { |
1919 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1703 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1920 | { |
|
|
1921 | /* No reason to search empty containers */ |
1704 | /* No reason to search empty containers */ |
1922 | if (tmp->type == CONTAINER && tmp->inv) |
1705 | if (tmp->type == CONTAINER && tmp->inv) |
1923 | { |
|
|
1924 | if ((key = find_key (pl, tmp, door))) |
1706 | if ((key = find_key_ (pl, tmp, door))) |
1925 | return key; |
1707 | return key; |
1926 | } |
|
|
1927 | } |
|
|
1928 | |
1708 | |
1929 | if (!tmp) |
1709 | if (!tmp) |
1930 | return NULL; |
1710 | return 0; |
1931 | } |
1711 | } |
1932 | |
1712 | |
1933 | /* We get down here if we have found a key. Now if its in a container, |
1713 | /* We get down here if we have found a key. Now if its in a container, |
1934 | * see if we actually want to use it |
1714 | * see if we actually want to use it |
1935 | */ |
1715 | */ |
1936 | if (pl != container) |
1716 | if (pl != container) |
1937 | { |
1717 | { |
1938 | /* Only let players use keys in containers */ |
1718 | /* Only let players use keys in containers */ |
1939 | if (!pl->contr) |
1719 | if (!pl->contr) |
1940 | return NULL; |
1720 | return 0; |
|
|
1721 | |
1941 | /* cases where this fails: |
1722 | /* cases where this fails: |
1942 | * If we only search the player inventory, return now since we |
1723 | * If we only search the player inventory, return now since we |
1943 | * are not in the players inventory. |
1724 | * are not in the players inventory. |
1944 | * If the container is not active, return now since only active |
1725 | * If the container is not active, return now since only active |
1945 | * containers can be used. |
1726 | * containers can be used. |
… | |
… | |
1949 | * inv must have been an container and must have been active. |
1730 | * inv must have been an container and must have been active. |
1950 | * |
1731 | * |
1951 | * Change the color so that the message doesn't disappear with |
1732 | * Change the color so that the message doesn't disappear with |
1952 | * all the others. |
1733 | * all the others. |
1953 | */ |
1734 | */ |
1954 | if (pl->contr->usekeys == key_inventory || |
1735 | if (pl->contr->usekeys == key_inventory |
1955 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1736 | || !container->flag [FLAG_APPLIED] |
1956 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1737 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1957 | { |
1738 | { |
1958 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1739 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1959 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1740 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1960 | return NULL; |
1741 | return NULL; |
1961 | } |
1742 | } |
1962 | } |
1743 | } |
1963 | |
1744 | |
1964 | return tmp; |
1745 | return tmp; |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | /* find_key |
|
|
1749 | * We try to find a key for the door as passed. If we find a key |
|
|
1750 | * and successfully use it, we return the key, otherwise NULL |
|
|
1751 | * This function merges both normal and locked door, since the logic |
|
|
1752 | * for both is the same - just the specific key is different. |
|
|
1753 | * pl is the player, |
|
|
1754 | * inv is the objects inventory to searched |
|
|
1755 | * door is the door we are trying to match against. |
|
|
1756 | * This function can be called recursively to search containers. |
|
|
1757 | */ |
|
|
1758 | object * |
|
|
1759 | find_key (object *pl, object *container, object *door) |
|
|
1760 | { |
|
|
1761 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1762 | { |
|
|
1763 | // for match expressions, we try to find the key by applying the match |
|
|
1764 | // to the op itself, which is supposed to find the "key", instead |
|
|
1765 | // of searching through containers ourselves. |
|
|
1766 | |
|
|
1767 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1768 | } |
|
|
1769 | else |
|
|
1770 | return find_key_ (pl, container, door); |
1965 | } |
1771 | } |
1966 | |
1772 | |
1967 | /* moved door processing out of move_player_attack. |
1773 | /* moved door processing out of move_player_attack. |
1968 | * returns 1 if player has opened the door with a key |
1774 | * returns 1 if player has opened the door with a key |
1969 | * such that the caller should not do anything more, |
1775 | * such that the caller should not do anything more, |
1970 | * 0 otherwise |
1776 | * 0 otherwise |
1971 | */ |
1777 | */ |
1972 | static int |
1778 | static int |
1973 | player_attack_door (object *op, object *door) |
1779 | player_attack_door (object *op, object *door) |
1974 | { |
1780 | { |
1975 | /* If its a door, try to find a use a key. If we do destroy the door, |
1781 | /* 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 - |
1782 | * might as well return immediately as there is nothing more to do - |
1977 | * otherwise, we fall through to the rest of the code. |
1783 | * otherwise, we fall through to the rest of the code. |
1978 | */ |
1784 | */ |
1979 | object *key = find_key (op, op, door); |
1785 | object *key = find_key (op, op, door); |
1980 | |
1786 | |
1981 | /* IF we found a key, do some extra work */ |
1787 | /* If we found a key, do some extra work */ |
1982 | if (key) |
1788 | if (key) |
1983 | { |
1789 | { |
1984 | object *container = key->env; |
1790 | object *container = key->env; |
1985 | |
|
|
1986 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1987 | |
1791 | |
1988 | if (action_makes_visible (op)) |
1792 | if (action_makes_visible (op)) |
1989 | make_visible (op); |
1793 | make_visible (op); |
1990 | |
1794 | |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1795 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1993 | |
1797 | |
1994 | if (door->type == DOOR) |
1798 | if (door->type == DOOR) |
1995 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1799 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1996 | else if (door->type == LOCKED_DOOR) |
1800 | else if (door->type == LOCKED_DOOR) |
1997 | { |
1801 | { |
1998 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1802 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
1803 | remove_door2 (door); /* remove door without violence ;-) */ |
2000 | } |
1804 | } |
2001 | |
1805 | |
2002 | /* Do this after we print the message */ |
1806 | /* Do this after we print the message */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
1807 | 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 | |
1808 | |
2008 | return 1; /* Nothing more to do below */ |
1809 | return 1; /* Nothing more to do below */ |
2009 | } |
1810 | } |
2010 | else if (door->type == LOCKED_DOOR) |
1811 | else if (door->type == LOCKED_DOOR) |
2011 | { |
1812 | { |
2012 | /* Might as well return now - no other way to open this */ |
1813 | /* Might as well return now - no other way to open this */ |
2013 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1814 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2014 | return 1; |
1815 | return 1; |
2015 | } |
1816 | } |
2016 | |
1817 | |
2017 | return 0; |
1818 | return 0; |
2018 | } |
1819 | } |
… | |
… | |
2021 | * It should keep the code cleaner. |
1822 | * It should keep the code cleaner. |
2022 | * When this is called, the players direction has been updated |
1823 | * When this is called, the players direction has been updated |
2023 | * (taking into account confusion.) The player is also actually |
1824 | * (taking into account confusion.) The player is also actually |
2024 | * going to try and move (not fire weapons). |
1825 | * going to try and move (not fire weapons). |
2025 | */ |
1826 | */ |
2026 | void |
1827 | bool |
2027 | move_player_attack (object *op, int dir) |
1828 | move_player_attack (object *op, int dir) |
2028 | { |
1829 | { |
2029 | object *tmp, *mon; |
1830 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2030 | int on_battleground; |
1831 | { |
2031 | maptile *m; |
1832 | --op->speed_left; |
|
|
1833 | return true; |
|
|
1834 | } |
2032 | |
1835 | |
2033 | sint16 nx = freearr_x[dir] + op->x; |
1836 | sint16 nx = freearr_x[dir] + op->x; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
1837 | sint16 ny = freearr_y[dir] + op->y; |
2035 | |
1838 | |
2036 | on_battleground = op_on_battleground (op, 0, 0); |
1839 | if (out_of_map (op->map, nx, ny)) |
|
|
1840 | return false; |
2037 | |
1841 | |
2038 | /* If braced, or can't move to the square, and it is not out of the |
1842 | /* 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 |
1843 | * 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 |
1844 | * 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 |
1845 | * 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 |
1846 | * 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 |
1847 | * 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 |
1848 | * quite a bit of processing. However, it probably is less than what |
2045 | * move_ob uses. |
1849 | * move_ob uses. |
2046 | */ |
1850 | */ |
2047 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1851 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1852 | |
|
|
1853 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1854 | * we find a monster - that is something we know we want to attack. |
|
|
1855 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1856 | * on the space |
|
|
1857 | */ |
|
|
1858 | object *mon; |
|
|
1859 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1860 | { |
|
|
1861 | if ((mon->flag [FLAG_ALIVE] |
|
|
1862 | || mon->type == LOCKED_DOOR |
