1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
149 | close_and_delete (fp, comp); |
148 | close_and_delete (fp, comp); |
150 | } |
149 | } |
151 | |
150 | |
152 | float |
|
|
153 | player::weapon_speed () const |
|
|
154 | { |
|
|
155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
|
156 | } |
|
|
157 | |
|
|
158 | /* This loads the first map an puts the player on it. */ |
151 | /* This loads the first map an puts the player on it. */ |
159 | static void |
152 | static void |
160 | set_first_map (object *op) |
153 | set_first_map (object *op) |
161 | { |
154 | { |
162 | op->contr->maplevel = first_map_path; |
155 | op->contr->maplevel = first_map_path; |
163 | op->x = -1; |
156 | op->x = -1; |
164 | op->y = -1; |
157 | op->y = -1; |
165 | } |
|
|
166 | |
|
|
167 | void |
|
|
168 | player::enter_map () |
|
|
169 | { |
|
|
170 | object *tmp = object::create (); |
|
|
171 | |
|
|
172 | EXIT_PATH (tmp) = maplevel; |
|
|
173 | EXIT_X (tmp) = ob->x; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
|
|
175 | ob->enter_exit (tmp); |
|
|
176 | |
|
|
177 | tmp->destroy (); |
|
|
178 | } |
158 | } |
179 | |
159 | |
180 | void |
160 | void |
181 | player::activate () |
161 | player::activate () |
182 | { |
162 | { |
… | |
… | |
187 | ob->remove (); |
167 | ob->remove (); |
188 | ob->map = 0; |
168 | ob->map = 0; |
189 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
191 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
192 | enter_map (); |
|
|
193 | } |
172 | } |
194 | |
173 | |
195 | void |
174 | void |
196 | player::deactivate () |
175 | player::deactivate () |
197 | { |
176 | { |
… | |
… | |
204 | |
183 | |
205 | if (ob->map) |
184 | if (ob->map) |
206 | maplevel = ob->map->path; |
185 | maplevel = ob->map->path; |
207 | |
186 | |
208 | ob->remove (); |
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
209 | ob->map = 0; |
189 | ob->map = 0; |
210 | party = 0; |
190 | party = 0; |
211 | |
191 | |
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
213 | |
193 | |
… | |
… | |
227 | ob->close_container (); //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
228 | |
208 | |
229 | ns->update_look = 0; |
209 | ns->update_look = 0; |
230 | ns->look_position = 0; |
210 | ns->look_position = 0; |
231 | |
211 | |
232 | clear_los (ob); |
212 | clear_los (this); |
233 | |
213 | |
234 | ns->reset_stats (); |
214 | ns->reset_stats (); |
235 | |
215 | |
236 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
237 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
238 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
239 | |
219 | |
240 | ob->carrying = sum_weight (ob); |
220 | ob->carrying = sum_weight (ob); |
241 | link_player_skills (ob); |
221 | link_player_skills (ob); |
242 | |
222 | |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
244 | |
224 | |
245 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
246 | |
226 | |
247 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
248 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
249 | { |
229 | { |
250 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
251 | |
231 | |
252 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
254 | |
|
|
255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
256 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
257 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
258 | abil = tmp; |
235 | abil = tmp; |
259 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
260 | skin = tmp; |
237 | skin = tmp; |
261 | |
238 | |
262 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
263 | } |
240 | } |
264 | |
241 | |
… | |
… | |
272 | |
249 | |
273 | for (object *op = ob->inv; op; op = op->below) |
250 | for (object *op = ob->inv; op; op = op->below) |
274 | if (op->flag [FLAG_APPLIED]) |
251 | if (op->flag [FLAG_APPLIED]) |
275 | switch (op->type) |
252 | switch (op->type) |
276 | { |
253 | { |
|
|
254 | case SKILL: |
|
|
255 | ob->flag [FLAG_APPLIED] = false; |
|
|
256 | break; |
|
|
257 | |
277 | case WAND: |
258 | case WAND: |
278 | case ROD: |
259 | case ROD: |
279 | case HORN: |
260 | case HORN: |
280 | case BOW: |
261 | case BOW: |
281 | case SKILL_TOOL: |
262 | ranged_ob = op; |
|
|
263 | break; |
|
|
264 | |
282 | case WEAPON: |
265 | case WEAPON: |
283 | op->flag [FLAG_APPLIED] = false; |
266 | combat_ob = op; |
284 | apply_special (ob, op, AP_APPLY); |
|
|
285 | break; |
|
|
286 | |
|
|
287 | case SKILL: |
|
|
288 | op->flag [FLAG_APPLIED] = false; |
|
|
289 | break; |
267 | break; |
290 | } |
268 | } |
291 | |
269 | |
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
270 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
293 | ob->update_stats (); |
271 | ob->update_stats (); |
… | |
… | |
307 | } |
285 | } |
308 | |
286 | |
309 | void |
287 | void |
310 | player::disconnect () |
288 | player::disconnect () |
311 | { |
289 | { |
|
|
290 | if (ob) |
|
|
291 | { |
|
|
292 | ob->close_container (); //TODO: client-specific |
|
|
293 | ob->drop_unpaid_items (); |
|
|
294 | } |
|
|
295 | |
312 | if (ns) |
296 | if (ns) |
313 | { |
297 | { |
314 | if (active) |
298 | if (active) |
315 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
299 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
316 | |
300 | |
… | |
… | |
319 | ns->reset_stats (); |
303 | ns->reset_stats (); |
320 | ns->pl = 0; |
304 | ns->pl = 0; |
321 | ns = 0; |
305 | ns = 0; |
322 | } |
306 | } |
323 | |
307 | |
324 | if (ob) |
308 | observe = ob; |
325 | ob->close_container (); //TODO: client-specific |
|
|
326 | |
309 | |
327 | deactivate (); |
310 | deactivate (); |
328 | } |
311 | } |
329 | |
312 | |
330 | // the need for this function can be explained |
313 | // the need for this function can be explained |
331 | // by load_object not returning the object |
314 | // by load_object not returning the object |
332 | void |
315 | void |
333 | player::set_object (object *op) |
316 | player::set_object (object *op) |
334 | { |
317 | { |
335 | ob = op; |
318 | ob = observe = op; |
336 | ob->contr = this; /* this aren't yet in archetype */ |
319 | ob->contr = this; /* this aren't yet in archetype */ |
337 | |
320 | |
338 | ob->speed_left = 0.5f; |
|
|
339 | ob->speed = 1.0f; |
321 | ob->speed = 1.0f; |
|
|
322 | ob->speed_left = 0.5f; |
|
|
323 | |
340 | ob->direction = 5; /* So player faces south */ |
324 | ob->direction = 5; /* So player faces south */ |
|
|
325 | } |
|
|
326 | |
|
|
327 | void |
|
|
328 | player::set_observe (object *op) |
|
|
329 | { |
|
|
330 | observe = op ? op : ob; |
|
|
331 | do_los = 1; |
341 | } |
332 | } |
342 | |
333 | |
343 | player::player () |
334 | player::player () |
344 | { |
335 | { |
345 | /* There are some elements we want initialised to non zero value - |
336 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
356 | petmode = pet_normal; |
347 | petmode = pet_normal; |
357 | listening = 10; |
348 | listening = 10; |
358 | usekeys = containers; |
349 | usekeys = containers; |
359 | peaceful = 1; /* default peaceful */ |
350 | peaceful = 1; /* default peaceful */ |
360 | do_los = 1; |
351 | do_los = 1; |
|
|
352 | |
|
|
353 | weapon_sp = 1.0f; |
|
|
354 | weapon_sp_left = 0.5f; |
361 | } |
355 | } |
362 | |
356 | |
363 | void |
357 | void |
364 | player::do_destroy () |
358 | player::do_destroy () |
365 | { |
359 | { |
… | |
… | |
370 | if (ob) |
364 | if (ob) |
371 | { |
365 | { |
372 | ob->destroy_inv (false); |
366 | ob->destroy_inv (false); |
373 | ob->destroy (); |
367 | ob->destroy (); |
374 | } |
368 | } |
|
|
369 | |
|
|
370 | ob = observe = 0; |
375 | } |
371 | } |
376 | |
372 | |
377 | player::~player () |
373 | player::~player () |
378 | { |
374 | { |
379 | /* Clear item stack */ |
375 | /* Clear item stack */ |
… | |
… | |
406 | * Note: there MUST be at least one player archetype! |
402 | * Note: there MUST be at least one player archetype! |
407 | */ |
403 | */ |
408 | archetype * |
404 | archetype * |
409 | get_player_archetype (archetype *at) |
405 | get_player_archetype (archetype *at) |
410 | { |
406 | { |
411 | archetype *start = at; |
407 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
412 | |
408 | |
413 | for (;;) |
409 | for (;;) |
414 | { |
410 | { |
415 | if (at == NULL || at->next == NULL) |
411 | if (++i == archetypes.end ()) |
416 | at = first_archetype; |
412 | i = archetypes.begin (); |
417 | else |
413 | else if (*i == at) |
418 | at = at->next; |
414 | cleanup ("not a single player archetype found"); |
419 | |
415 | |
420 | if (at->clone.type == PLAYER) |
416 | if ((*i)->type == PLAYER) |
421 | return at; |
417 | return *i; |
422 | |
|
|
423 | if (at == start) |
|
|
424 | { |
|
|
425 | LOG (llevError, "No Player archetypes\n"); |
|
|
426 | exit (-1); |
|
|
427 | } |
|
|
428 | } |
418 | } |
429 | } |
419 | } |
430 | |
420 | |
431 | object * |
421 | object * |
