1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
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 |
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153 | player::weapon_speed () const |
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154 | { |
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155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
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156 | } |
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157 | |
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158 | /* This loads the first map an puts the player on it. */ |
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 | } |
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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; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
|
|
175 | ob->enter_exit (tmp); |
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176 | |
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177 | tmp->destroy (); |
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|
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 (); |
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|
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"); |
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253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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254 | |
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255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
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 | |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
266 | |
243 | |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
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245 | |
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246 | ob->update_stats (); |
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247 | |
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248 | ns->floorbox_update (); |
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249 | esrv_send_inventory (ob, ob); |
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250 | esrv_add_spells (this, 0); |
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251 | |
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252 | activate (); |
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253 | |
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254 | send_rules (ob); |
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255 | send_news (ob); |
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256 | display_motd (ob); |
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
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259 | INVOKE_PLAYER (LOGIN, this); |
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260 | } |
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261 | |
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262 | void |
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263 | player::disconnect () |
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264 | { |
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265 | if (ob) |
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266 | { |
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267 | ob->close_container (); //TODO: client-specific |
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268 | ob->drop_unpaid_items (); |
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269 | } |
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270 | |
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271 | if (ns) |
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272 | { |
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273 | if (active) |
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274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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275 | |
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276 | INVOKE_PLAYER (DISCONNECT, this); |
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277 | |
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278 | ns->reset_stats (); |
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279 | ns->pl = 0; |
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280 | ns = 0; |
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281 | } |
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282 | |
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283 | observe = ob; |
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284 | |
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285 | deactivate (); |
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286 | } |
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287 | |
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288 | // the need for this function can be explained |
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289 | // by load_object not returning the object |
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290 | void |
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291 | player::set_object (object *op) |
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292 | { |