|
|
1863 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1864 | && mon != op) |
|
|
1865 | break; |
2048 | { |
1866 | } |
2049 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1867 | |
|
|
1868 | /* no monster == player tries to move into a wall or so */ |
|
|
1869 | if (!mon) |
|
|
1870 | { |
|
|
1871 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1872 | if (op->move_type & ob->move_block) |
2050 | { |
1873 | { |
2051 | m = op->map->xy_find (nx, ny); |
1874 | if (ob->move_block == MOVE_ALL) |
2052 | if (!m) |
1875 | move_into_wall (op, ob); |
2053 | return; /* Don't think this should happen */ |
1876 | else |
|
|
1877 | { |
|
|
1878 | if (op->contr->ns->bumpmsg) |
|
|
1879 | { |
|
|
1880 | op->play_sound (sound_find ("blocked_move")); |
|
|
1881 | |
|
|
1882 | op->statusmsg (ob->invisible |
|
|
1883 | ? "Something blocks you." |
|
|
1884 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1885 | ); |
|
|
1886 | } |
|
|
1887 | } |
|
|
1888 | |
|
|
1889 | break; |
|
|
1890 | } |
|
|
1891 | |
|
|
1892 | return false; |
|
|
1893 | } |
|
|
1894 | |
|
|
1895 | mon = mon->head_ (); |
|
|
1896 | |
|
|
1897 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1898 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1899 | if (player_attack_door (op, mon)) |
|
|
1900 | { |
|
|
1901 | --op->contr->weapon_sp_left; |
|
|
1902 | return true; |
|
|
1903 | } |
|
|
1904 | |
|
|
1905 | /* The following deals with possibly attacking peaceful |
|
|
1906 | * or friendly creatures. Basically, all players are considered |
|
|
1907 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1908 | * object should be pushed instead of attacked. It is assumed that |
|
|
1909 | * if you are braced, you will not attack friends accidently, |
|
|
1910 | * and thus will not push them. |
|
|
1911 | */ |
|
|
1912 | |
|
|
1913 | /* If the creature is a pet, push it even if the player is not |
|
|
1914 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1915 | * player owns it and it is either friendly or unagressive. |
|
|
1916 | */ |
|
|
1917 | if (op->type == PLAYER |
|
|
1918 | && ((mon->owner && mon->owner->contr |
|
|
1919 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1920 | || mon->owner == op) |
|
|
1921 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1922 | { |
|
|
1923 | /* If we're braced, we don't want to switch places with it */ |
|
|
1924 | if (op->contr->braced) |
|
|
1925 | return false; |
|
|
1926 | |
|
|
1927 | if (op->speed_left > 0.f) |
|
|
1928 | { |
|
|
1929 | --op->speed_left; |
|
|
1930 | |
|
|
1931 | op->play_sound (sound_find ("push_player")); |
|
|
1932 | push_ob (mon, dir, op); |
|
|
1933 | |
|
|
1934 | if (action_makes_visible (op)) |
|
|
1935 | make_visible (op); |
|
|
1936 | |
|
|
1937 | return true; |
2054 | } |
1938 | } |
2055 | else |
1939 | else |
2056 | m = op->map; |
|
|
2057 | |
|
|
2058 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2059 | return; |
1940 | return false; |
|
|
1941 | } |
2060 | |
1942 | |
2061 | mon = 0; |
1943 | bool on_battleground = op_on_battleground (op, 0, 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 | |
1944 | |
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 |
1945 | /* in certain circumstances, you shouldn't attack friendly |
2132 | * creatures. Note that if you are braced, you can't push |
1946 | * creatures. Note that if you are braced, you can't push |
2133 | * someone, but put it inside this loop so that you won't |
1947 | * someone, but put it inside this loop so that you won't |
2134 | * attack them either. |
1948 | * attack them either. |
2135 | */ |
1949 | */ |
2136 | if ((mon->type == PLAYER || mon->enemy != op) && |
1950 | if ((mon->type == PLAYER || mon->enemy != op) |
2137 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1951 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2138 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2139 | (op->contr->peaceful |
1952 | && ((op->contr->peaceful |
2140 | || (mon->type == PLAYER |
1953 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2141 | && mon->contr-> |
|
|
2142 | peaceful)) && |
|
|
2143 | #else |
|
|
2144 | op->contr->peaceful && |
|
|
2145 | #endif |
|
|
2146 | !on_battleground)) |
1954 | && !on_battleground)) |
|
|
1955 | { |
|
|
1956 | if (op->speed_left > 0.f) |
2147 | { |
1957 | { |
|
|
1958 | --op->speed_left; |
|
|
1959 | |
2148 | if (!op->contr->braced) |
1960 | if (!op->contr->braced) |
2149 | { |
1961 | { |
2150 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1962 | op->play_sound (sound_find ("push_player")); |
2151 | push_ob (mon, dir, op); |
1963 | push_ob (mon, dir, op); |
2152 | } |
1964 | } |
2153 | else |
1965 | else |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
1966 | op->statusmsg ("You withhold your attack"); |
2155 | |
1967 | |
2156 | if (op->contr->tmp_invis || op->hide) |
1968 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2157 | make_visible (op); |
1969 | make_visible (op); |
2158 | } |
|
|
2159 | |
1970 | |
|
|
1971 | return true; |
|
|
1972 | } |
|
|
1973 | } |
2160 | /* If the object is a boulder or other rollable object, then |
1974 | /* 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. |
1975 | * roll it if not braced. You can't roll it if you are braced. |
2162 | */ |
1976 | */ |
2163 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1977 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
1978 | { |
|
|
1979 | if (op->speed_left > 0.f) |
2164 | { |
1980 | { |
|
|
1981 | --op->speed_left; |
|
|
1982 | |
2165 | recursive_roll (mon, dir, op); |
1983 | recursive_roll (mon, dir, op); |
2166 | if (action_makes_visible (op)) |
1984 | if (action_makes_visible (op)) |
2167 | make_visible (op); |
1985 | make_visible (op); |
2168 | } |
|
|
2169 | |
1986 | |
|
|
1987 | return true; |
|
|
1988 | } |
|
|
1989 | } |
2170 | /* Any generic living creature. Including things like doors. |
1990 | /* Any generic living creature. Including things like doors. |
2171 | * Way it works is like this: First, it must have some hit points |
1991 | * 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: |
1992 | * 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 |
1993 | * 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. |
1994 | * that party_number -1 is no party, so attacks can still happen. |
2175 | */ |
1995 | */ |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1996 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2177 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1997 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2178 | { |
1998 | { |
2179 | if (!op->contr->has_hit) |
1999 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2180 | { |
2000 | { |
2181 | op->contr->has_hit = 1; |
2001 | --op->contr->weapon_sp_left; |
2182 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2183 | } |
|
|
2184 | |
2002 | |
2185 | skill_attack (mon, op, 0, 0, 0); |
2003 | 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 | |
2004 | |
2201 | if (action_makes_visible (op)) |
2005 | if (action_makes_visible (op)) |
2202 | make_visible (op); |
2006 | make_visible (op); |
2203 | } |
|
|
2204 | } /* if player should attack something */ |
|
|
2205 | } |
|
|
2206 | |
2007 | |
2207 | int |
2008 | return true; |
|
|
2009 | } |
|
|
2010 | } |
|
|
2011 | |
|
|
2012 | return false; |
|
|
2013 | } |
|
|
2014 | |
|
|
2015 | bool |
2208 | move_player (object *op, int dir) |
2016 | move_player (object *op, int dir) |
2209 | { |
2017 | { |
2210 | int pick; |
|
|
2211 | |
|
|
2212 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2018 | if (!op->map || op->map->state != MAP_ACTIVE) |
2213 | return 0; |
2019 | return 0; |
2214 | |
2020 | |
2215 | /* Sanity check: make sure dir is valid */ |
2021 | /* Sanity check: make sure dir is valid */ |
2216 | if ((dir < 0) || (dir >= 9)) |
2022 | if (dir < 0 || dir > 8) |
2217 | { |
2023 | { |
2218 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2024 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2219 | return 0; |
2025 | return 0; |
2220 | } |
2026 | } |
2221 | |
2027 | |
2222 | /* peterm: added following line */ |
2028 | /* peterm: added following line */ |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2029 | if (op->flag [FLAG_CONFUSED] && dir) |
2224 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2030 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2225 | |
2031 | |
2226 | op->facing = dir; |
2032 | op->facing = dir; |
2227 | |
2033 | |
2228 | if (op->hide) |
2034 | if (op->flag [FLAG_HIDDEN]) |
2229 | do_hidden_move (op); |
2035 | do_hidden_move (op); |
2230 | |
2036 | |
|
|
2037 | bool retval; |
|
|
2038 | int pick = 0; |
|
|
2039 | |
2231 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2040 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2232 | /*nop */ ; |
2041 | retval = RESULT_INT (0); |
2233 | else if (op->contr->fire_on) |
2042 | else if (op->contr->fire_on) |
2234 | fire (op, dir); |
2043 | retval = fire (op, dir); |
2235 | else |
2044 | else |
2236 | { |
2045 | { |
2237 | move_player_attack (op, dir); |
2046 | retval = move_player_attack (op, dir); |
2238 | pick = check_pick (op); |
2047 | pick = check_pick (op); |
2239 | } |
2048 | } |
2240 | |
2049 | |
2241 | /* Add special check for newcs players and fire on - this way, the |
2050 | /* Add special check for newcs players and fire on - this way, the |
2242 | * server can handle repeat firing. |
2051 | * server can handle repeat firing. |
… | |
… | |
2249 | /* Update how the player looks. Use the facing, so direction may |