432 | get_nearest_player (object *mon) |
422 | get_nearest_player (object *mon) |
… | |
… | |
436 | unsigned lastdist; |
426 | unsigned lastdist; |
437 | rv_vector rv; |
427 | rv_vector rv; |
438 | |
428 | |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
429 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
440 | { |
430 | { |
441 | /* We should not find free objects on this friendly list, but it |
|
|
442 | * does periodically happen. Given that, lets deal with it. |
|
|
443 | * While unlikely, it is possible the next object on the friendly |
|
|
444 | * list is also free, so encapsulate this in a while loop. |
|
|
445 | */ |
|
|
446 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
447 | { |
|
|
448 | object *tmp = ol->ob; |
|
|
449 | |
|
|
450 | /* Can't do much more other than log the fact, because the object |
|
|
451 | * itself will have been cleared. |
|
|
452 | */ |
|
|
453 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
454 | tmp->debug_desc ()); |
|
|
455 | ol = ol->next; |
|
|
456 | remove_friendly_object (tmp); |
|
|
457 | if (!ol) |
|
|
458 | return op; |
|
|
459 | } |
|
|
460 | |
|
|
461 | /* Remove special check for player from this. First, it looks to cause |
|
|
462 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
463 | * complicated method of state checking would be needed in any case - |
|
|
464 | * as it was, a clever player could type quit, and the function would |
|
|
465 | * skip them over while waiting for confirmation. Remove |
|
|
466 | * on_same_map check, as can_detect_enemy also does this |
|
|
467 | */ |
|
|
468 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
431 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
469 | continue; |
432 | continue; |
470 | |
433 | |
471 | if (lastdist > rv.distance) |
434 | if (lastdist > rv.distance) |
472 | { |
435 | { |
… | |
… | |
922 | if (*first_map_ext_path) |
885 | if (*first_map_ext_path) |
923 | { |
886 | { |
924 | object *tmp; |
887 | object *tmp; |
925 | char mapname[MAX_BUF]; |
888 | char mapname[MAX_BUF]; |
926 | |
889 | |
927 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
890 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
928 | tmp = object::create (); |
891 | tmp = object::create (); |
929 | EXIT_PATH (tmp) = mapname; |
892 | EXIT_PATH (tmp) = mapname; |
930 | EXIT_X (tmp) = ob->x; |
893 | EXIT_X (tmp) = ob->x; |
931 | EXIT_Y (tmp) = ob->y; |
894 | EXIT_Y (tmp) = ob->y; |
932 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
895 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
951 | int x = ob->x, y = ob->y; |
914 | int x = ob->x, y = ob->y; |
952 | |
915 | |
953 | ob->remove_statbonus (); |
916 | ob->remove_statbonus (); |
954 | ob->remove (); |
917 | ob->remove (); |
955 | ob->arch = get_player_archetype (ob->arch); |
918 | ob->arch = get_player_archetype (ob->arch); |
956 | ob->arch->clone.copy_to (ob); |
919 | ob->arch->copy_to (ob); |
957 | ob->instantiate (); |
920 | ob->instantiate (); |
958 | ob->stats = ob->contr->orig_stats; |
921 | ob->stats = ob->contr->orig_stats; |
959 | ob->name = ob->name_pl = name; |
922 | ob->name = ob->name_pl = name; |
960 | ob->x = x; |
923 | ob->x = x; |
961 | ob->y = y; |
924 | ob->y = y; |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
925 | SET_ANIMATION (ob, 2); /* So player faces south */ |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
926 | insert_ob_in_map (ob, ob->map, ob, 0); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
927 | assign (ob->contr->title, ob->arch->object::name); |
965 | ob->add_statbonus (); |
928 | ob->add_statbonus (); |
966 | } |
929 | } |
967 | while (!allowed_class (ob)); |
930 | while (!allowed_class (ob)); |
968 | |
931 | |
969 | update_object (ob, UP_OBJ_FACE); |
932 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1114 | if (tmp->name != NULL) |
1077 | if (tmp->name != NULL) |
1115 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1078 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1116 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1079 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1117 | else |
1080 | else |
1118 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1081 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1119 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1082 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1120 | |
1083 | |
1121 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1084 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1122 | } |
1085 | } |
1123 | |
1086 | |
1124 | /* philosophy: |
1087 | /* philosophy: |
… | |
… | |
1199 | pick_up (op, tmp); |
1162 | pick_up (op, tmp); |
1200 | continue; |
1163 | continue; |
1201 | } |
1164 | } |
1202 | |
1165 | |
1203 | if (op->contr->mode & PU_READABLES) |
1166 | if (op->contr->mode & PU_READABLES) |
1204 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1167 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1205 | { |
1168 | { |
1206 | pick_up (op, tmp); |
1169 | pick_up (op, tmp); |
1207 | continue; |
1170 | continue; |
1208 | } |
1171 | } |
1209 | |
1172 | |
… | |
… | |
1317 | /* careful: chairs and tables are weapons! */ |
1280 | /* careful: chairs and tables are weapons! */ |
1318 | if (op->contr->mode & PU_ALLWEAPON) |
1281 | if (op->contr->mode & PU_ALLWEAPON) |
1319 | { |
1282 | { |
1320 | if (tmp->type == WEAPON && tmp->name != NULL) |
1283 | if (tmp->type == WEAPON && tmp->name != NULL) |
1321 | { |
1284 | { |
1322 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1285 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1323 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1286 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1324 | { |
1287 | { |
1325 | pick_up (op, tmp); |
1288 | pick_up (op, tmp); |
1326 | continue; |
1289 | continue; |
1327 | } |
1290 | } |
1328 | } |
1291 | } |
1329 | |
1292 | |
1330 | if (tmp->type == WEAPON && tmp->name == NULL) |
1293 | if (tmp->type == WEAPON && tmp->name == NULL) |
1331 | { |
1294 | { |
1332 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1295 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1333 | { |
1296 | { |
1334 | pick_up (op, tmp); |
1297 | pick_up (op, tmp); |
1335 | continue; |
1298 | continue; |
1336 | } |
1299 | } |
1337 | } |
1300 | } |
… | |
… | |
1362 | if (tmp->name != NULL) |
1325 | if (tmp->name != NULL) |
1363 | { |
1326 | { |
1364 | fprintf (stderr, "%s", tmp->name); |
1327 | fprintf (stderr, "%s", tmp->name); |
1365 | } |
1328 | } |
1366 | else |
1329 | else |
1367 | fprintf (stderr, "%s", tmp->arch->name); |
1330 | fprintf (stderr, "%s", tmp->arch->archname); |
1368 | fprintf (stderr, ",%d] = ", tmp->type); |
1331 | fprintf (stderr, ",%d] = ", tmp->type); |
1369 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1332 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1370 | #endif |
1333 | #endif |
1371 | continue; |
1334 | continue; |
1372 | } |
1335 | } |
… | |
… | |
1442 | else |
1405 | else |
1443 | { |
1406 | { |
1444 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1407 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1445 | { |
1408 | { |
1446 | attacktype = 1 << attacknum; |
1409 | attacktype = 1 << attacknum; |
1447 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1410 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1448 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1411 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1449 | { |
1412 | { |
1450 | tmp = arrow; |
1413 | tmp = arrow; |
1451 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1414 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1452 | } |
1415 | } |
1453 | } |
1416 | } |
1454 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1417 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1418 | { |
1456 | tmp = arrow; |
1419 | tmp = arrow; |
… | |
… | |
1640 | arrow->stats.grace = arrow->attacktype; |
1603 | arrow->stats.grace = arrow->attacktype; |
1641 | |
1604 | |
1642 | if (arrow->slaying) |
1605 | if (arrow->slaying) |
1643 | arrow->spellarg = strdup (arrow->slaying); |
1606 | arrow->spellarg = strdup (arrow->slaying); |
1644 | |
1607 | |
|
|
1608 | #if 0 |
1645 | if (player *pl = op->contr) |
1609 | if (player *pl = op->contr) |
1646 | { |
1610 | { |
1647 | if (!pl->has_hit) |
|
|
1648 | { |
|
|
1649 | pl->has_hit = 1; |
|
|
1650 | pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed; |
|
|
1651 | } |
|
|
1652 | #if 0 |
|
|
1653 | float speed = pl->weapon_sp; |
1611 | float speed = pl->weapon_sp; |
1654 | |
1612 | |
1655 | /* penalize ROF for bestarrow */ |
1613 | /* penalize ROF for bestarrow */ |
1656 | if (pl->bowtype == bow_bestarrow) |
1614 | if (pl->bowtype == bow_bestarrow) |
1657 | speed *= .9f; |
1615 | speed *= .9f; |
1658 | else |
1616 | else |
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1617 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1660 | |