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293 | ob = observe = op; |
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294 | ob->contr = this; /* this aren't yet in archetype */ |
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295 | |
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296 | ob->speed = 1.0f; |
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297 | ob->speed_left = 0.5f; |
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298 | |
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299 | ob->direction = 5; /* So player faces south */ |
268 | |
300 | |
269 | ob->flag [FLAG_READY_WEAPON] = false; |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
270 | ob->flag [FLAG_READY_SKILL] = false; |
302 | ob->flag [FLAG_READY_SKILL] = false; |
271 | ob->flag [FLAG_READY_BOW] = false; |
303 | ob->flag [FLAG_READY_BOW] = false; |
272 | |
304 | |
273 | for (object *op = ob->inv; op; op = op->below) |
305 | for (object *op = ob->inv; op; op = op->below) |
274 | if (op->flag [FLAG_APPLIED]) |
306 | if (op->flag [FLAG_APPLIED]) |
275 | switch (op->type) |
307 | switch (op->type) |
276 | { |
308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
277 | case WAND: |
313 | case WAND: |
278 | case ROD: |
314 | case ROD: |
279 | case HORN: |
315 | case HORN: |
280 | case BOW: |
316 | case BOW: |
281 | case SKILL_TOOL: |
317 | ranged_ob = op; |
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318 | break; |
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319 | |
282 | case WEAPON: |
320 | case WEAPON: |
283 | op->flag [FLAG_APPLIED] = false; |
321 | combat_ob = op; |
284 | apply_special (ob, op, AP_APPLY); |
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285 | break; |
322 | break; |
286 | |
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287 | case SKILL: |
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288 | op->flag [FLAG_APPLIED] = false; |
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289 | break; |
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290 | } |
323 | } |
291 | |
324 | |
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
293 | ob->update_stats (); |
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294 | |
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295 | ns->floorbox_update (); |
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296 | esrv_send_inventory (ob, ob); |
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297 | esrv_add_spells (this, 0); |
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298 | |
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299 | activate (); |
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300 | |
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301 | send_rules (ob); |
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302 | send_news (ob); |
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303 | display_motd (ob); |
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304 | |
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305 | INVOKE_PLAYER (CONNECT, this); |
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306 | INVOKE_PLAYER (LOGIN, this); |
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307 | } |
326 | } |
308 | |
327 | |
309 | void |
328 | void |
310 | player::disconnect () |
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311 | { |
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312 | if (ns) |
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313 | { |
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314 | if (active) |
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315 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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316 | |
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317 | INVOKE_PLAYER (DISCONNECT, this); |
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318 | |
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319 | ns->reset_stats (); |
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320 | ns->pl = 0; |
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321 | ns = 0; |
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322 | } |
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323 | |
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324 | if (ob) |
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325 | ob->close_container (); //TODO: client-specific |
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326 | |
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327 | deactivate (); |
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328 | } |
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329 | |
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330 | // the need for this function can be explained |
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331 | // by load_object not returning the object |
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332 | void |
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333 | player::set_object (object *op) |
329 | player::set_observe (object *op) |
334 | { |
330 | { |