2058 | /* Update how the player looks. Use the facing, so direction may |
2250 | * get reset to zero. This allows for full animation capabilities |
2059 | * get reset to zero. This allows for full animation capabilities |
2251 | * for players. |
2060 | * for players. |
2252 | */ |
2061 | */ |
2253 | animate_object (op, op->facing); |
2062 | animate_object (op, op->facing); |
2254 | return 0; |
2063 | |
|
|
2064 | return retval; |
2255 | } |
2065 | } |
2256 | |
2066 | |
2257 | /* This is similar to handle_player, below, but is only used by the |
2067 | /* This is similar to handle_player, below, but is only used by the |
2258 | * new client/server stuff. |
2068 | * new client/server stuff. |
2259 | * This is sort of special, in that the new client/server actually uses |
2069 | * This is sort of special, in that the new client/server actually uses |
2260 | * the new speed values for commands. |
2070 | * the new speed values for commands. |
2261 | * |
2071 | * |
2262 | * Returns true if there are more actions we can do. |
2072 | * Returns true if there are more actions we can do. Should not do |
|
|
2073 | * many actions in a row, as that would be too unfair to other |
|
|
2074 | * players. |
2263 | */ |
2075 | */ |
2264 | int |
2076 | bool |
2265 | handle_newcs_player (object *op) |
2077 | handle_newcs_player (object *op) |
2266 | { |
2078 | { |
2267 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2268 | { |
|
|
2269 | flee_player (op); |
|
|
2270 | |
|
|
2271 | /* If player is still scared, that is his action for this tick */ |
|
|
2272 | if (op->flag [FLAG_SCARED]) |
2079 | if (op->flag [FLAG_SCARED]) |
|
|
2080 | { |
|
|
2081 | if (op->speed_left > 0.f) |
2273 | { |
2082 | { |
2274 | --op->speed_left; |
2083 | --op->speed_left; |
|
|
2084 | flee_player (op); |
|
|
2085 | |
2275 | return 0; |
2086 | return true; |
2276 | } |
2087 | } |
|
|
2088 | else |
|
|
2089 | return false; |
2277 | } |
2090 | } |
2278 | |
2091 | |
2279 | /* call this here - we also will call this in do_ericserver, but |
2092 | /* call this here - we also will call this in do_ericserver, but |
2280 | * the players time has been increased when doericserver has been |
2093 | * the players time has been increased when doericserver has been |
2281 | * called, so we recheck it here. |
2094 | * called, so we recheck it here. |
2282 | */ |
2095 | */ |
2283 | if (op->contr->ns->handle_command ()) |
2096 | if (op->contr->ns->handle_command ()) |
2284 | return 1; |
2097 | return true; |
2285 | |
2098 | |
2286 | if (op->speed_left > 0.f) |
|
|
2287 | { |
|
|
2288 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2099 | 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); |
2100 | return move_player (op, op->direction); |
2298 | |
2101 | |
2299 | return op->speed_left > 0.f; |
|
|
2300 | } |
|
|
2301 | } |
|
|
2302 | |
|
|
2303 | return 0; |
2102 | return false; |
2304 | } |
2103 | } |
2305 | |
2104 | |
2306 | int |
2105 | static int |
2307 | save_life (object *op) |
2106 | save_life (object *op) |
2308 | { |
2107 | { |
2309 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2108 | if (!op->flag [FLAG_LIFESAVE]) |
2310 | return 0; |
2109 | return 0; |
2311 | |
2110 | |
2312 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2111 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2313 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2112 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2314 | { |
2113 | { |
2315 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2114 | 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)); |
2115 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2317 | |
2116 | |
2318 | if (op->contr) |
|
|
2319 | esrv_del_item (op->contr, tmp->count); |
|
|
2320 | |
|
|
2321 | tmp->destroy (); |
2117 | tmp->destroy (); |
2322 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2118 | op->clr_flag (FLAG_LIFESAVE); |
2323 | |
2119 | |
2324 | if (op->stats.hp < 0) |
2120 | if (op->stats.hp < 0) |
2325 | op->stats.hp = op->stats.maxhp; |
2121 | op->stats.hp = op->stats.maxhp; |
2326 | |
2122 | |
2327 | if (op->stats.food < 0) |
2123 | if (op->stats.food < 0) |
2328 | op->stats.food = 999; |
2124 | op->stats.food = MAX_FOOD; |
2329 | |
2125 | |
2330 | op->update_stats (); |
2126 | op->update_stats (); |
2331 | return 1; |
2127 | return 1; |
2332 | } |
2128 | } |
2333 | |
2129 | |
2334 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2130 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2335 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2131 | op->clr_flag (FLAG_LIFESAVE); |
2336 | enter_player_savebed (op); /* bring him home. */ |
2132 | enter_player_savebed (op); /* bring him home. */ |
2337 | return 0; |
2133 | return 0; |
2338 | } |
2134 | } |
2339 | |
2135 | |
2340 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2136 | /* 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 |
2137 | * 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 |
2138 | * function will descend into containers. op is the object to start the search |
2343 | * from. |
2139 | * from. |
2344 | */ |
2140 | */ |
|
|
2141 | static void |
|
|
2142 | drop_unpaid_items (object *op, object *env) |
|
|
2143 | { |
|
|
2144 | while (op) |
|
|
2145 | { |
|
|
2146 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2147 | |
|
|
2148 | if (op->flag [FLAG_UNPAID]) |
|
|
2149 | op->insert_at (env); |
|
|
2150 | else if (op->inv) |
|
|
2151 | drop_unpaid_items (op->inv, env); |
|
|
2152 | |
|
|
2153 | op = next; |
|
|
2154 | } |
|
|
2155 | } |
|
|
2156 | |
2345 | void |
2157 | void |
2346 | remove_unpaid_objects (object *op, object *env) |
2158 | object::drop_unpaid_items () |
2347 | { |
2159 | { |
2348 | while (op) |
2160 | if (!flag [FLAG_REMOVED]) |
2349 | { |
2161 | ::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 | } |
|
|
2365 | |
|
|
2366 | /* |
|
|
2367 | * Returns pointer a static string containing gravestone text |
|
|
2368 | * Moved from apply.c to player.c - player.c is what |
|
|
2369 | * actually uses this function. player.c may not be quite the |
|
|
2370 | * best, a misc file for object actions is probably better, |
|
|
2371 | * but there isn't one in the server directory. |
|
|
2372 | */ |
|
|
2373 | char * |
|
|
2374 | gravestone_text (object *op) |
|
|
2375 | { |
|
|
2376 | static char buf2[MAX_BUF]; |
|
|
2377 | char buf[MAX_BUF]; |
|
|
2378 | time_t now = time (NULL); |
|
|
2379 | |
|
|
2380 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2381 | if (op->type == PLAYER) |
|
|
2382 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2383 | else |
|
|
2384 | sprintf (buf, "%s\n", &op->name); |
|
|
2385 | |
|
|
2386 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2387 | strcat (buf2, buf); |
|
|
2388 | if (op->type == PLAYER) |
|
|
2389 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2390 | else |
|
|
2391 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2392 | |
|
|
2393 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2394 | strcat (buf2, buf); |
|
|
2395 | if (op->type == PLAYER) |
|
|
2396 | { |
|
|
2397 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2398 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2399 | strcat (buf2, buf); |
|
|
2400 | } |
|
|
2401 | |
|
|
2402 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2403 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2404 | strcat (buf2, buf); |
|
|
2405 | |
|
|
2406 | return buf2; |
|
|
2407 | } |
2162 | } |
2408 | |
2163 | |
2409 | void |
2164 | void |
2410 | do_some_living (object *op) |
2165 | do_some_living (object *op) |
2411 | { |
2166 | { |
2412 | int last_food = op->stats.food; |
2167 | int last_food = op->stats.food; |
2413 | int gen_hp, gen_sp, gen_grace; |
2168 | int gen_hp, gen_sp, gen_grace; |
2414 | int over_hp, over_sp, over_grace; |
|
|
2415 | int i; |
|
|
2416 | int rate_hp = 1200; |
2169 | int rate_hp = 1200; |
2417 | int rate_sp = 2500; |
2170 | int rate_sp = 2500; |
2418 | int rate_grace = 2000; |
2171 | int rate_grace = 2000; |
2419 | const int max_hp = 1; |
2172 | const int max_hp = 1; |
2420 | const int max_sp = 1; |
2173 | const int max_sp = 1; |
… | |
… | |
2425 | op->invisible = 1000; |
2178 | op->invisible = 1000; |
2426 | /* the socket code flashes the player visible/invisible |
2179 | /* the socket code flashes the player visible/invisible |
2427 | * depending on the value of invisible, so we need to |
2180 | * depending on the value of invisible, so we need to |
2428 | * alternate it here for it to work correctly. |
2181 | * alternate it here for it to work correctly. |
2429 | */ |
2182 | */ |
2430 | if (pticks & 2) |
2183 | if (server_tick & 2) |
2431 | op->invisible--; |
2184 | op->invisible--; |
2432 | } |
2185 | } |
2433 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2186 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2434 | { |
2187 | { |
2435 | if (!op->invisible--) |
2188 | if (!op->invisible--) |
2436 | { |
2189 | { |
2437 | make_visible (op); |
2190 | make_visible (op); |
2438 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2191 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2465 | { |
2218 | { |
2466 | gen_grace = op->stats.maxgrace; |
2219 | gen_grace = op->stats.maxgrace; |
2467 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2220 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2468 | } |
2221 | } |
2469 | |
2222 | |
2470 | /* Regenerate Spell Points */ |
2223 | /* Regenerate Grace */ |
2471 | if (!op->contr->golem && --op->last_sp < 0) |
2224 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2225 | if (--op->last_grace < 0) |