1618 | |
1661 | op->speed_left += speed - op->speed; |
1619 | op->speed_left += speed - op->speed; |
|
|
1620 | } |
1662 | #endif |
1621 | #endif |
1663 | } |
|
|
1664 | |
1622 | |
1665 | SET_ANIMATION (arrow, arrow->direction); |
1623 | SET_ANIMATION (arrow, arrow->direction); |
1666 | |
1624 | |
1667 | /* update the speed */ |
1625 | /* update the speed */ |
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1626 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1669 | + bow->stats.dam / 7.0; |
1627 | + bow->stats.dam / 7.f; |
1670 | |
1628 | |
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
1629 | arrow->set_speed (max (arrow->speed, 2.f)); |
1672 | arrow->speed_left = 0; |
1630 | arrow->speed_left = 0; |
1673 | |
1631 | |
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1632 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1675 | |
1633 | |
1676 | if (op->type == PLAYER) |
1634 | if (op->type == PLAYER) |
… | |
… | |
1699 | |
1657 | |
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1658 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1659 | arrow->move_type = MOVE_FLY_LOW; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1660 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1703 | |
1661 | |
1704 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1662 | op->play_sound (sound_find ("fire_arrow")); |
1705 | m->insert (arrow, sx, sy, op); |
1663 | m->insert (arrow, sx, sy, op); |
1706 | |
1664 | |
1707 | if (!arrow->destroyed ()) |
1665 | if (!arrow->destroyed ()) |
1708 | move_arrow (arrow); |
1666 | move_arrow (arrow); |
1709 | |
1667 | |
… | |
… | |
1787 | |
1745 | |
1788 | if (item->type == WAND) |
1746 | if (item->type == WAND) |
1789 | { |
1747 | { |
1790 | if (item->stats.food <= 0) |
1748 | if (item->stats.food <= 0) |
1791 | { |
1749 | { |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1750 | op->contr->play_sound (sound_find ("wand_poof")); |
1793 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1751 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1794 | |
1752 | |
1795 | return; |
1753 | return; |
1796 | } |
1754 | } |
1797 | } |
1755 | } |
1798 | else if (item->type == ROD || item->type == HORN) |
1756 | else if (item->type == ROD || item->type == HORN) |
1799 | { |
1757 | { |
1800 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1758 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1801 | { |
1759 | { |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1760 | op->contr->play_sound (sound_find ("wand_poof")); |
1803 | |
1761 | |
1804 | if (item->type == ROD) |
1762 | if (item->type == ROD) |
1805 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1763 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1806 | else |
1764 | else |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1765 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1820 | object *tmp; |
1778 | object *tmp; |
1821 | |
1779 | |
1822 | if (item->arch) |
1780 | if (item->arch) |
1823 | { |
1781 | { |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1782 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1825 | item->face = item->arch->clone.face; |
1783 | item->face = item->arch->face; |
1826 | item->set_speed (0); |
1784 | item->set_speed (0); |
1827 | } |
1785 | } |
1828 | |
1786 | |
1829 | if ((tmp = item->in_player ())) |
1787 | if ((tmp = item->in_player ())) |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1788 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1835 | } |
1793 | } |
1836 | } |
1794 | } |
1837 | |
1795 | |
1838 | /* Received a fire command for the player - go and do it. |
1796 | /* Received a fire command for the player - go and do it. |
1839 | */ |
1797 | */ |
1840 | void |
1798 | bool |
1841 | fire (object *op, int dir) |
1799 | fire (object *op, int dir) |
1842 | { |
1800 | { |
1843 | int spellcost = 0; |
1801 | int spellcost = 0; |
1844 | |
1802 | |
1845 | /* check for loss of invisiblity/hide */ |
1803 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1849 | player *pl = op->contr; |
1807 | player *pl = op->contr; |
1850 | |
1808 | |
1851 | if (pl->golem) |
1809 | if (pl->golem) |
1852 | { |
1810 | { |
1853 | control_golem (op->contr->golem, dir); |
1811 | control_golem (op->contr->golem, dir); |
1854 | return; |
1812 | return false; |
1855 | } |
1813 | } |
1856 | |
1814 | |
1857 | object *ob = pl->ranged_ob; |
1815 | object *ob = pl->ranged_ob; |
1858 | |
1816 | |
1859 | if (!ob) |
1817 | if (!ob) |
1860 | return; |
1818 | return false; |
1861 | |
1819 | |
1862 | if (!op->change_weapon (ob)) |
1820 | if (!op->change_weapon (ob)) |
1863 | return; |
1821 | return false; |
|
|
1822 | |
|
|
1823 | if (op->speed_left > 0.f) |
|
|
1824 | --op->speed_left; |
|
|
1825 | else |
|
|
1826 | return false; |
1864 | |
1827 | |
1865 | switch (ob->type) |
1828 | switch (ob->type) |
1866 | { |
1829 | { |
1867 | case BOW: |
1830 | case BOW: |
1868 | player_fire_bow (op, dir); |
1831 | player_fire_bow (op, dir); |
… | |
… | |
1882 | |
1845 | |
1883 | default: |
1846 | default: |
1884 | fire_misc_object (op, dir); |
1847 | fire_misc_object (op, dir); |
1885 | break; |
1848 | break; |
1886 | } |
1849 | } |
|
|
1850 | |
|
|
1851 | return true; |
1887 | } |
1852 | } |
1888 | |
1853 | |
1889 | /* find_key |
1854 | /* find_key |
1890 | * We try to find a key for the door as passed. If we find a key |
1855 | * We try to find a key for the door as passed. If we find a key |
1891 | * and successfully use it, we return the key, otherwise NULL |
1856 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1978 | * 0 otherwise |
1943 | * 0 otherwise |
1979 | */ |
1944 | */ |
1980 | static int |
1945 | static int |
1981 | player_attack_door (object *op, object *door) |
1946 | player_attack_door (object *op, object *door) |
1982 | { |
1947 | { |
1983 | /* If its a door, try to find a use a key. If we do destroy the door, |
1948 | /* If its a door, try to find a key. If we do destroy the door, |
1984 | * might as well return immediately as there is nothing more to do - |
1949 | * might as well return immediately as there is nothing more to do - |
1985 | * otherwise, we fall through to the rest of the code. |
1950 | * otherwise, we fall through to the rest of the code. |
1986 | */ |
1951 | */ |
1987 | object *key = find_key (op, op, door); |
1952 | object *key = find_key (op, op, door); |
1988 | |
1953 | |
1989 | /* IF we found a key, do some extra work */ |
1954 | /* If we found a key, do some extra work */ |
1990 | if (key) |
1955 | if (key) |
1991 | { |
1956 | { |
1992 | object *container = key->env; |
1957 | object *container = key->env; |
1993 | |
|
|
1994 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1995 | |
1958 | |
1996 | if (action_makes_visible (op)) |
1959 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1960 | make_visible (op); |
1998 | |
1961 | |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1962 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
2029 | * It should keep the code cleaner. |
1992 | * It should keep the code cleaner. |
2030 | * When this is called, the players direction has been updated |
1993 | * When this is called, the players direction has been updated |
2031 | * (taking into account confusion.) The player is also actually |
1994 | * (taking into account confusion.) The player is also actually |
2032 | * going to try and move (not fire weapons). |
1995 | * going to try and move (not fire weapons). |
2033 | */ |
1996 | */ |
2034 | void |
1997 | bool |
2035 | move_player_attack (object *op, int dir) |
1998 | move_player_attack (object *op, int dir) |
2036 | { |
1999 | { |
2037 | object *tmp, *mon; |
|
|
2038 | int on_battleground; |
2000 | int on_battleground; |
2039 | maptile *m; |
|
|
2040 | |
2001 | |
2041 | sint16 nx = freearr_x[dir] + op->x; |
2002 | sint16 nx = freearr_x[dir] + op->x; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
2003 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
2004 | |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
2005 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2006 | |
|
|
2007 | if (out_of_map (op->map, nx, ny)) |
|
|
2008 | return false; |
|
|
2009 | |
|
|
2010 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2011 | { |
|
|
2012 | --op->speed_left; |
|
|
2013 | return true; |
|
|
2014 | } |
2045 | |
2015 | |
2046 | /* If braced, or can't move to the square, and it is not out of the |
2016 | /* If braced, or can't move to the square, and it is not out of the |
2047 | * map, attack it. Note order of if statement is important - don't |
2017 | * map, attack it. Note order of if statement is important - don't |
2048 | * want to be calling move_ob if braced, because move_ob will move the |
2018 | * want to be calling move_ob if braced, because move_ob will move the |