335 | ob = op; |
331 | observe = op ? op : ob; |
336 | ob->contr = this; /* this aren't yet in archetype */ |
332 | do_los = 1; |
337 | |
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338 | ob->speed_left = 0.5f; |
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339 | ob->speed = 1.0f; |
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340 | ob->direction = 5; /* So player faces south */ |
|
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341 | } |
333 | } |
342 | |
334 | |
343 | player::player () |
335 | player::player () |
344 | { |
336 | { |
345 | /* There are some elements we want initialised to non zero value - |
337 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
356 | petmode = pet_normal; |
348 | petmode = pet_normal; |
357 | listening = 10; |
349 | listening = 10; |
358 | usekeys = containers; |
350 | usekeys = containers; |
359 | peaceful = 1; /* default peaceful */ |
351 | peaceful = 1; /* default peaceful */ |
360 | do_los = 1; |
352 | do_los = 1; |
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353 | |
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354 | weapon_sp = 1.0f; |
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355 | weapon_sp_left = 0.5f; |
361 | } |
356 | } |
362 | |
357 | |
363 | void |
358 | void |
364 | player::do_destroy () |
359 | player::do_destroy () |
365 | { |
360 | { |
… | |
… | |
370 | if (ob) |
365 | if (ob) |
371 | { |
366 | { |
372 | ob->destroy_inv (false); |
367 | ob->destroy_inv (false); |
373 | ob->destroy (); |
368 | ob->destroy (); |
374 | } |
369 | } |
|
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370 | |
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371 | ob = observe = 0; |
375 | } |
372 | } |
376 | |
373 | |
377 | player::~player () |
374 | player::~player () |
378 | { |
375 | { |
379 | /* Clear item stack */ |
376 | /* Clear item stack */ |
… | |
… | |
406 | * Note: there MUST be at least one player archetype! |
403 | * Note: there MUST be at least one player archetype! |
407 | */ |
404 | */ |
408 | archetype * |
405 | archetype * |
409 | get_player_archetype (archetype *at) |
406 | get_player_archetype (archetype *at) |
410 | { |
407 | { |
411 | archetype *start = at; |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
412 | |
409 | |
413 | for (;;) |
410 | for (;;) |
414 | { |
411 | { |
415 | if (at == NULL || at->next == NULL) |
412 | if (++i == archetypes.end ()) |
416 | at = first_archetype; |
413 | i = archetypes.begin (); |
417 | else |
414 | else if (*i == at) |
418 | at = at->next; |
415 | cleanup ("not a single player archetype found"); |
419 | |
416 | |
420 | if (at->clone.type == PLAYER) |
417 | if ((*i)->type == PLAYER) |
421 | return at; |
418 | return *i; |
422 | |
|
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423 | if (at == start) |
|
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424 | { |
|
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425 | LOG (llevError, "No Player archetypes\n"); |
|
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426 | exit (-1); |
|
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427 | } |
|
|
428 | } |
419 | } |
429 | } |
420 | } |
430 | |
421 | |
431 | object * |
422 | object * |
432 | get_nearest_player (object *mon) |
423 | get_nearest_player (object *mon) |
… | |
… | |
436 | unsigned lastdist; |
427 | unsigned lastdist; |
437 | rv_vector rv; |
428 | rv_vector rv; |
438 | |
429 | |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
430 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
440 | { |
431 | { |
441 | /* We should not find free objects on this friendly list, but it |
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442 | * does periodically happen. Given that, lets deal with it. |
|
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443 | * While unlikely, it is possible the next object on the friendly |
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444 | * list is also free, so encapsulate this in a while loop. |
|
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445 | */ |
|
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446 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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447 | { |
|
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448 | object *tmp = ol->ob; |
|
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449 | |
|
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450 | /* Can't do much more other than log the fact, because the object |
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451 | * itself will have been cleared. |
|
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452 | */ |
|
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453 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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454 | tmp->debug_desc ()); |
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455 | ol = ol->next; |
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456 | remove_friendly_object (tmp); |
|
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457 | if (!ol) |
|