2472 | { |
2226 | { |
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) |
2227 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2228 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2229 | |
|
|
2230 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2231 | |
|
|
2232 | if (max_grace > 1) |
2475 | { |
2233 | { |
2476 | op->stats.sp++; |
2234 | int over_grace = temp / rate_grace; |
2477 | /* dms do not consume food */ |
2235 | |
2478 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2236 | if (over_grace > 0) |
2479 | { |
2237 | { |
2480 | op->stats.food--; |
2238 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2481 | if (op->contr->digestion < 0) |
2239 | op->last_grace = 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 | } |
2240 | } |
|
|
2241 | else |
|
|
2242 | op->last_grace = rate_grace / temp; |
2486 | } |
2243 | } |
|
|
2244 | else |
|
|
2245 | op->last_grace = rate_grace / temp; |
2487 | |
2246 | |
2488 | if (max_sp > 1) |
2247 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2248 | } |
|
|
2249 | |
|
|
2250 | if (op->stats.food > 0) |
|
|
2251 | { |
|
|
2252 | /* Regenerate Spell Points */ |
|
|
2253 | if (!op->contr->golem && --op->last_sp < 0) |
2489 | { |
2254 | { |
2490 | over_sp = (gen_sp + 10) / rate_sp; |
2255 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2491 | if (over_sp > 0) |
2256 | |
|
|
2257 | if (op->stats.sp < op->stats.maxsp) |
2492 | { |
2258 | { |
2493 | if (op->stats.sp < op->stats.maxsp) |
2259 | op->stats.sp++; |
|
|
2260 | |
|
|
2261 | /* dms do not consume food */ |
|
|
2262 | if (!op->flag [FLAG_WIZ]) |
2494 | { |
2263 | { |
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--; |
2264 | op->stats.food--; |
2499 | |
2265 | |
2500 | if (op->stats.sp > op->stats.maxsp) |
2266 | if (op->contr->digestion < 0) |
|
|
2267 | op->stats.food += op->contr->digestion; |
|
|
2268 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2501 | op->stats.sp = op->stats.maxsp; |
2269 | op->stats.food = last_food; |
2502 | } |
2270 | } |
|
|
2271 | } |
|
|
2272 | |
|
|
2273 | if (max_sp > 1) |
|
|
2274 | { |
|
|
2275 | int over_sp = (gen_sp + 10) / rate_sp; |
|
|
2276 | if (over_sp > 0) |
|
|
2277 | { |
|
|
2278 | if (op->stats.sp < op->stats.maxsp) |
|
|
2279 | { |
|
|
2280 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2281 | |
|
|
2282 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2283 | op->stats.sp--; |
|
|
2284 | |
|
|
2285 | if (op->stats.sp > op->stats.maxsp) |
|
|
2286 | op->stats.sp = op->stats.maxsp; |
|
|
2287 | } |
|
|
2288 | |
2503 | op->last_sp = 0; |
2289 | op->last_sp = 0; |
|
|
2290 | } |
|
|
2291 | else |
|
|
2292 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2504 | } |
2293 | } |
2505 | else |
2294 | else |
2506 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2295 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2507 | } |
2296 | } |
2508 | else |
|
|
2509 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2510 | } |
|
|
2511 | |
2297 | |
2512 | /* Regenerate Grace */ |
2298 | /* Regenerate Hit Points */ |
2513 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
|
|
2514 | if (--op->last_grace < 0) |
2299 | if (--op->last_heal < 0) |
2515 | { |
|
|
2516 | if (op->stats.grace < op->stats.maxgrace / 2) |
|
|
2517 | op->stats.grace++; /* no penalty in food for regaining grace */ |
|
|
2518 | |
|
|
2519 | if (max_grace > 1) |
|
|
2520 | { |
2300 | { |
2521 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2301 | if (op->stats.hp < op->stats.maxhp) |
2522 | if (over_grace > 0) |
|
|
2523 | { |
2302 | { |
2524 | op->stats.sp += over_grace |
2303 | op->stats.hp++; |
2525 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
2304 | |
|
|
2305 | /* dms do not consume food */ |
|
|
2306 | if (!op->flag [FLAG_WIZ]) |
|
|
2307 | { |
|
|
2308 | op->stats.food--; |
|
|
2309 | |
|
|
2310 | if (op->contr->digestion < 0) |
|
|
2311 | op->stats.food += op->contr->digestion; |
|
|
2312 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2313 | op->stats.food = last_food; |
|
|
2314 | } |
|
|
2315 | } |
|
|
2316 | |
|
|
2317 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2318 | |
|
|
2319 | if (max_hp > 1) |
|
|
2320 | { |
|
|
2321 | int over_hp = temp / rate_hp; |
|
|
2322 | |
|
|
2323 | if (over_hp > 0) |
|
|
2324 | { |
|
|
2325 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2526 | op->last_grace = 0; |
2326 | op->last_heal = 0; |
|
|
2327 | } |
|
|
2328 | else |
|
|
2329 | op->last_heal = rate_hp / temp; |
2527 | } |
2330 | } |
2528 | else |
2331 | else |
2529 | { |
|
|
2530 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2531 | } |
|
|
2532 | } |
|
|
2533 | else |
|
|
2534 | { |
|
|
2535 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2536 | } |
|
|
2537 | /* wearing stuff doesn't detract from grace generation. */ |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | /* Regenerate Hit Points */ |
|
|
2541 | if (--op->last_heal < 0) |
|
|
2542 | { |
|
|
2543 | if (op->stats.hp < op->stats.maxhp) |
|
|
2544 | { |
|
|
2545 | op->stats.hp++; |
|
|
2546 | /* dms do not consume food */ |
|
|
2547 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2548 | { |
|
|
2549 | op->stats.food--; |
|
|
2550 | if (op->contr->digestion < 0) |
|
|
2551 | op->stats.food += op->contr->digestion; |
|
|
2552 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2553 | op->stats.food = last_food; |
|
|
2554 | } |
|
|
2555 | } |
|
|
2556 | |
|
|
2557 | if (max_hp > 1) |
|
|
2558 | { |
|
|
2559 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2560 | if (over_hp > 0) |
|
|
2561 | { |
|
|
2562 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2563 | op->last_heal = 0; |
2332 | op->last_heal = rate_hp / temp; |
2564 | } |
|
|
2565 | else |
|
|
2566 | { |
|
|
2567 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2568 | } |
|
|
2569 | } |
|
|
2570 | else |
|
|
2571 | { |
|
|
2572 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
|
|
2573 | } |
2333 | } |
2574 | } |
2334 | } |
2575 | |
2335 | |
2576 | /* Digestion */ |
2336 | /* Digestion */ |
2577 | if (--op->last_eat < 0) |
2337 | if (--op->last_eat < 0) |
2578 | { |
2338 | { |
2579 | #ifdef COZY_SERVER |
2339 | int bonus = max (0, op->contr->digestion), |
2580 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2340 | 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 | |
2341 | |
2586 | if (op->contr->gen_hp > 0) |
|
|
2587 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2342 | 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 | |
2343 | |
2591 | /* dms do not consume food */ |
2344 | /* dms do not consume food */ |
2592 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2345 | if (!op->flag [FLAG_WIZ]) |
2593 | op->stats.food--; |
2346 | op->stats.food--; |
2594 | } |
2347 | } |
2595 | |
2348 | |
2596 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2349 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2597 | { |
2350 | { |
2598 | object *tmp, *flesh = 0; |
2351 | object *flesh = 0; |
2599 | |
2352 | |
2600 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2353 | for_inv_removable (op, tmp) |
2601 | { |
2354 | { |
2602 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2355 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2356 | continue; |
|
|
2357 | |
|
|
2358 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2603 | { |
2359 | { |
2604 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2360 | op->statusmsg ("You blindly grab for a bite of food. " |
2605 | { |
2361 | "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."); |
2362 | op->apply (tmp); |
2607 | manual_apply (op, tmp, 0); |
2363 | |
2608 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2364 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2609 | break; |
2365 | break; |
2610 | } |
2366 | } |
2611 | else if (tmp->type == FLESH) |
2367 | else if (tmp->type == FLESH) |
2612 | flesh = tmp; |
2368 | flesh = tmp; |
2613 | } /* End if paid for object */ |
2369 | } |
2614 | } /* end of for loop */ |
|
|
2615 | |
2370 | |
2616 | /* If player is still starving, it means they don't have any food, so |
2371 | /* If player is still starving, it means they don't have any food, so |
2617 | * eat flesh instead. |
2372 | * eat flesh instead. |
2618 | */ |
2373 | */ |
2619 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2374 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2620 | { |
2375 | { |
2621 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2376 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2377 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2622 | manual_apply (op, flesh, 0); |
2378 | op->apply (flesh); |
2623 | } |
2379 | } |
|
|
2380 | |
|
|
2381 | // If player is still starving, alert him! |
|
|
2382 | if (op->stats.food < 0) |
|
|
2383 | op->failmsg ("You are starving! " |
|
|
2384 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2385 | } |
|
|
2386 | |
|
|
2387 | if (op->stats.food < 0) |
2624 | } |
2388 | { |
|
|
2389 | op->stats.hp += op->stats.food; |
|
|
2390 | op->stats.food = 0; |
2625 | |
2391 | |
2626 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2392 | if (op->stats.hp < 0) |
2627 | op->stats.food++, op->stats.hp--; |
2393 | { |
|
|
2394 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2395 | op->contr->killer->destroy (); |
|
|
2396 | } |
|
|
2397 | } |
2628 | |
2398 | |
|
|
2399 | /* killer should be set here already */ |
2629 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2400 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2630 | kill_player (op); |