2049 | * player. This is a pretty nasty hack, because if we could |
2019 | * player. This is a pretty nasty hack, because if we could |
2050 | * move to some space, it then means that if we are braced, we should |
2020 | * move to some space, it then means that if we are braced, we should |
2051 | * do nothing at all. As it is, if we are braced, we go through |
2021 | * do nothing at all. As it is, if we are braced, we go through |
2052 | * quite a bit of processing. However, it probably is less than what |
2022 | * quite a bit of processing. However, it probably is less than what |
2053 | * move_ob uses. |
2023 | * move_ob uses. |
2054 | */ |
2024 | */ |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2056 | { |
|
|
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2058 | { |
|
|
2059 | m = op->map->xy_find (nx, ny); |
2025 | maptile *m = op->map->xy_find (nx, ny); |
2060 | if (!m) |
|
|
2061 | return; /* Don't think this should happen */ |
|
|
2062 | } |
|
|
2063 | else |
|
|
2064 | m = op->map; |
|
|
2065 | |
2026 | |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2067 | return; |
|
|
2068 | |
|
|
2069 | mon = 0; |
|
|
2070 | /* Go through all the objects, and find ones of interest. Only stop if |
2027 | /* Go through all the objects, and find ones of interest. Only stop if |
2071 | * we find a monster - that is something we know we want to attack. |
2028 | * we find a monster - that is something we know we want to attack. |
2072 | * if its a door or barrel (can roll) see if there may be monsters |
2029 | * if its a door or barrel (can roll) see if there may be monsters |
2073 | * on the space |
2030 | * on the space |
2074 | */ |
2031 | */ |
2075 | while (tmp) |
2032 | object *mon; |
2076 | { |
2033 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2077 | if (tmp == op) |
2034 | { |
2078 | { |
2035 | if ((mon->flag [FLAG_ALIVE] |
2079 | tmp = tmp->above; |
2036 | || mon->type == LOCKED_DOOR |
2080 | continue; |
2037 | || mon->flag [FLAG_CAN_ROLL]) |
2081 | } |
|
|
2082 | |
|
|
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2084 | { |
|
|
2085 | mon = tmp; |
2038 | && mon != op) |
2086 | break; |
2039 | break; |
2087 | } |
2040 | } |
2088 | |
2041 | |
2089 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2090 | mon = tmp; |
|
|
2091 | |
|
|
2092 | tmp = tmp->above; |
|
|
2093 | } |
|
|
2094 | |
|
|
2095 | if (!mon) /* This happens anytime the player tries to move */ |
2042 | if (!mon) /* This happens anytime the player tries to move */ |
2096 | return; /* into a wall */ |
2043 | return false; /* into a wall */ |
2097 | |
2044 | |
2098 | if (mon->head) |
|
|
2099 | mon = mon->head; |
2045 | mon = mon->head_ (); |
2100 | |
2046 | |
2101 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2047 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2048 | if (op->contr->weapon_sp_left > 0.f) |
2102 | if (player_attack_door (op, mon)) |
2049 | if (player_attack_door (op, mon)) |
|
|
2050 | { |
|
|
2051 | --op->contr->weapon_sp_left; |
2103 | return; |
2052 | return true; |
|
|
2053 | } |
2104 | |
2054 | |
2105 | /* The following deals with possibly attacking peaceful |
2055 | /* The following deals with possibly attacking peaceful |
2106 | * or frienddly creatures. Basically, all players are considered |
2056 | * or friendly creatures. Basically, all players are considered |
2107 | * unaggressive. If the moving player has peaceful set, then the |
2057 | * unaggressive. If the moving player has peaceful set, then the |
2108 | * object should be pushed instead of attacked. It is assumed that |
2058 | * object should be pushed instead of attacked. It is assumed that |
2109 | * if you are braced, you will not attack friends accidently, |
2059 | * if you are braced, you will not attack friends accidently, |
2110 | * and thus will not push them. |
2060 | * and thus will not push them. |
2111 | */ |
2061 | */ |
2112 | |
2062 | |
2113 | /* If the creature is a pet, push it even if the player is not |
2063 | /* If the creature is a pet, push it even if the player is not |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2064 | * peaceful. Our assumption is the creature is a pet if the |
2115 | * player owns it and it is either friendly or unagressive. |
2065 | * player owns it and it is either friendly or unagressive. |
2116 | */ |
2066 | */ |
2117 | if (op->type == PLAYER |
2067 | if (op->type == PLAYER |
2118 | && ((mon->owner && mon->owner->contr |
2068 | && ((mon->owner && mon->owner->contr |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2069 | && same_party (mon->owner->contr->party, op->contr->party)) |
2120 | || mon->owner == op) |
2070 | || mon->owner == op) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2071 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2122 | { |
2072 | { |
2123 | /* If we're braced, we don't want to switch places with it */ |
2073 | /* If we're braced, we don't want to switch places with it */ |
2124 | if (op->contr->braced) |
2074 | if (op->contr->braced) |
2125 | return; |
2075 | return false; |
2126 | |
2076 | |
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2077 | if (op->speed_left > 0.f) |
|
|
2078 | { |
|
|
2079 | --op->speed_left; |
|
|
2080 | |
|
|
2081 | op->play_sound (sound_find ("push_player")); |
2128 | push_ob (mon, dir, op); |
2082 | push_ob (mon, dir, op); |
|
|
2083 | |
2129 | if (op->contr->tmp_invis || op->hide) |
2084 | if (op->contr->tmp_invis || op->hide) |
2130 | make_visible (op); |
2085 | make_visible (op); |
2131 | |
2086 | |
2132 | return; |
2087 | return true; |
2133 | } |
2088 | } |
|
|
2089 | else |
|
|
2090 | return false; |
|
|
2091 | } |
2134 | |
2092 | |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2093 | /* in certain circumstances, you shouldn't attack friendly |
2136 | * creatures. Note that if you are braced, you can't push |
2094 | * creatures. Note that if you are braced, you can't push |
2137 | * someone, but put it inside this loop so that you won't |
2095 | * someone, but put it inside this loop so that you won't |
2138 | * attack them either. |
2096 | * attack them either. |
2139 | */ |
2097 | */ |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2098 | if ((mon->type == PLAYER || mon->enemy != op) |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2099 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2142 | && ((op->contr->peaceful |
2100 | && ((op->contr->peaceful |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2101 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2144 | && !on_battleground)) |
2102 | && !on_battleground)) |
|
|
2103 | { |
|
|
2104 | if (op->speed_left > 0.f) |
2145 | { |
2105 | { |
|
|
2106 | --op->speed_left; |
|
|
2107 | |
2146 | if (!op->contr->braced) |
2108 | if (!op->contr->braced) |
2147 | { |
2109 | { |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2110 | op->play_sound (sound_find ("push_player")); |
2149 | push_ob (mon, dir, op); |
2111 | push_ob (mon, dir, op); |
2150 | } |
2112 | } |
2151 | else |
2113 | else |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2114 | new_draw_info (0, 0, op, "You withhold your attack"); |
2153 | |
2115 | |
2154 | if (op->contr->tmp_invis || op->hide) |
2116 | if (op->contr->tmp_invis || op->hide) |
2155 | make_visible (op); |
2117 | make_visible (op); |
2156 | } |
|
|
2157 | |
2118 | |
|
|
2119 | return true; |
|
|
2120 | } |
|
|
2121 | } |
2158 | /* If the object is a boulder or other rollable object, then |
2122 | /* If the object is a boulder or other rollable object, then |
2159 | * roll it if not braced. You can't roll it if you are braced. |
2123 | * roll it if not braced. You can't roll it if you are braced. |
2160 | */ |
2124 | */ |
2161 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2125 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2126 | { |
|
|
2127 | if (op->speed_left > 0.f) |
2162 | { |
2128 | { |
|
|
2129 | --op->speed_left; |
|
|
2130 | |
2163 | recursive_roll (mon, dir, op); |
2131 | recursive_roll (mon, dir, op); |
2164 | if (action_makes_visible (op)) |
2132 | if (action_makes_visible (op)) |
2165 | make_visible (op); |
2133 | make_visible (op); |
2166 | } |
|
|
2167 | |
2134 | |
|
|
2135 | return true; |
|
|
2136 | } |
|
|
2137 | } |
2168 | /* Any generic living creature. Including things like doors. |
2138 | /* Any generic living creature. Including things like doors. |
2169 | * Way it works is like this: First, it must have some hit points |
2139 | * Way it works is like this: First, it must have some hit points |
2170 | * and be living. Then, it must be one of the following: |
2140 | * and be living. Then, it must be one of the following: |
2171 | * 1) Not a player, 2) A player, but of a different party. Note |
2141 | * 1) Not a player, 2) A player, but of a different party. Note |