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458 | return op; |
|
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459 | } |
|
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460 | |
|
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461 | /* Remove special check for player from this. First, it looks to cause |
|
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462 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
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463 | * complicated method of state checking would be needed in any case - |
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464 | * as it was, a clever player could type quit, and the function would |
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465 | * skip them over while waiting for confirmation. Remove |
|
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466 | * on_same_map check, as can_detect_enemy also does this |
|
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467 | */ |
|
|
468 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
432 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
469 | continue; |
433 | continue; |
470 | |
434 | |
471 | if (lastdist > rv.distance) |
435 | if (lastdist > rv.distance) |
472 | { |
436 | { |
… | |
… | |
669 | } |
633 | } |
670 | |
634 | |
671 | void |
635 | void |
672 | give_initial_items (object *pl, treasurelist * items) |
636 | give_initial_items (object *pl, treasurelist * items) |
673 | { |
637 | { |
674 | object *op, *next = NULL; |
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675 | |
|
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676 | if (pl->randomitems != NULL) |
638 | if (pl->randomitems) |
677 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
639 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
678 | |
640 | |
679 | for (op = pl->inv; op; op = next) |
641 | for (object *next, *op = pl->inv; op; op = next) |
680 | { |
642 | { |
681 | next = op->below; |
643 | next = op->below; |
682 | |
644 | |
683 | /* Forces get applied per default, unless they have the |
645 | /* Forces get applied per default, unless they have the |
684 | * flag "neutral" set. Sorry but I can't think of a better way |
646 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
726 | if (op->nrof > 1) |
688 | if (op->nrof > 1) |
727 | op->nrof = 1; |
689 | op->nrof = 1; |
728 | } |
690 | } |
729 | |
691 | |
730 | if (op->type == SPELLBOOK && op->inv) |
692 | if (op->type == SPELLBOOK && op->inv) |
731 | { |
|
|
732 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
693 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
733 | } |
|
|
734 | |
694 | |
735 | /* Give starting characters identified, uncursed, and undamned |
695 | /* Give starting characters identified, uncursed, and undamned |
736 | * items. Just don't identify gold or silver, or it won't be |
696 | * items. Just don't identify gold or silver, or it won't be |
737 | * merged properly. |
697 | * merged properly. |
738 | */ |
698 | */ |
… | |
… | |
868 | static void |
828 | static void |
869 | start_info (object *op) |
829 | start_info (object *op) |
870 | { |
830 | { |
871 | char buf[MAX_BUF]; |
831 | char buf[MAX_BUF]; |
872 | |
832 | |
873 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
833 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
874 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
834 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
875 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
876 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
877 | } |
835 | } |
878 | |
836 | |
879 | /* This function takes the key that is passed, and does the |
837 | /* This function takes the key that is passed, and does the |
880 | * appropriate action with it (change race, or other things). |
838 | * appropriate action with it (change race, or other things). |
881 | * The function name is for historical reasons - now we have |
839 | * The function name is for historical reasons - now we have |
… | |
… | |
922 | if (*first_map_ext_path) |
880 | if (*first_map_ext_path) |
923 | { |
881 | { |
924 | object *tmp; |
882 | object *tmp; |
925 | char mapname[MAX_BUF]; |
883 | char mapname[MAX_BUF]; |
926 | |
884 | |
927 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
885 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
928 | tmp = object::create (); |
886 | tmp = object::create (); |
929 | EXIT_PATH (tmp) = mapname; |
887 | EXIT_PATH (tmp) = mapname; |
930 | EXIT_X (tmp) = ob->x; |
888 | EXIT_X (tmp) = ob->x; |
931 | EXIT_Y (tmp) = ob->y; |
889 | EXIT_Y (tmp) = ob->y; |
932 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
890 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
… | |
… | |
951 | int x = ob->x, y = ob->y; |
909 | int x = ob->x, y = ob->y; |
952 | |
910 | |
953 | ob->remove_statbonus (); |
911 | ob->remove_statbonus (); |
954 | ob->remove (); |
912 | ob->remove (); |
955 | ob->arch = get_player_archetype (ob->arch); |
913 | ob->arch = get_player_archetype (ob->arch); |
956 | ob->arch->clone.copy_to (ob); |
914 | ob->arch->copy_to (ob); |
957 | ob->instantiate (); |
915 | ob->instantiate (); |