2401 | kill_player (op); |
2631 | } |
2402 | } |
2632 | } |
2403 | } |
2633 | |
2404 | |
2634 | /* If the player should die (lack of hp, food, etc), we call this. |
2405 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2637 | * file. |
2408 | * file. |
2638 | */ |
2409 | */ |
2639 | void |
2410 | void |
2640 | kill_player (object *op) |
2411 | kill_player (object *op) |
2641 | { |
2412 | { |
2642 | char buf[MAX_BUF]; |
|
|
2643 | int x, y; |
2413 | int x, y; |
2644 | |
|
|
2645 | //int i; |
|
|
2646 | maptile *map; /* this is for resurrection */ |
2414 | 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; |
2415 | int will_kill_again; |
2654 | archetype *at; |
2416 | archetype *at; |
2655 | object *tmp; |
2417 | object *tmp; |
2656 | |
2418 | |
2657 | if (save_life (op)) |
2419 | if (save_life (op)) |
2658 | return; |
2420 | return; |
2659 | |
2421 | |
|
|
2422 | dynbuf_text deathtab; |
|
|
2423 | |
|
|
2424 | /* restore player */ |
|
|
2425 | at = archetype::find (shstr_poisoning); |
|
|
2426 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2427 | { |
|
|
2428 | tmp->destroy (); |
|
|
2429 | deathtab << "Your body feels cleansed...\r"; |
|
|
2430 | } |
|
|
2431 | |
|
|
2432 | at = archetype::find (shstr_confusion); |
|
|
2433 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2434 | { |
|
|
2435 | tmp->destroy (); |
|
|
2436 | deathtab << "Your mind feels clearer...\r"; |
|
|
2437 | } |
|
|
2438 | |
|
|
2439 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2440 | |
|
|
2441 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2442 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2443 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2444 | max_it (op->stats.food , 200); |
|
|
2445 | |
|
|
2446 | // remove all spell effects that are active |
|
|
2447 | // to avoid long-term effects such as word-of-recall |
|
|
2448 | for (object *item = op->inv; item; ) |
|
|
2449 | { |
|
|
2450 | object *next = item->below; |
|
|
2451 | |
|
|
2452 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2453 | item->destroy (); |
|
|
2454 | |
|
|
2455 | item = next; |
|
|
2456 | } |
2660 | |
2457 | |
2661 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2458 | /* 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. |
2459 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2663 | * Look at op_on_battleground() for more info --AndreasV |
2460 | * Look at op_on_battleground() for more info --AndreasV |
2664 | */ |
2461 | */ |
2665 | if (op_on_battleground (op, &x, &y)) |
2462 | if (op_on_battleground (op, &x, &y)) |
2666 | { |
2463 | { |
2667 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2464 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2668 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2669 | |
|
|
2670 | /* restore player */ |
|
|
2671 | at = archetype::find ("poisoning"); |
|
|
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2673 | { |
|
|
2674 | tmp->destroy (); |
|
|
2675 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2676 | } |
|
|
2677 | |
|
|
2678 | at = archetype::find ("confusion"); |
|
|
2679 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2680 | { |
|
|
2681 | tmp->destroy (); |
|
|
2682 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2683 | } |
|
|
2684 | |
|
|
2685 | cure_disease (op, 0); /* remove any disease */ |
|
|
2686 | op->stats.hp = op->stats.maxhp; |
|
|
2687 | if (op->stats.food <= 0) |
|
|
2688 | op->stats.food = 999; |
|
|
2689 | |
2465 | |
2690 | /* create a bodypart-trophy to make the winner happy */ |
2466 | /* create a bodypart-trophy to make the winner happy */ |
2691 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2467 | object *tmp = archetype::find (shstr_finger)->instance (); |
2692 | { |
2468 | |
2693 | sprintf (buf, "%s's finger", &op->name); |
2469 | tmp->name = format ("%s's finger" , &op->name); |
2694 | tmp->name = buf; |
2470 | tmp->name_pl = format ("%s's fingers", &op->name); |
2695 | sprintf (buf, " This finger has been cut off %s\n" |
2471 | tmp->msg = format ( |
2696 | " the %s, when he was defeated at\n level %d by %s.\n", |
2472 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2697 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2473 | &op->name, op->contr->title, |
2698 | tmp->msg = buf; |
2474 | (int)op->level, |
|
|
2475 | op->contr->killer_name () |
|
|
2476 | ); |
2699 | tmp->value = 0, tmp->type = 0; |
2477 | tmp->value = 0, tmp->type = 0; |
2700 | tmp->materialname = "organics"; |
2478 | tmp->material = name_to_material (shstr_organic); |
2701 | tmp->insert_at (op, tmp); |
2479 | tmp->insert_at (op, tmp); |
2702 | } |
|
|
2703 | |
2480 | |
2704 | /* teleport defeated player to new destination */ |
2481 | /* teleport defeated player to new destination */ |
2705 | transfer_ob (op, x, y, 0, NULL); |
2482 | transfer_ob (op, x, y, 0, NULL); |
2706 | op->contr->braced = 0; |
2483 | op->contr->braced = 0; |
|
|
2484 | |
|
|
2485 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2707 | return; |
2486 | return; |
2708 | } |
2487 | } |
2709 | |
2488 | |
|
|
2489 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2490 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2491 | |
2710 | INVOKE_PLAYER (DEATH, op->contr); |
2492 | INVOKE_PLAYER (DEATH, op->contr); |
2711 | |
2493 | |
2712 | command_kill_pets (op, 0); |
2494 | command_kill_pets (op, 0); |
2713 | |
2495 | |
2714 | if (op->stats.food < 0) |
2496 | 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 | |
2497 | |
2724 | /* save the map location for corpse, gravestone */ |
2498 | /* save the map location for corpse, gravestone */ |
2725 | x = op->x; |
2499 | x = op->x; |
2726 | y = op->y; |
2500 | y = op->y; |
2727 | map = op->map; |
2501 | map = op->map; |
… | |
… | |
2755 | |
2529 | |
2756 | lost_a_stat = 0; |
2530 | lost_a_stat = 0; |
2757 | |
2531 | |
2758 | for (z = 0; z < num_stats_lose; z++) |
2532 | for (z = 0; z < num_stats_lose; z++) |
2759 | { |
2533 | { |
2760 | i = RANDOM () % NUM_STATS; |
2534 | i = rndm (NUM_STATS); |
2761 | |
2535 | |
2762 | if (settings.stat_loss_on_death) |
2536 | if (settings.stat_loss_on_death) |
2763 | { |
2537 | { |
2764 | /* Pick a random stat and take a point off it. Tell the player |
2538 | /* Pick a random stat and take a point off it. Tell the player |
2765 | * what he lost. |
2539 | * what he lost. |
… | |
… | |
2772 | lost_a_stat = 1; |
2546 | lost_a_stat = 1; |
2773 | } |
2547 | } |
2774 | else |
2548 | else |
2775 | { |
2549 | { |
2776 | /* deplete a stat */ |
2550 | /* deplete a stat */ |
2777 | archetype *deparch = archetype::find ("depletion"); |
2551 | archetype *deparch = archetype::find (shstr_depletion); |
2778 | object *dep; |
2552 | object *dep; |
2779 | |
2553 | |
2780 | dep = present_arch_in_ob (deparch, op); |
2554 | dep = present_arch_in_ob (deparch, op); |
2781 | if (!dep) |
2555 | if (!dep) |
2782 | { |
2556 | { |
2783 | dep = arch_to_object (deparch); |
2557 | dep = deparch->instance (); |
2784 | insert_ob_in_ob (dep, op); |
2558 | insert_ob_in_ob (dep, op); |
2785 | } |
2559 | } |
2786 | lose_this_stat = 1; |
2560 | lose_this_stat = 1; |
2787 | if (settings.balanced_stat_loss) |
2561 | if (settings.balanced_stat_loss) |
2788 | { |
2562 | { |
… | |
… | |
2816 | } |
2590 | } |
2817 | } |
2591 | } |
2818 | |
2592 | |
2819 | if (lose_this_stat) |
2593 | if (lose_this_stat) |
2820 | { |
2594 | { |
2821 | this_stat = get_attr_value (&(dep->stats), i); |
2595 | this_stat = get_attr_value (&dep->stats, i); |
2822 | /* We could try to do something clever like find another |
2596 | /* We could try to do something clever like find another |
2823 | * stat to reduce if this fails. But chances are, if |
2597 | * stat to reduce if this fails. But chances are, if |
2824 | * stats have been depleted to -50, all are pretty low |
2598 | * stats have been depleted to -50, all are pretty low |
2825 | * and should be roughly the same, so it shouldn't make a |
2599 | * and should be roughly the same, so it shouldn't make a |
2826 | * difference. |
2600 | * difference. |
2827 | */ |
2601 | */ |
2828 | if (this_stat >= -50) |
2602 | if (this_stat >= -50) |
2829 | { |
2603 | { |
2830 | change_attr_value (&(dep->stats), i, -1); |
2604 | change_attr_value (&(dep->stats), i, -1); |
2831 | SET_FLAG (dep, FLAG_APPLIED); |
2605 | dep->set_flag (FLAG_APPLIED); |
2832 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2606 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2833 | op->update_stats (); |
2607 | op->update_stats (); |
2834 | lost_a_stat = 1; |
2608 | lost_a_stat = 1; |
2835 | } |
2609 | } |
2836 | } |
2610 | } |
2837 | } |
2611 | } |
2838 | } |
2612 | } |
|
|
2613 | |
2839 | /* If no stat lost, tell the player. */ |
2614 | /* If no stat lost, tell the player. */ |
2840 | if (!lost_a_stat) |
2615 | if (!lost_a_stat) |
2841 | { |
2616 | { |
2842 | /* determine_god() seems to not work sometimes... why is this? |
2617 | /* determine_god() seems to not work sometimes... why is this? |
2843 | Should I be using something else? GD */ |
2618 | Should I be using something else? GD */ |
2844 | const char *god = determine_god (op); |
2619 | shstr_tmp god = determine_god (op); |
2845 | |
2620 | |
2846 | if (god && (strcmp (god, "none"))) |
2621 | if (god != shstr_none) |
2847 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2622 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2848 | else |
2623 | else |
2849 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2624 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2850 | } |
2625 | } |
2851 | #else |