2172 | * that party_number -1 is no party, so attacks can still happen. |
2142 | * that party_number -1 is no party, so attacks can still happen. |
2173 | */ |
2143 | */ |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2144 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2175 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2145 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2176 | { |
2146 | { |
2177 | if (!op->contr->has_hit) |
2147 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2178 | { |
2148 | { |
2179 | op->contr->has_hit = 1; |
2149 | --op->contr->weapon_sp_left; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2181 | } |
|
|
2182 | |
2150 | |
2183 | skill_attack (mon, op, 0, 0, 0); |
2151 | skill_attack (mon, op, 0, 0, 0); |
2184 | |
|
|
2185 | /* If attacking another player, that player gets automatic |
|
|
2186 | * hitback, and doesn't loose luck either. |
|
|
2187 | * Disable hitback on the battleground or if the target is |
|
|
2188 | * the wiz. |
|
|
2189 | */ |
|
|
2190 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2191 | { |
|
|
2192 | short luck = mon->stats.luck; |
|
|
2193 | |
|
|
2194 | mon->contr->has_hit = 1; |
|
|
2195 | skill_attack (op, mon, 0, 0, 0); |
|
|
2196 | mon->stats.luck = luck; |
|
|
2197 | } |
|
|
2198 | |
2152 | |
2199 | if (action_makes_visible (op)) |
2153 | if (action_makes_visible (op)) |
2200 | make_visible (op); |
2154 | make_visible (op); |
2201 | } |
|
|
2202 | } /* if player should attack something */ |
|
|
2203 | } |
|
|
2204 | |
2155 | |
2205 | int |
2156 | return true; |
|
|
2157 | } |
|
|
2158 | } |
|
|
2159 | |
|
|
2160 | return false; |
|
|
2161 | } |
|
|
2162 | |
|
|
2163 | bool |
2206 | move_player (object *op, int dir) |
2164 | move_player (object *op, int dir) |
2207 | { |
2165 | { |
2208 | int pick; |
2166 | int pick; |
2209 | |
2167 | |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2168 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2224 | op->facing = dir; |
2182 | op->facing = dir; |
2225 | |
2183 | |
2226 | if (op->hide) |
2184 | if (op->hide) |
2227 | do_hidden_move (op); |
2185 | do_hidden_move (op); |
2228 | |
2186 | |
|
|
2187 | bool retval; |
|
|
2188 | |
2229 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2189 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2230 | /*nop */ ; |
2190 | retval = RESULT_INT (0); |
2231 | else if (op->contr->fire_on) |
2191 | else if (op->contr->fire_on) |
2232 | fire (op, dir); |
2192 | retval = fire (op, dir); |
2233 | else |
2193 | else |
2234 | { |
2194 | { |
2235 | move_player_attack (op, dir); |
2195 | retval = move_player_attack (op, dir); |
2236 | pick = check_pick (op); |
2196 | pick = check_pick (op); |
2237 | } |
2197 | } |
2238 | |
2198 | |
2239 | /* Add special check for newcs players and fire on - this way, the |
2199 | /* Add special check for newcs players and fire on - this way, the |
2240 | * server can handle repeat firing. |
2200 | * server can handle repeat firing. |
… | |
… | |
2247 | /* Update how the player looks. Use the facing, so direction may |
2207 | /* Update how the player looks. Use the facing, so direction may |
2248 | * get reset to zero. This allows for full animation capabilities |
2208 | * get reset to zero. This allows for full animation capabilities |
2249 | * for players. |
2209 | * for players. |
2250 | */ |
2210 | */ |
2251 | animate_object (op, op->facing); |
2211 | animate_object (op, op->facing); |
2252 | return 0; |
2212 | |
|
|
2213 | return retval; |
2253 | } |
2214 | } |
2254 | |
2215 | |
2255 | /* This is similar to handle_player, below, but is only used by the |
2216 | /* This is similar to handle_player, below, but is only used by the |
2256 | * new client/server stuff. |
2217 | * new client/server stuff. |
2257 | * This is sort of special, in that the new client/server actually uses |
2218 | * This is sort of special, in that the new client/server actually uses |
2258 | * the new speed values for commands. |
2219 | * the new speed values for commands. |
2259 | * |
2220 | * |
2260 | * Returns true if there are more actions we can do. |
2221 | * Returns true if there are more actions we can do. Should not do |
|
|
2222 | * many actions in a row, as that would be too unfair to other |
|
|
2223 | * players. |
2261 | */ |
2224 | */ |
2262 | int |
2225 | bool |
2263 | handle_newcs_player (object *op) |
2226 | handle_newcs_player (object *op) |
2264 | { |
2227 | { |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2228 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | { |
2229 | { |
2267 | flee_player (op); |
2230 | if (op->speed_left > 0.f) |
2268 | |
|
|
2269 | /* If player is still scared, that is his action for this tick */ |
|
|
2270 | if (op->flag [FLAG_SCARED]) |
|
|
2271 | { |
2231 | { |
2272 | --op->speed_left; |
2232 | --op->speed_left; |
|
|
2233 | flee_player (op); |
|
|
2234 | |
2273 | return 0; |
2235 | return true; |
2274 | } |
2236 | } |
|
|
2237 | else |
|
|
2238 | return false; |
2275 | } |
2239 | } |
2276 | |
2240 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2241 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2242 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2243 | * called, so we recheck it here. |
2280 | */ |
2244 | */ |
2281 | if (op->contr->ns->handle_command ()) |
2245 | if (op->contr->ns->handle_command ()) |
2282 | return 1; |
2246 | return true; |
2283 | |
2247 | |
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
|
|
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2248 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2287 | { |
|
|
2288 | /* All move commands take 1 tick, at least for now */ |
|
|
2289 | --op->speed_left; |
|
|
2290 | |
|
|
2291 | /* Instead of all the stuff below, let move_player take care |
|
|
2292 | * of it. Also, some of the skill stuff is only put in |
|
|
2293 | * there, as well as the confusion stuff. |
|
|
2294 | */ |
|
|
2295 | move_player (op, op->direction); |
2249 | return move_player (op, op->direction); |
2296 | |
2250 | |
2297 | return op->speed_left > 0.f; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | return 0; |
2251 | return false; |
2302 | } |
2252 | } |
2303 | |
2253 | |
2304 | int |
2254 | int |
2305 | save_life (object *op) |
2255 | save_life (object *op) |
2306 | { |
2256 | { |
… | |
… | |
2308 | return 0; |
2258 | return 0; |
2309 | |
2259 | |
2310 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2260 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2311 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2261 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2312 | { |
2262 | { |
2313 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2263 | op->play_sound (sound_find ("ob_evaporate")); |
2314 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2264 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2315 | |
2265 | |
2316 | if (op->contr) |
2266 | if (op->contr) |
2317 | esrv_del_item (op->contr, tmp->count); |
2267 | esrv_del_item (op->contr, tmp->count); |
2318 | |
2268 | |
… | |
… | |
2338 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2288 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2339 | * back in the map (location and map determined by values of env). This |
2289 | * back in the map (location and map determined by values of env). This |
2340 | * function will descend into containers. op is the object to start the search |
2290 | * function will descend into containers. op is the object to start the search |
2341 | * from. |
2291 | * from. |
2342 | */ |
2292 | */ |
2343 | void |
2293 | static void |
2344 | remove_unpaid_objects (object *op, object *env) |
2294 | drop_unpaid_items (object *op, object *env) |
2345 | { |
2295 | { |
2346 | while (op) |
2296 | while (op) |
2347 | { |
2297 | { |
2348 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2298 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2349 | |
2299 | |
… | |
… | |
2353 | esrv_del_item (env->contr, op->count); |
2303 | esrv_del_item (env->contr, op->count); |
2354 | |
2304 | |
2355 | op->insert_at (env); |
2305 | op->insert_at (env); |
2356 | } |
2306 | } |
2357 | else if (op->inv) |
2307 | else if (op->inv) |
2358 | remove_unpaid_objects (op->inv, env); |
2308 | drop_unpaid_items (op->inv, env); |
2359 | |
2309 | |
2360 | op = next; |
2310 | op = next; |
2361 | } |
2311 | } |
|
|
2312 | } |
|
|
2313 | |
|
|
2314 | void |
|
|
2315 | object::drop_unpaid_items () |
|
|
2316 | { |
|
|
2317 | if (!flag [FLAG_REMOVED]) |
|
|
2318 | ::drop_unpaid_items (inv, this); |
2362 | } |
2319 | } |
2363 | |
2320 | |
2364 | /* |
2321 | /* |
2365 | * Returns pointer a static string containing gravestone text |
2322 | * Returns pointer a static string containing gravestone text |
2366 | * Moved from apply.c to player.c - player.c is what |