958 | ob->stats = ob->contr->orig_stats; |
916 | ob->stats = ob->contr->orig_stats; |
959 | ob->name = ob->name_pl = name; |
917 | ob->name = ob->name_pl = name; |
960 | ob->x = x; |
918 | ob->x = x; |
961 | ob->y = y; |
919 | ob->y = y; |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
920 | SET_ANIMATION (ob, 2); /* So player faces south */ |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
921 | insert_ob_in_map (ob, ob->map, ob, 0); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
922 | assign (ob->contr->title, ob->arch->object::name); |
965 | ob->add_statbonus (); |
923 | ob->add_statbonus (); |
966 | } |
924 | } |
967 | while (!allowed_class (ob)); |
925 | while (!allowed_class (ob)); |
968 | |
926 | |
969 | update_object (ob, UP_OBJ_FACE); |
927 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1044 | if (op->move_type & MOVE_FLYING) |
1002 | if (op->move_type & MOVE_FLYING) |
1045 | return 1; |
1003 | return 1; |
1046 | |
1004 | |
1047 | next = op->below; |
1005 | next = op->below; |
1048 | |
1006 | |
|
|
1007 | int cnt = MAX_ITEM_PER_DROP; |
|
|
1008 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
1009 | |
1049 | /* loop while there are items on the floor that are not marked as |
1010 | /* loop while there are items on the floor that are not marked as |
1050 | * destroyed */ |
1011 | * destroyed */ |
1051 | while (next && !next->destroyed ()) |
1012 | while (next && !next->destroyed ()) |
1052 | { |
1013 | { |
1053 | tmp = next; |
1014 | tmp = next; |
1054 | next = tmp->below; |
1015 | next = tmp->below; |
1055 | |
1016 | |
|
|
1017 | if (cnt <= 0) |
|
|
1018 | { |
|
|
1019 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1020 | return 0; |
|
|
1021 | } |
|
|
1022 | |
1056 | if (op->destroyed ()) |
1023 | if (op->destroyed ()) |
1057 | return 0; |
1024 | return 0; |
1058 | |
1025 | |
1059 | if (!can_pick (op, tmp)) |
1026 | if (!can_pick (op, tmp)) |
1060 | continue; |
1027 | continue; |
1061 | |
1028 | |
1062 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1029 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1063 | { |
1030 | { |
1064 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1031 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1065 | pick_up (op, tmp); |
1032 | CHK_PICK_PICKUP; |
1066 | continue; |
1033 | continue; |
1067 | } |
1034 | } |
1068 | |
1035 | |
1069 | /* high not bit set? We're using the old autopickup model */ |
1036 | /* high not bit set? We're using the old autopickup model */ |
1070 | if (!(op->contr->mode & PU_NEWMODE)) |
1037 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1072 | switch (op->contr->mode) |
1039 | switch (op->contr->mode) |
1073 | { |
1040 | { |
1074 | case 0: |
1041 | case 0: |
1075 | return 1; /* don't pick up */ |
1042 | return 1; /* don't pick up */ |
1076 | case 1: |
1043 | case 1: |
1077 | pick_up (op, tmp); |
1044 | CHK_PICK_PICKUP; |
1078 | return 1; |
1045 | return 1; |
1079 | case 2: |
1046 | case 2: |
1080 | pick_up (op, tmp); |
1047 | CHK_PICK_PICKUP; |
1081 | return 0; |
1048 | return 0; |
1082 | case 3: |
1049 | case 3: |
1083 | return 0; /* stop before pickup */ |
1050 | return 0; /* stop before pickup */ |
1084 | case 4: |
1051 | case 4: |
1085 | pick_up (op, tmp); |
1052 | CHK_PICK_PICKUP; |
1086 | break; |
1053 | break; |
1087 | case 5: |
1054 | case 5: |
1088 | pick_up (op, tmp); |
1055 | CHK_PICK_PICKUP; |
1089 | stop = 1; |
1056 | stop = 1; |
1090 | break; |
1057 | break; |
1091 | case 6: |
1058 | case 6: |
1092 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1059 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1093 | pick_up (op, tmp); |
1060 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1061 | CHK_PICK_PICKUP; |
1094 | break; |
1062 | break; |
1095 | |
1063 | |
1096 | case 7: |
1064 | case 7: |
1097 | if (tmp->type == MONEY || tmp->type == GEM) |
1065 | if (tmp->type == MONEY || tmp->type == GEM) |
1098 | pick_up (op, tmp); |
1066 | CHK_PICK_PICKUP; |
1099 | break; |
1067 | break; |
1100 | |
1068 | |
1101 | default: |
1069 | default: |
1102 | /* use value density */ |
1070 | /* use value density */ |
1103 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1071 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1104 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1072 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1105 | pick_up (op, tmp); |
1073 | CHK_PICK_PICKUP; |
1106 | } |
1074 | } |
1107 | } |
1075 | } |
1108 | else |
1076 | else |
1109 | { /* old model */ |
1077 | { /* old model */ |
1110 | /* NEW pickup handling */ |
1078 | /* NEW pickup handling */ |
… | |
… | |
1114 | if (tmp->name != NULL) |
1082 | if (tmp->name != NULL) |
1115 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1083 | 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)))); |
1084 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1117 | else |
1085 | else |
1118 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1086 | 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)))); |
1087 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1120 | |
1088 | |
1121 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1089 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1122 | } |