2626 | #else |
2852 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2627 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2853 | #endif |
2628 | #endif |
2854 | |
2629 | |
2855 | /* Put a gravestone up where the character 'almost' died. List the |
2630 | /* Put a gravestone up where the character 'almost' died. List the |
2856 | * exp loss on the stone. |
2631 | * exp loss on the stone. |
2857 | */ |
2632 | */ |
2858 | tmp = arch_to_object (archetype::find ("gravestone")); |
2633 | tmp = archetype::find (shstr_gravestone)->instance (); |
2859 | sprintf (buf, "%s's gravestone", &op->name); |
2634 | tmp->name = format ("%s's gravestone", &op->name); |
2860 | tmp->name = buf; |
2635 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2861 | sprintf (buf, "%s's gravestones", &op->name); |
2636 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2862 | tmp->name_pl = buf; |
2637 | &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; |
2638 | tmp->x = op->x, tmp->y = op->y; |
2866 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2639 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2867 | |
2640 | |
2868 | /**************************************/ |
2641 | /**************************************/ |
2869 | /* */ |
2642 | /* */ |
2870 | /* Subtract the experience points, */ |
2643 | /* Subtract the experience points, */ |
2871 | /* if we died cause of food, give us */ |
|
|
2872 | /* food, and reset HP's... */ |
|
|
2873 | /* */ |
2644 | /* */ |
2874 | /**************************************/ |
2645 | /**************************************/ |
2875 | |
2646 | |
2876 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2877 | /* restore player */ |
|
|
2878 | at = archetype::find ("poisoning"); |
|
|
2879 | tmp = present_arch_in_ob (at, op); |
|
|
2880 | |
|
|
2881 | if (tmp) |
|
|
2882 | { |
|
|
2883 | tmp->destroy (); |
|
|
2884 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2885 | } |
|
|
2886 | |
|
|
2887 | at = archetype::find ("confusion"); |
|
|
2888 | tmp = present_arch_in_ob (at, op); |
|
|
2889 | if (tmp) |
|
|
2890 | { |
|
|
2891 | tmp->destroy (); |
|
|
2892 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2893 | } |
|
|
2894 | |
|
|
2895 | cure_disease (op, 0); /* remove any disease */ |
|
|
2896 | |
|
|
2897 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2647 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2898 | apply_death_exp_penalty (op); |
2648 | apply_death_exp_penalty (op); |
2899 | if (op->stats.food < 100) |
|
|
2900 | op->stats.food = 900; |
|
|
2901 | op->stats.hp = op->stats.maxhp; |
|
|
2902 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2903 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2904 | |
2649 | |
2905 | /* |
2650 | /* |
2906 | * Check to see if the player has any unpaid items. If so, remove them |
2651 | * Check to see if the player has any unpaid items. If so, remove them |
2907 | * and put them back in the map. |
2652 | * and put them back in the map. |
2908 | */ |
2653 | */ |
2909 | remove_unpaid_objects (op->inv, op); |
2654 | op->drop_unpaid_items (); |
2910 | |
2655 | |
2911 | /****************************************/ |
2656 | /****************************************/ |
2912 | /* */ |
2657 | /* */ |
2913 | /* Move player to his current respawn- */ |
2658 | /* Move player to his current respawn- */ |
2914 | /* position (usually last savebed) */ |
2659 | /* position (usually last savebed) */ |
… | |
… | |
2932 | if (will_kill_again) |
2677 | if (will_kill_again) |
2933 | { |
2678 | { |
2934 | object *force; |
2679 | object *force; |
2935 | int at; |
2680 | int at; |
2936 | |
2681 | |
2937 | force = get_archetype (FORCE_NAME); |
2682 | force = archetype::get (FORCE_NAME); |
2938 | /* 50 ticks should be enough time for the spell to abate */ |
2683 | /* 50 ticks should be enough time for the spell to abate */ |
2939 | force->speed = 0.1f; |
|
|
2940 | force->speed_left = -5.f; |
2684 | force->speed_left = -5.f; |
2941 | SET_FLAG (force, FLAG_APPLIED); |
2685 | force->set_speed (0.1f); |
|
|
2686 | force->set_flag (FLAG_APPLIED); |
|
|
2687 | |
2942 | for (at = 0; at < NROFATTACKS; at++) |
2688 | for (at = 0; at < NROFATTACKS; at++) |
2943 | if (will_kill_again & (1 << at)) |
2689 | if (will_kill_again & (1 << at)) |
2944 | force->resist[at] = 100; |
2690 | force->resist[at] = 100; |
2945 | |
2691 | |
2946 | insert_ob_in_ob (force, op); |
2692 | insert_ob_in_ob (force, op); |
2947 | op->update_stats (); |
2693 | op->update_stats (); |
2948 | |
|
|
2949 | } |
2694 | } |
2950 | |
2695 | |
2951 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2696 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2952 | } |
2697 | } |
2953 | |
2698 | |
2954 | void |
2699 | static void |
2955 | loot_object (object *op) |
2700 | loot_object (object *op) |
2956 | { /* Grab and destroy some treasure */ |
2701 | { /* Grab and destroy some treasure */ |
2957 | object *tmp, *tmp2, *next; |
2702 | object *tmp, *next; |
2958 | |
2703 | |
2959 | op->close_container (); /* close open sack first */ |
2704 | op->close_container (); /* close open sack first */ |
2960 | |
2705 | |
2961 | for (tmp = op->inv; tmp; tmp = next) |
2706 | for (tmp = op->inv; tmp; tmp = next) |
2962 | { |
2707 | { |
… | |
… | |
2969 | tmp->x = op->x, tmp->y = op->y; |
2714 | tmp->x = op->x, tmp->y = op->y; |
2970 | |
2715 | |
2971 | if (tmp->type == CONTAINER) |
2716 | if (tmp->type == CONTAINER) |
2972 | loot_object (tmp); /* empty container to ground */ |
2717 | loot_object (tmp); /* empty container to ground */ |
2973 | |
2718 | |
2974 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2719 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2975 | { |
2720 | { |
2976 | if (tmp->nrof > 1) |
2721 | if (tmp->nrof > 1) |
2977 | { |
2722 | { |
2978 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2723 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2979 | tmp2->destroy (); |
|
|
2980 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2724 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2981 | } |
2725 | } |
2982 | else |
2726 | else |
2983 | tmp->destroy (); |
2727 | tmp->destroy (); |
2984 | } |
2728 | } |
… | |
… | |
2991 | * fix_weight(): Check recursively the weight of all players, and fix |
2735 | * fix_weight(): Check recursively the weight of all players, and fix |
2992 | * what needs to be fixed. Refresh windows and fix speed if anything |
2736 | * what needs to be fixed. Refresh windows and fix speed if anything |
2993 | * was changed. |
2737 | * was changed. |
2994 | */ |
2738 | */ |
2995 | void |
2739 | void |
2996 | fix_weight (void) |
2740 | fix_weight () |
2997 | { |
2741 | { |
2998 | for_all_players (pl) |
2742 | for_all_players (pl) |
2999 | { |
2743 | { |
3000 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2744 | sint32 old = pl->ob->carrying; |
3001 | |
2745 | |
3002 | if (old == sum) |
2746 | pl->ob->update_weight (); |
3003 | continue; |
2747 | |
|
|
2748 | if (old != pl->ob->carrying) |
|
|
2749 | { |
3004 | pl->ob->update_stats (); |
2750 | pl->ob->update_stats (); |
3005 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2751 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2752 | } |
3006 | } |
2753 | } |
3007 | } |
2754 | } |
3008 | |
2755 | |
3009 | void |
2756 | void |
3010 | fix_luck (void) |
2757 | fix_luck () |
3011 | { |
2758 | { |
3012 | for_all_players (pl) |
2759 | for_all_players (pl) |
3013 | if (!pl->ob->contr->ns->state) |
2760 | if (!pl->ob->contr->ns->state) |
3014 | pl->ob->change_luck (0); |
2761 | pl->ob->change_luck (0); |
3015 | } |
2762 | } |
… | |
… | |
3052 | } |
2799 | } |
3053 | |
2800 | |
3054 | void |
2801 | void |
3055 | make_visible (object *op) |
2802 | make_visible (object *op) |
3056 | { |
2803 | { |
3057 | op->hide = 0; |
2804 | op->flag [FLAG_HIDDEN] = 0; |
3058 | op->invisible = 0; |
2805 | op->invisible = 0; |
|
|
2806 | |
3059 | if (op->type == PLAYER) |
2807 | if (op->type == PLAYER) |
3060 | { |
2808 | { |
3061 | op->contr->tmp_invis = 0; |
2809 | op->contr->tmp_invis = 0; |
3062 | op->contr->invis_race = 0; |
2810 | op->contr->invis_race = 0; |
3063 | } |
2811 | } |
… | |
… | |
3066 | } |
2814 | } |
3067 | |
2815 | |
3068 | int |
2816 | int |
3069 | is_true_undead (object *op) |
2817 | is_true_undead (object *op) |
3070 | { |
2818 | { |
3071 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2819 | if (op->arch->flag [FLAG_UNDEAD]) |
3072 | return 1; |
2820 | return 1; |
3073 | |
2821 | |
3074 | return 0; |
2822 | return 0; |
3075 | } |
2823 | } |
3076 | |
2824 | |
3077 | /* look at the surrounding terrain to determine |
2825 | /* look at the surrounding terrain to determine |
3078 | * the hideability of this object. Positive levels |
2826 | * the hideability of this object. Positive levels |
3079 | * indicate greater hideability. |
2827 | * indicate greater hideability. |
3080 | */ |
2828 | */ |
3081 | |
|
|
3082 | int |
2829 | int |
3083 | hideability (object *ob) |
2830 | hideability (object *ob) |
3084 | { |
2831 | { |
3085 | int i, level = 0, mflag; |
2832 | int i, level = 0, mflag; |
3086 | sint16 x, y; |
2833 | sint16 x, y; |
3087 | |
2834 | |
3088 | if (!ob || !ob->map) |
2835 | if (!ob || !ob->map) |
3089 | return 0; |
2836 | return 0; |
3090 | |
2837 | |
3091 | /* so, on normal lighted maps, its hard to hide */ |
2838 | /* so, on normal lighted maps, its hard to hide */ |
3092 | level = ob->map->darkness - 2; |
2839 | level = ob->map->darklevel () - 2; |
3093 | |
2840 | |
3094 | /* this also picks up whether the object is glowing. |