2323 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2461 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2418 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2462 | else |
2419 | else |
2463 | { |
2420 | { |
2464 | gen_grace = op->stats.maxgrace; |
2421 | gen_grace = op->stats.maxgrace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2422 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2466 | } |
|
|
2467 | |
|
|
2468 | /* Regenerate Spell Points */ |
|
|
2469 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2470 | { |
|
|
2471 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2472 | if (op->stats.sp < op->stats.maxsp) |
|
|
2473 | { |
|
|
2474 | op->stats.sp++; |
|
|
2475 | /* dms do not consume food */ |
|
|
2476 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2477 | { |
|
|
2478 | op->stats.food--; |
|
|
2479 | if (op->contr->digestion < 0) |
|
|
2480 | op->stats.food += op->contr->digestion; |
|
|
2481 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2482 | op->stats.food = last_food; |
|
|
2483 | } |
|
|
2484 | } |
|
|
2485 | |
|
|
2486 | if (max_sp > 1) |
|
|
2487 | { |
|
|
2488 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2489 | if (over_sp > 0) |
|
|
2490 | { |
|
|
2491 | if (op->stats.sp < op->stats.maxsp) |
|
|
2492 | { |
|
|
2493 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2494 | |
|
|
2495 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2496 | op->stats.sp--; |
|
|
2497 | |
|
|
2498 | if (op->stats.sp > op->stats.maxsp) |
|
|
2499 | op->stats.sp = op->stats.maxsp; |
|
|
2500 | } |
|
|
2501 | op->last_sp = 0; |
|
|
2502 | } |
|
|
2503 | else |
|
|
2504 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2505 | } |
|
|
2506 | else |
|
|
2507 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2508 | } |
2423 | } |
2509 | |
2424 | |
2510 | /* Regenerate Grace */ |
2425 | /* Regenerate Grace */ |
2511 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2426 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2512 | if (--op->last_grace < 0) |
2427 | if (--op->last_grace < 0) |
… | |
… | |
2533 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2448 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2534 | } |
2449 | } |
2535 | /* wearing stuff doesn't detract from grace generation. */ |
2450 | /* wearing stuff doesn't detract from grace generation. */ |
2536 | } |
2451 | } |
2537 | |
2452 | |
|
|
2453 | if (op->stats.food > 0) |
|
|
2454 | { |
2538 | /* Regenerate Hit Points */ |
2455 | /* Regenerate Spell Points */ |
2539 | if (--op->last_heal < 0) |
2456 | if (!op->contr->golem && --op->last_sp < 0) |
2540 | { |
|
|
2541 | if (op->stats.hp < op->stats.maxhp) |
|
|
2542 | { |
2457 | { |
2543 | op->stats.hp++; |
2458 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2544 | /* dms do not consume food */ |
2459 | |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2460 | if (op->stats.sp < op->stats.maxsp) |
2546 | { |
2461 | { |
|
|
2462 | op->stats.sp++; |
|
|
2463 | |
|
|
2464 | /* dms do not consume food */ |
|
|
2465 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2466 | { |
2547 | op->stats.food--; |
2467 | op->stats.food--; |
|
|
2468 | |
2548 | if (op->contr->digestion < 0) |
2469 | if (op->contr->digestion < 0) |
2549 | op->stats.food += op->contr->digestion; |
2470 | op->stats.food += op->contr->digestion; |
2550 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2471 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2551 | op->stats.food = last_food; |
2472 | op->stats.food = last_food; |
|
|
2473 | } |
2552 | } |
2474 | } |
2553 | } |
|
|
2554 | |
2475 | |
2555 | if (max_hp > 1) |
2476 | if (max_sp > 1) |
2556 | { |
|
|
2557 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2558 | if (over_hp > 0) |
|
|
2559 | { |
2477 | { |
2560 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2478 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2479 | if (over_sp > 0) |
|
|
2480 | { |
|
|
2481 | if (op->stats.sp < op->stats.maxsp) |
|
|
2482 | { |
|
|
2483 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2484 | |
|
|
2485 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2486 | op->stats.sp--; |
|
|
2487 | |
|
|
2488 | if (op->stats.sp > op->stats.maxsp) |
|
|
2489 | op->stats.sp = op->stats.maxsp; |
|
|
2490 | } |
|
|
2491 | |
2561 | op->last_heal = 0; |
2492 | op->last_sp = 0; |
|
|
2493 | } |
|
|
2494 | else |
|
|
2495 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2562 | } |
2496 | } |
2563 | else |
2497 | else |
|
|
2498 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2499 | } |
|
|
2500 | |
|
|
2501 | /* Regenerate Hit Points */ |
|
|
2502 | if (--op->last_heal < 0) |
|
|
2503 | { |
|
|
2504 | if (op->stats.hp < op->stats.maxhp) |
2564 | { |
2505 | { |
2565 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2506 | op->stats.hp++; |
|
|
2507 | |
|
|
2508 | /* dms do not consume food */ |
|
|
2509 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2510 | { |
|
|
2511 | op->stats.food--; |
|
|
2512 | |
|
|
2513 | if (op->contr->digestion < 0) |
|
|
2514 | op->stats.food += op->contr->digestion; |
|
|
2515 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2516 | op->stats.food = last_food; |
|
|
2517 | } |
2566 | } |
2518 | } |
|
|
2519 | |
|
|
2520 | if (max_hp > 1) |
|
|
2521 | { |
|
|
2522 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2523 | |
|
|
2524 | if (over_hp > 0) |
|
|
2525 | { |
|
|
2526 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2527 | op->last_heal = 0; |
|
|
2528 | } |
|
|
2529 | else |
|
|
2530 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2567 | } |
2531 | } |
2568 | else |
2532 | else |
2569 | { |
|
|
2570 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2533 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2571 | } |
2534 | } |
2572 | } |
2535 | } |
2573 | |
2536 | |
2574 | /* Digestion */ |
2537 | /* Digestion */ |
2575 | if (--op->last_eat < 0) |
2538 | if (--op->last_eat < 0) |
2576 | { |
2539 | { |
2577 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2540 | int bonus = max (0, op->contr->digestion), |
|
|
2541 | penalty = max (0, -op->contr->digestion); |
2578 | |
2542 | |
2579 | if (op->contr->gen_hp > 0) |
|
|
2580 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2543 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2581 | else |
|
|
2582 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2583 | |
2544 | |
2584 | /* dms do not consume food */ |
2545 | /* dms do not consume food */ |
2585 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2546 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2586 | op->stats.food--; |
2547 | op->stats.food--; |
2587 | } |
2548 | } |
… | |
… | |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2575 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2615 | manual_apply (op, flesh, 0); |
2576 | manual_apply (op, flesh, 0); |
2616 | } |
2577 | } |
2617 | } |
2578 | } |
2618 | |
2579 | |
2619 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2580 | if (op->stats.food < 0) |
2620 | op->stats.food++, op->stats.hp--; |
2581 | { |
|
|
2582 | op->stats.hp += op->stats.food; |
|
|
2583 | op->stats.food = 0; |
|
|
2584 | } |
2621 | |
2585 | |
2622 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2586 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2623 | kill_player (op); |
2587 | kill_player (op); |
2624 | } |
2588 | } |
2625 | } |
2589 | } |
… | |
… | |
2630 | * file. |
2594 | * file. |
2631 | */ |
2595 | */ |
2632 | void |
2596 | void |
2633 | kill_player (object *op) |
2597 | kill_player (object *op) |
2634 | { |
2598 | { |
|
|
2599 | int x, y; |
2635 | char buf[MAX_BUF]; |
2600 | char buf[MAX_BUF]; |
2636 | int x, y; |
|
|
2637 | |
|
|
2638 | //int i; |
|
|
2639 | maptile *map; /* this is for resurrection */ |
2601 | maptile *map; /* this is for resurrection */ |
2640 | |
|
|
2641 | /* int z; |
|
|
2642 | int num_stats_lose; |
|
|
2643 | int lost_a_stat; |
|
|
2644 | int lose_this_stat; |
|
|
2645 | int this_stat; */ |
|
|
2646 | int will_kill_again; |
2602 | int will_kill_again; |
2647 | archetype *at; |
2603 | archetype *at; |
2648 | object *tmp; |
2604 | object *tmp; |
2649 | |
2605 | |
2650 | if (save_life (op)) |
2606 | if (save_life (op)) |
2651 | return; |
2607 | return; |
2652 | |
|
|
2653 | |
2608 | |
2654 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2609 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2655 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2610 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2656 | * Look at op_on_battleground() for more info --AndreasV |
2611 | * Look at op_on_battleground() for more info --AndreasV |
2657 | */ |
2612 | */ |
… | |
… | |
2673 | { |
2628 | { |
2674 | tmp->destroy (); |
2629 | tmp->destroy (); |