2841 | /* this also picks up whether the object is glowing. |
3095 | * If you carry a light on a non-dark map, its not |
2842 | * If you carry a light on a non-dark map, its not |
3096 | * as bad as carrying a light on a pitch dark map */ |
2843 | * as bad as carrying a light on a pitch dark map */ |
3097 | if (has_carried_lights (ob)) |
2844 | if (ob->has_carried_lights ()) |
3098 | level = -(10 + (2 * ob->map->darkness)); |
2845 | level = -(10 + (2 * ob->map->darklevel ())); |
3099 | |
2846 | |
3100 | /* scan through all nearby squares for terrain to hide in */ |
2847 | /* 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]) |
2848 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2849 | i <= SIZEOFFREE1; |
|
|
2850 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3102 | { |
2851 | { |
3103 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2852 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3104 | if (mflag & P_OUT_OF_MAP) |
2853 | if (mflag & P_OUT_OF_MAP) |
3105 | { |
|
|
3106 | continue; |
2854 | continue; |
3107 | } |
2855 | |
3108 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2856 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3109 | level += 2; |
2857 | level += 2; |
3110 | else /* open terrain! */ |
2858 | else /* open terrain! */ |
3111 | level -= 1; |
2859 | level -= 1; |
3112 | } |
2860 | } |
… | |
… | |
3120 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2868 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3121 | * every time they move - as we subtract off 'invisibility' |
2869 | * every time they move - as we subtract off 'invisibility' |
3122 | * AND, for players, if they move into a ridiculously unhideable |
2870 | * AND, for players, if they move into a ridiculously unhideable |
3123 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2871 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3124 | */ |
2872 | */ |
3125 | |
|
|
3126 | void |
2873 | void |
3127 | do_hidden_move (object *op) |
2874 | do_hidden_move (object *op) |
3128 | { |
2875 | { |
3129 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2876 | int hide = 0; |
3130 | object *skop; |
|
|
3131 | |
2877 | |
3132 | if (!op || !op->map) |
2878 | if (!op || !op->map) |
3133 | return; |
2879 | return; |
3134 | |
2880 | |
3135 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2881 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2882 | int num = random_roll (0, 19, op, PREFER_LOW); |
3136 | |
2883 | |
3137 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2884 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3138 | if (op->type == PLAYER && op->contr->run_on) |
2885 | if (op->type == PLAYER && op->contr->run_on) |
3139 | if (!skop || num >= skop->level) |
2886 | if (!skop || num >= skop->level) |
3140 | { |
2887 | { |
… | |
… | |
3150 | num -= hide; |
2897 | num -= hide; |
3151 | |
2898 | |
3152 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2899 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3153 | { |
2900 | { |
3154 | make_visible (op); |
2901 | make_visible (op); |
|
|
2902 | |
3155 | if (op->type == PLAYER) |
2903 | if (op->type == PLAYER) |
3156 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2904 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3157 | } |
2905 | } |
3158 | else if (op->type == PLAYER && skop) |
2906 | else if (op->type == PLAYER && skop) |
3159 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2907 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3174 | |
2922 | |
3175 | if (who->type == PLAYER) |
2923 | if (who->type == PLAYER) |
3176 | player = 1; |
2924 | player = 1; |
3177 | |
2925 | |
3178 | else |
2926 | else |
3179 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2927 | friendly = who->flag [FLAG_FRIENDLY]; |
3180 | |
2928 | |
3181 | /* search adjacent squares */ |
2929 | /* search adjacent squares */ |
3182 | for (i = 1; i < 9; i++) |
2930 | for (i = 1; i < 9; i++) |
3183 | { |
2931 | { |
3184 | x = who->x + freearr_x[i]; |
2932 | x = who->x + freearr_x[i]; |
… | |
… | |
3193 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2941 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3194 | continue; |
2942 | continue; |
3195 | |
2943 | |
3196 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2944 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3197 | { |
2945 | { |
3198 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2946 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3199 | return 1; |
2947 | return 1; |
3200 | else if (tmp->type == PLAYER) |
2948 | else if (tmp->type == PLAYER) |
3201 | { |
2949 | { |
3202 | /*don't let a hidden DM prevent you from hiding */ |
2950 | /*don't let a hidden DM prevent you from hiding */ |
3203 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2951 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3204 | return 1; |
2952 | return 1; |
3205 | } |
2953 | } |
3206 | } |
2954 | } |
3207 | } |
2955 | } |
3208 | return 0; |
2956 | return 0; |
… | |
… | |
3212 | * object op. This function works fine for monsters, |
2960 | * object op. This function works fine for monsters, |
3213 | * but we dont worry if the object isnt the top one in |
2961 | * but we dont worry if the object isnt the top one in |
3214 | * a pile (say a coin under a table would return "viewable" |
2962 | * a pile (say a coin under a table would return "viewable" |
3215 | * by this routine). Another question, should we be |
2963 | * by this routine). Another question, should we be |
3216 | * concerned with the direction the player is looking |
2964 | * concerned with the direction the player is looking |
3217 | * in? Realistically, most of use cant see stuff behind |
2965 | * in? Realistically, most of us can't see stuff behind |
3218 | * our backs...on the other hand, does the "facing" direction |
2966 | * our backs...on the other hand, does the "facing" direction |
3219 | * imply the way your head, or body is facing? Its possible |
2967 | * 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. |
2968 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3221 | * -b.t. |
2969 | * -b.t. |
3222 | * This function is now map tiling safe. |
2970 | * This function is now map tiling safe. |
3223 | */ |
2971 | */ |
3224 | |
|
|
3225 | int |
2972 | int |
3226 | player_can_view (object *pl, object *op) |
2973 | player_can_view (object *pl, object *op) |
3227 | { |
2974 | { |
3228 | rv_vector rv; |
2975 | rv_vector rv; |
3229 | int dx, dy; |
2976 | int dx, dy; |
… | |
… | |
3241 | |
2988 | |
3242 | get_rangevector (pl, op, &rv, 0x1); |
2989 | get_rangevector (pl, op, &rv, 0x1); |
3243 | |
2990 | |
3244 | /* starting with the 'head' part, lets loop |
2991 | /* starting with the 'head' part, lets loop |
3245 | * through the object and find if it has any |
2992 | * through the object and find if it has any |
3246 | * part that is in the los array but isnt on |
2993 | * part that is in the los array but isn't on |
3247 | * a blocked los square. |
2994 | * a blocked los square. |
3248 | * we use the archetype to figure out offsets. |
2995 | * we use the archetype to figure out offsets. |
3249 | */ |
2996 | */ |
3250 | while (op) |
2997 | while (op) |
3251 | { |
2998 | { |
3252 | dx = rv.distance_x + op->arch->clone.x; |
2999 | dx = rv.distance_x + op->arch->x; |
3253 | dy = rv.distance_y + op->arch->clone.y; |
3000 | dy = rv.distance_y + op->arch->y; |
3254 | |
3001 | |
3255 | /* only the viewable area the player sees is updated by LOS |
3002 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3256 | * code, so we need to restrict ourselves to that range of values |
|
|
3257 | * for any meaningful values. |
|
|
3258 | */ |
|
|
3259 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
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; |
3003 | return 1; |
|
|
3004 | |
3263 | op = op->more; |
3005 | op = op->more; |
3264 | } |
3006 | } |
3265 | return 0; |
|
|
3266 | } |
|
|
3267 | |
3007 | |
3268 | /* routine for both players and monsters. We call this when |
|
|
3269 | * there is a possibility for our action distrubing our hiding |
|
|
3270 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3271 | * effected by this. If we arent invisible to begin with, we |
|
|
3272 | * return 0. |
|
|
3273 | */ |
|
|
3274 | int |
|
|
3275 | action_makes_visible (object *op) |
|
|
3276 | { |
|
|
3277 | |
|
|
3278 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3279 | { |
|
|
3280 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3281 | return 0; |
|
|
3282 | |
|
|
3283 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3284 | return 0; |
|
|
3285 | |
|
|
3286 | /* If monsters, they should become visible */ |
|
|
3287 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3288 | { |
|
|
3289 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3290 | return 1; |
|
|
3291 | } |
|
|
3292 | } |
|
|
3293 | return 0; |
3008 | return 0; |
3294 | } |
3009 | } |
3295 | |
3010 | |
3296 | /* op_on_battleground - checks if the given object op (usually |
3011 | /* op_on_battleground - checks if the given object op (usually |
3297 | * a player) is standing on a valid battleground-tile, |
3012 | * 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 |
3017 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3303 | */ |
3018 | */ |
3304 | int |
3019 | int |
3305 | op_on_battleground (object *op, int *x, int *y) |
3020 | op_on_battleground (object *op, int *x, int *y) |
3306 | { |
3021 | { |
3307 | object *tmp; |
|
|
3308 | |
|
|
3309 | /* A battleground-tile needs the following attributes to be valid: |