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2630 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2676 | } |
2631 | } |
2677 | |
2632 | |
2678 | cure_disease (op, 0); /* remove any disease */ |
2633 | cure_disease (op, 0, 0); /* remove any disease */ |
2679 | op->stats.hp = op->stats.maxhp; |
2634 | op->stats.hp = op->stats.maxhp; |
2680 | if (op->stats.food <= 0) |
2635 | if (op->stats.food <= 0) |
2681 | op->stats.food = 999; |
2636 | op->stats.food = 999; |
2682 | |
2637 | |
2683 | /* create a bodypart-trophy to make the winner happy */ |
2638 | /* create a bodypart-trophy to make the winner happy */ |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2639 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2685 | { |
2640 | { |
2686 | sprintf (buf, "%s's finger", &op->name); |
2641 | tmp->name = format ("%s's finger" , &op->name); |
2687 | tmp->name = buf; |
2642 | tmp->name_pl = format ("%s's fingers", &op->name); |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
2643 | tmp->msg = format ( |
2689 | " the %s, when he was defeated at\n level %d by %s.\n", |
2644 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2690 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2645 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2691 | tmp->msg = buf; |
2646 | ); |
2692 | tmp->value = 0, tmp->type = 0; |
2647 | tmp->value = 0, tmp->type = 0; |
2693 | tmp->materialname = "organics"; |
2648 | tmp->materialname = "organics"; |
2694 | tmp->insert_at (op, tmp); |
2649 | tmp->insert_at (op, tmp); |
2695 | } |
2650 | } |
2696 | |
2651 | |
… | |
… | |
2703 | INVOKE_PLAYER (DEATH, op->contr); |
2658 | INVOKE_PLAYER (DEATH, op->contr); |
2704 | |
2659 | |
2705 | command_kill_pets (op, 0); |
2660 | command_kill_pets (op, 0); |
2706 | |
2661 | |
2707 | if (op->stats.food < 0) |
2662 | if (op->stats.food < 0) |
2708 | { |
|
|
2709 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2710 | strcpy (op->contr->killer, "starvation"); |
2663 | strcpy (op->contr->killer, "starvation"); |
2711 | } |
|
|
2712 | else |
|
|
2713 | sprintf (buf, "%s died.", &op->name); |
|
|
2714 | |
2664 | |
2715 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2665 | op->contr->play_sound (sound_find ("player_dies")); |
2716 | |
2666 | |
2717 | /* save the map location for corpse, gravestone */ |
2667 | /* save the map location for corpse, gravestone */ |
2718 | x = op->x; |
2668 | x = op->x; |
2719 | y = op->y; |
2669 | y = op->y; |
2720 | map = op->map; |
2670 | map = op->map; |
… | |
… | |
2883 | { |
2833 | { |
2884 | tmp->destroy (); |
2834 | tmp->destroy (); |
2885 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2835 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2886 | } |
2836 | } |
2887 | |
2837 | |
2888 | cure_disease (op, 0); /* remove any disease */ |
2838 | cure_disease (op, 0, 0); /* remove any disease */ |
2889 | |
2839 | |
2890 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2840 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2891 | apply_death_exp_penalty (op); |
2841 | apply_death_exp_penalty (op); |
2892 | if (op->stats.food < 100) |
2842 | if (op->stats.food < 100) |
2893 | op->stats.food = 900; |
2843 | op->stats.food = 900; |
… | |
… | |
2897 | |
2847 | |
2898 | /* |
2848 | /* |
2899 | * Check to see if the player has any unpaid items. If so, remove them |
2849 | * Check to see if the player has any unpaid items. If so, remove them |
2900 | * and put them back in the map. |
2850 | * and put them back in the map. |
2901 | */ |
2851 | */ |
2902 | remove_unpaid_objects (op->inv, op); |
2852 | op->drop_unpaid_items (); |
2903 | |
2853 | |
2904 | /****************************************/ |
2854 | /****************************************/ |
2905 | /* */ |
2855 | /* */ |
2906 | /* Move player to his current respawn- */ |
2856 | /* Move player to his current respawn- */ |
2907 | /* position (usually last savebed) */ |
2857 | /* position (usually last savebed) */ |
… | |
… | |
3047 | void |
2997 | void |
3048 | make_visible (object *op) |
2998 | make_visible (object *op) |
3049 | { |
2999 | { |
3050 | op->hide = 0; |
3000 | op->hide = 0; |
3051 | op->invisible = 0; |
3001 | op->invisible = 0; |
|
|
3002 | |
3052 | if (op->type == PLAYER) |
3003 | if (op->type == PLAYER) |
3053 | { |
3004 | { |
3054 | op->contr->tmp_invis = 0; |
3005 | op->contr->tmp_invis = 0; |
3055 | op->contr->invis_race = 0; |
3006 | op->contr->invis_race = 0; |
3056 | } |
3007 | } |
… | |
… | |
3059 | } |
3010 | } |
3060 | |
3011 | |
3061 | int |
3012 | int |
3062 | is_true_undead (object *op) |
3013 | is_true_undead (object *op) |
3063 | { |
3014 | { |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3015 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3065 | return 1; |
3016 | return 1; |
3066 | |
3017 | |
3067 | return 0; |
3018 | return 0; |
3068 | } |
3019 | } |
3069 | |
3020 | |
3070 | /* look at the surrounding terrain to determine |
3021 | /* look at the surrounding terrain to determine |
3071 | * the hideability of this object. Positive levels |
3022 | * the hideability of this object. Positive levels |
3072 | * indicate greater hideability. |
3023 | * indicate greater hideability. |
3073 | */ |
3024 | */ |
3074 | |
|
|
3075 | int |
3025 | int |
3076 | hideability (object *ob) |
3026 | hideability (object *ob) |
3077 | { |
3027 | { |
3078 | int i, level = 0, mflag; |
3028 | int i, level = 0, mflag; |
3079 | sint16 x, y; |
3029 | sint16 x, y; |
… | |
… | |
3113 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3063 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3114 | * every time they move - as we subtract off 'invisibility' |
3064 | * every time they move - as we subtract off 'invisibility' |
3115 | * AND, for players, if they move into a ridiculously unhideable |
3065 | * AND, for players, if they move into a ridiculously unhideable |
3116 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3066 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3117 | */ |
3067 | */ |
3118 | |
|
|
3119 | void |
3068 | void |
3120 | do_hidden_move (object *op) |
3069 | do_hidden_move (object *op) |
3121 | { |
3070 | { |
3122 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3071 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3123 | object *skop; |
3072 | object *skop; |
… | |
… | |
3205 | * object op. This function works fine for monsters, |
3154 | * object op. This function works fine for monsters, |
3206 | * but we dont worry if the object isnt the top one in |
3155 | * but we dont worry if the object isnt the top one in |
3207 | * a pile (say a coin under a table would return "viewable" |
3156 | * a pile (say a coin under a table would return "viewable" |
3208 | * by this routine). Another question, should we be |
3157 | * by this routine). Another question, should we be |
3209 | * concerned with the direction the player is looking |
3158 | * concerned with the direction the player is looking |
3210 | * in? Realistically, most of use cant see stuff behind |
3159 | * in? Realistically, most of us can't see stuff behind |
3211 | * our backs...on the other hand, does the "facing" direction |
3160 | * our backs...on the other hand, does the "facing" direction |
3212 | * imply the way your head, or body is facing? Its possible |
3161 | * imply the way your head, or body is facing? It's possible |
3213 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3162 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3214 | * -b.t. |
3163 | * -b.t. |
3215 | * This function is now map tiling safe. |
3164 | * This function is now map tiling safe. |
3216 | */ |
3165 | */ |
3217 | |
|
|
3218 | int |
3166 | int |
3219 | player_can_view (object *pl, object *op) |
3167 | player_can_view (object *pl, object *op) |
3220 | { |
3168 | { |
3221 | rv_vector rv; |
3169 | rv_vector rv; |
3222 | int dx, dy; |
3170 | int dx, dy; |
… | |
… | |
3234 | |
3182 | |
3235 | get_rangevector (pl, op, &rv, 0x1); |
3183 | get_rangevector (pl, op, &rv, 0x1); |
3236 | |
3184 | |
3237 | /* starting with the 'head' part, lets loop |
3185 | /* starting with the 'head' part, lets loop |
3238 | * through the object and find if it has any |
3186 | * through the object and find if it has any |
3239 | * part that is in the los array but isnt on |
3187 | * part that is in the los array but isn't on |
3240 | * a blocked los square. |
3188 | * a blocked los square. |
3241 | * we use the archetype to figure out offsets. |
3189 | * we use the archetype to figure out offsets. |
3242 | */ |
3190 | */ |
3243 | while (op) |
3191 | while (op) |
3244 | { |
3192 | { |
3245 | dx = rv.distance_x + op->arch->clone.x; |
3193 | dx = rv.distance_x + op->arch->x; |
3246 | dy = rv.distance_y + op->arch->clone.y; |
3194 | dy = rv.distance_y + op->arch->y; |
3247 | |
3195 | |
3248 | /* only the viewable area the player sees is updated by LOS |
3196 | /* only the viewable area the player sees is updated by LOS |
3249 | * code, so we need to restrict ourselves to that range of values |
3197 | * code, so we need to restrict ourselves to that range of values |
3250 | * for any meaningful values. |
3198 | * for any meaningful values. |
3251 | */ |
3199 | */ |
3252 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3200 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3253 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3201 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3254 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3202 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3255 | return 1; |
3203 | return 1; |
|
|
3204 | |
3256 | op = op->more; |
3205 | op = op->more; |
3257 | } |
3206 | } |
|
|
3207 | |
3258 | return 0; |
3208 | return 0; |
3259 | } |
3209 | } |
3260 | |
3210 | |
3261 | /* routine for both players and monsters. We call this when |
3211 | /* routine for both players and monsters. We call this when |
3262 | * there is a possibility for our action distrubing our hiding |
3212 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3265 | * return 0. |
3215 | * return 0. |
3266 | */ |
3216 | */ |
3267 | int |
3217 | int |
3268 | action_makes_visible (object *op) |
3218 | action_makes_visible (object *op) |
3269 | { |
3219 | { |
3270 | |
|
|
3271 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3220 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3272 | { |
3221 | { |
3273 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3222 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3274 | return 0; |
3223 | return 0; |
3275 | |
3224 | |
… | |
… | |
3281 | { |
3230 | { |
3282 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3231 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3283 | return 1; |
3232 | return 1; |
3284 | } |
3233 | } |
3285 | } |
3234 | } |
|
|
3235 | |
3286 | return 0; |
3236 | return 0; |
3287 | } |
3237 | } |
3288 | |
3238 | |
3289 | /* op_on_battleground - checks if the given object op (usually |
3239 | /* op_on_battleground - checks if the given object op (usually |
3290 | * a player) is standing on a valid battleground-tile, |
3240 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3295 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3245 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3296 | */ |
3246 | */ |
3297 | int |
3247 | int |
3298 | op_on_battleground (object *op, int *x, int *y) |
3248 | op_on_battleground (object *op, int *x, int *y) |
3299 | { |
3249 | { |
3300 | object *tmp; |
|
|
3301 | |
|
|
3302 | /* A battleground-tile needs the following attributes to be valid: |
3250 | /* A battleground-tile needs the following attributes to be valid: |
3303 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3251 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3304 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3252 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3305 | * and the exit-coordinates sp/hp must both be > 0. |
3253 | * and the exit-coordinates sp/hp must both be > 0. |
3306 | * => The intention here is to prevent abuse of the battleground- |
3254 | * => The intention here is to prevent abuse of the battleground- |
3307 | * feature (like pickable or hidden battleground tiles). */ |
3255 | * feature (like pickable or hidden battleground tiles). */ |
3308 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3256 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3309 | { |
3257 | { |
3310 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3258 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3311 | { |
3259 | { |
3312 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3260 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3313 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3261 | && tmp->type == BATTLEGROUND |
|
|
3262 | && tmp->name == shstr_battleground |
|
|
3263 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3314 | { |
3264 | { |
3315 | /*before we assign the exit, check if this is a teambattle */ |
3265 | /* before we assign the exit, check if this is a teambattle */ |
3316 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3266 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3317 | { |
3267 | { |
3318 | object *invtmp; |
|
|
3319 | |
|
|
3320 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3268 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3321 | { |
3269 | { |
3322 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3270 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3323 | { |
3271 | { |
3324 | if (x != NULL && y != NULL) |
3272 | if (x && y) |
3325 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3273 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3274 | |
3326 | return 1; |
3275 | return 1; |
3327 | } |
3276 | } |
3328 | } |
3277 | } |
3329 | } |
3278 | } |
|
|
3279 | |
3330 | if (x != NULL && y != NULL) |
3280 | if (x && y) |
3331 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3281 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3282 | |
3332 | return 1; |
3283 | return 1; |
3333 | } |
3284 | } |
3334 | } |
3285 | } |
3335 | } |
3286 | } |
|
|
3287 | |
3336 | /* If we got here, did not find a battleground */ |
3288 | /* If we got here, did not find a battleground */ |
3337 | return 0; |
3289 | return 0; |
3338 | } |
3290 | } |
3339 | |
3291 | |
3340 | /* |
3292 | /* |
… | |
… | |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3308 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3357 | int i = 0, j = 0; |
3309 | int i = 0, j = 0; |
3358 | |
3310 | |
3359 | /* get the appropriate treasurelist */ |
3311 | /* get the appropriate treasurelist */ |
3360 | if (atnr == ATNR_FIRE) |
3312 | if (atnr == ATNR_FIRE) |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3313 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3362 | else if (atnr == ATNR_COLD) |
3314 | else if (atnr == ATNR_COLD) |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3315 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3316 | else if (atnr == ATNR_ELECTRICITY) |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3317 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3366 | else if (atnr == ATNR_POISON) |
3318 | else if (atnr == ATNR_POISON) |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3319 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3368 | |
3320 | |
3369 | if (trlist == NULL || who->type != PLAYER) |
3321 | if (trlist == NULL || who->type != PLAYER) |
3370 | return; |
3322 | return; |
3371 | |
3323 | |
3372 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3324 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3376 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3328 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3377 | return; |
3329 | return; |
3378 | } |
3330 | } |
3379 | |
3331 | |
3380 | /* everything seems okay - now bring on the gift: */ |
3332 | /* everything seems okay - now bring on the gift: */ |
3381 | item = &(tr->item->clone); |
3333 | item = tr->item; |
3382 | |
3334 | |
3383 | if (item->type == SPELL) |
3335 | if (item->type == SPELL) |
3384 | { |
3336 | { |
3385 | if (check_spell_known (who, item->name)) |
3337 | if (check_spell_known (who, item->name)) |
3386 | return; |
3338 | return; |
… | |
… | |
3445 | { |
3397 | { |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3398 | /* forces in the treasurelist can alter the player's stats */ |
3447 | object *skin; |
3399 | object *skin; |
3448 | |
3400 | |
3449 | /* first get the dragon skin force */ |
3401 | /* first get the dragon skin force */ |
3450 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3451 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3402 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3452 | ; |
3403 | ; |
3453 | |
3404 | |
3454 | if (!skin) |
3405 | if (!skin) |
3455 | return; |
3406 | return; |
3456 | |
3407 | |
… | |
… | |
3532 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3483 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3533 | return 0; |
3484 | return 0; |
3534 | |
3485 | |
3535 | return 100 - blocked_los [x][y]; |
3486 | return 100 - blocked_los [x][y]; |
3536 | } |
3487 | } |
|
|
3488 | |
|
|
3489 | void |
|
|
3490 | player::infobox (const char *title, const char *msg, int color) |
|
|
3491 | { |
|
|
3492 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3493 | } |
|
|
3494 | |
|
|
3495 | void |
|
|
3496 | player::statusmsg (const char *msg, int color) |
|
|
3497 | { |
|
|
3498 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3499 | } |
|
|
3500 | |
|
|
3501 | void |
|
|
3502 | player::failmsg (const char *msg, int color) |
|
|
3503 | { |
|
|
3504 | play_sound (sound_find ("generic_failure")); |
|
|
3505 | statusmsg (msg, color); |
|
|
3506 | } |
|
|
3507 | |