3022 | /* 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), |
3023 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3311 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3024 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3312 | * and the exit-coordinates sp/hp must both be > 0. |
3025 | * and the exit-coordinates sp/hp must both be > 0. |
3313 | * => The intention here is to prevent abuse of the battleground- |
3026 | * => The intention here is to prevent abuse of the battleground- |
3314 | * feature (like pickable or hidden battleground tiles). */ |
3027 | * feature (like pickable or hidden battleground tiles). */ |
3315 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3028 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3316 | { |
3029 | { |
3317 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3030 | if (tmp->flag [FLAG_IS_FLOOR]) |
3318 | { |
3031 | { |
3319 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3032 | if (tmp->flag [FLAG_NO_PICK] |
3320 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3033 | && tmp->type == BATTLEGROUND |
|
|
3034 | && tmp->name == shstr_battleground |
|
|
3035 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3321 | { |
3036 | { |
3322 | /*before we assign the exit, check if this is a teambattle */ |
3037 | /* before we assign the exit, check if this is a teambattle */ |
3323 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3038 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3324 | { |
|
|
3325 | object *invtmp; |
|
|
3326 | |
|
|
3327 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3039 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3040 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3328 | { |
3041 | { |
3329 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3330 | { |
|
|
3331 | if (x != NULL && y != NULL) |
3042 | if (x && y) |
3332 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3043 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3044 | |
3333 | return 1; |
3045 | return 1; |
3334 | } |
|
|
3335 | } |
3046 | } |
3336 | } |
3047 | |
3337 | if (x != NULL && y != NULL) |
3048 | if (x && y) |
3338 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3049 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3050 | |
3339 | return 1; |
3051 | return 1; |
3340 | } |
3052 | } |
3341 | } |
3053 | } |
3342 | } |
3054 | } |
|
|
3055 | |
3343 | /* If we got here, did not find a battleground */ |
3056 | /* If we got here, did not find a battleground */ |
3344 | return 0; |
3057 | return 0; |
3345 | } |
3058 | } |
3346 | |
3059 | |
3347 | /* |
3060 | /* |
… | |
… | |
3363 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3076 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3364 | int i = 0, j = 0; |
3077 | int i = 0, j = 0; |
3365 | |
3078 | |
3366 | /* get the appropriate treasurelist */ |
3079 | /* get the appropriate treasurelist */ |
3367 | if (atnr == ATNR_FIRE) |
3080 | if (atnr == ATNR_FIRE) |
3368 | trlist = treasurelist::find ("dragon_ability_fire"); |
3081 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3369 | else if (atnr == ATNR_COLD) |
3082 | else if (atnr == ATNR_COLD) |
3370 | trlist = treasurelist::find ("dragon_ability_cold"); |
3083 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3371 | else if (atnr == ATNR_ELECTRICITY) |
3084 | else if (atnr == ATNR_ELECTRICITY) |
3372 | trlist = treasurelist::find ("dragon_ability_elec"); |
3085 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3373 | else if (atnr == ATNR_POISON) |
3086 | else if (atnr == ATNR_POISON) |
3374 | trlist = treasurelist::find ("dragon_ability_poison"); |
3087 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3375 | |
3088 | |
3376 | if (trlist == NULL || who->type != PLAYER) |
3089 | if (trlist == NULL || who->type != PLAYER) |
3377 | return; |
3090 | return; |
3378 | |
3091 | |
3379 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3092 | 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]); */ |
3096 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3384 | return; |
3097 | return; |
3385 | } |
3098 | } |
3386 | |
3099 | |
3387 | /* everything seems okay - now bring on the gift: */ |
3100 | /* everything seems okay - now bring on the gift: */ |
3388 | item = &(tr->item->clone); |
3101 | item = tr->item; |
3389 | |
3102 | |
3390 | if (item->type == SPELL) |
3103 | if (item->type == SPELL) |
3391 | { |
3104 | { |
3392 | if (check_spell_known (who, item->name)) |
3105 | if (check_spell_known (who, item->name)) |
3393 | return; |
3106 | return; |
… | |
… | |
3452 | { |
3165 | { |
3453 | /* forces in the treasurelist can alter the player's stats */ |
3166 | /* forces in the treasurelist can alter the player's stats */ |
3454 | object *skin; |
3167 | object *skin; |
3455 | |
3168 | |
3456 | /* first get the dragon skin force */ |
3169 | /* 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) |
3170 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3459 | ; |
3171 | ; |
3460 | |
3172 | |
3461 | if (!skin) |
3173 | if (!skin) |
3462 | return; |
3174 | return; |
3463 | |
3175 | |
… | |
… | |
3477 | else |
3189 | else |
3478 | j = 1; |
3190 | j = 1; |
3479 | strcat (buf, spellpathnames[i]); |
3191 | strcat (buf, spellpathnames[i]); |
3480 | } |
3192 | } |
3481 | } |
3193 | } |
|
|
3194 | |
3482 | strcat (buf, "."); |
3195 | strcat (buf, "."); |
3483 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3196 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3484 | } |
3197 | } |
3485 | |
3198 | |
3486 | /* evtl. adding flags: */ |
3199 | /* evtl. adding flags: */ |
3487 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3200 | if (item->flag [FLAG_XRAYS]) |
3488 | SET_FLAG (skin, FLAG_XRAYS); |
3201 | skin->set_flag (FLAG_XRAYS); |
3489 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3202 | if (item->flag [FLAG_STEALTH]) |
3490 | SET_FLAG (skin, FLAG_STEALTH); |
3203 | skin->set_flag (FLAG_STEALTH); |
3491 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3204 | if (item->flag [FLAG_SEE_IN_DARK]) |
3492 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3205 | skin->set_flag (FLAG_SEE_IN_DARK); |
3493 | |
3206 | |
3494 | /* print message if there is one */ |
3207 | /* print message if there is one */ |
3495 | if (item->msg != NULL) |
3208 | if (item->msg != NULL) |
3496 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3209 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3497 | } |
3210 | } |
3498 | else |
3211 | else |
3499 | { |
3212 | { |
3500 | /* generate misc. treasure */ |
3213 | /* generate misc. treasure */ |
3501 | tmp = arch_to_object (tr->item); |
3214 | tmp = tr->item->instance (); |
3502 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3215 | 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); |
3216 | who->insert (tmp); |
3504 | if (who->type == PLAYER) |
|
|
3505 | esrv_send_item (who, tmp); |
|
|
3506 | } |
3217 | } |
3507 | } |
3218 | } |
3508 | |
3219 | |
3509 | /** |
3220 | //-GPL |
3510 | * Unready an object for a player. This function does nothing if the object was |
|
|
3511 | * not readied. |
|
|
3512 | */ |
|
|
3513 | void |
|
|
3514 | player_unready_range_ob (player *pl, object *ob) |
|
|
3515 | { |
|
|
3516 | if (pl->ob->current_weapon == ob) |
|
|
3517 | pl->ob->current_weapon = 0; |
|
|
3518 | |
|
|
3519 | if (pl->combat_ob == ob) |
|
|
3520 | pl->combat_ob = 0; |
|
|
3521 | |
|
|
3522 | if (pl->ranged_ob == ob) |
|
|
3523 | pl->ranged_ob = 0; |
|
|
3524 | } |
|
|
3525 | |
3221 | |
3526 | sint8 |
3222 | sint8 |
3527 | player::visibility_at (maptile *map, int x, int y) const |
3223 | player::darkness_at (maptile *map, int x, int y) const |
3528 | { |
3224 | { |
3529 | if (!ns) |
3225 | if (!ns) |
3530 | return 0; |
3226 | return LOS_BLOCKED; |
3531 | |
3227 | |
3532 | int dx, dy; |
3228 | int dx, dy; |
3533 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3229 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3230 | return LOS_BLOCKED; |
|
|
3231 | |
|
|
3232 | x += dx - ns->current_x; |
|
|
3233 | y += dy - ns->current_y; |
|
|
3234 | |
|
|
3235 | return blocked_los (x, y); |
|
|
3236 | } |
|
|
3237 | |
|
|
3238 | void |
|
|
3239 | player::infobox (const char *title, const char *msg, int color) |
|
|
3240 | { |
|
|
3241 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3242 | } |
|
|
3243 | |
|
|
3244 | void |
|
|
3245 | player::statusmsg (const char *msg, int color) |
|
|
3246 | { |
|
|
3247 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3248 | } |
|
|
3249 | |
|
|
3250 | void |
|
|
3251 | player::failmsg (const char *msg, int color) |
|
|
3252 | { |
|
|
3253 | play_sound (sound_find ("generic_failure")); |
|
|
3254 | statusmsg (msg, color); |
|
|
3255 | } |
|
|
3256 | |
|
|
3257 | void |
|
|
3258 | object::failmsgf (const char *format, ...) |
|
|
3259 | { |
|
|
3260 | if (!contr) |
3534 | return 0; |
3261 | return; |
3535 | |
3262 | |
3536 | x += dx - ns->current_x + ns->mapx / 2; |
3263 | va_list ap; |
3537 | y += dy - ns->current_y + ns->mapy / 2; |
3264 | va_start (ap, format); |
3538 | |
3265 | contr->failmsg (vformat (format, ap)); |
3539 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3266 | va_end (ap); |
3540 | return 0; |
|
|
3541 | |
|
|
3542 | return 100 - blocked_los [x][y]; |
|
|
3543 | } |
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::failmsgf (const char *format, ...) |
|
|
3271 | { |
|
|
3272 | va_list ap; |
|
|
3273 | va_start (ap, format); |
|
|
3274 | failmsg (vformat (format, ap)); |
|
|
3275 | va_end (ap); |
|
|
3276 | } |
|
|
3277 | |