1090 | } |
1123 | |
1091 | |
1124 | /* philosophy: |
1092 | /* philosophy: |
… | |
… | |
1165 | /* all food and drink if desired */ |
1133 | /* all food and drink if desired */ |
1166 | /* question: don't pick up known-poisonous stuff? */ |
1134 | /* question: don't pick up known-poisonous stuff? */ |
1167 | if (op->contr->mode & PU_FOOD) |
1135 | if (op->contr->mode & PU_FOOD) |
1168 | if (tmp->type == FOOD) |
1136 | if (tmp->type == FOOD) |
1169 | { |
1137 | { |
1170 | pick_up (op, tmp); |
1138 | CHK_PICK_PICKUP; |
1171 | continue; |
1139 | continue; |
1172 | } |
1140 | } |
1173 | |
1141 | |
1174 | if (op->contr->mode & PU_DRINK) |
1142 | if (op->contr->mode & PU_DRINK) |
1175 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1143 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1176 | { |
1144 | { |
1177 | pick_up (op, tmp); |
1145 | CHK_PICK_PICKUP; |
1178 | continue; |
1146 | continue; |
1179 | } |
1147 | } |
1180 | |
1148 | |
1181 | if (op->contr->mode & PU_POTION) |
1149 | if (op->contr->mode & PU_POTION) |
1182 | if (tmp->type == POTION) |
1150 | if (tmp->type == POTION) |
1183 | { |
1151 | { |
1184 | pick_up (op, tmp); |
1152 | CHK_PICK_PICKUP; |
1185 | continue; |
1153 | continue; |
1186 | } |
1154 | } |
1187 | |
1155 | |
1188 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1156 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1189 | if (op->contr->mode & PU_SPELLBOOK) |
1157 | if (op->contr->mode & PU_SPELLBOOK) |
1190 | if (tmp->type == SPELLBOOK) |
1158 | if (tmp->type == SPELLBOOK) |
1191 | { |
1159 | { |
1192 | pick_up (op, tmp); |
1160 | CHK_PICK_PICKUP; |
1193 | continue; |
1161 | continue; |
1194 | } |
1162 | } |
1195 | |
1163 | |
1196 | if (op->contr->mode & PU_SKILLSCROLL) |
1164 | if (op->contr->mode & PU_SKILLSCROLL) |
1197 | if (tmp->type == SKILLSCROLL) |
1165 | if (tmp->type == SKILLSCROLL) |
1198 | { |
1166 | { |
1199 | pick_up (op, tmp); |
1167 | CHK_PICK_PICKUP; |
1200 | continue; |
1168 | continue; |
1201 | } |
1169 | } |
1202 | |
1170 | |
1203 | if (op->contr->mode & PU_READABLES) |
1171 | if (op->contr->mode & PU_READABLES) |
1204 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1172 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1205 | { |
1173 | { |
1206 | pick_up (op, tmp); |
1174 | CHK_PICK_PICKUP; |
1207 | continue; |
1175 | continue; |
1208 | } |
1176 | } |
1209 | |
1177 | |
1210 | /* wands/staves/rods/horns */ |
1178 | /* wands/staves/rods/horns */ |
1211 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1179 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1212 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1180 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1213 | { |
1181 | { |
1214 | pick_up (op, tmp); |
1182 | CHK_PICK_PICKUP; |
1215 | continue; |
1183 | continue; |
1216 | } |
1184 | } |
1217 | |
1185 | |
1218 | /* pick up all magical items */ |
1186 | /* pick up all magical items */ |
1219 | if (op->contr->mode & PU_MAGICAL) |
1187 | if (op->contr->mode & PU_MAGICAL) |
1220 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1188 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1221 | { |
1189 | { |
1222 | pick_up (op, tmp); |
1190 | CHK_PICK_PICKUP; |
1223 | continue; |
1191 | continue; |
1224 | } |
1192 | } |
1225 | |
1193 | |
1226 | if (op->contr->mode & PU_VALUABLES) |
1194 | if (op->contr->mode & PU_VALUABLES) |
1227 | { |
1195 | { |
1228 | if (tmp->type == MONEY || tmp->type == GEM) |
1196 | if (tmp->type == MONEY || tmp->type == GEM) |
1229 | { |
1197 | { |
1230 | pick_up (op, tmp); |
1198 | CHK_PICK_PICKUP; |
1231 | continue; |
1199 | continue; |
1232 | } |
1200 | } |
1233 | } |
1201 | } |
1234 | |
1202 | |
1235 | /* rings & amulets - talismans seems to be typed AMULET */ |
1203 | /* rings & amulets - talismans seems to be typed AMULET */ |
1236 | if (op->contr->mode & PU_JEWELS) |
1204 | if (op->contr->mode & PU_JEWELS) |
1237 | if (tmp->type == RING || tmp->type == AMULET) |
1205 | if (tmp->type == RING || tmp->type == AMULET) |
1238 | { |
1206 | { |
1239 | pick_up (op, tmp); |
1207 | CHK_PICK_PICKUP; |
1240 | continue; |
1208 | continue; |
1241 | } |
1209 | } |
1242 | |
1210 | |
1243 | /* we don't forget dragon food */ |
1211 | /* we don't forget dragon food */ |
1244 | if (op->contr->mode & PU_FLESH) |
1212 | if (op->contr->mode & PU_FLESH) |
1245 | if (tmp->type == FLESH) |
1213 | if (tmp->type == FLESH) |
1246 | { |
1214 | { |
1247 | pick_up (op, tmp); |
1215 | CHK_PICK_PICKUP; |
1248 | continue; |
1216 | continue; |
1249 | } |
1217 | } |
1250 | |
1218 | |
1251 | /* bows and arrows. Bows are good for selling! */ |
1219 | /* bows and arrows. Bows are good for selling! */ |
1252 | if (op->contr->mode & PU_BOW) |
1220 | if (op->contr->mode & PU_BOW) |
1253 | if (tmp->type == BOW) |
1221 | if (tmp->type == BOW) |
1254 | { |
1222 | { |
1255 | pick_up (op, tmp); |
1223 | CHK_PICK_PICKUP; |
1256 | continue; |
1224 | continue; |
1257 | } |
1225 | } |
1258 | |
1226 | |
1259 | if (op->contr->mode & PU_ARROW) |
1227 | if (op->contr->mode & PU_ARROW) |
1260 | if (tmp->type == ARROW) |
1228 | if (tmp->type == ARROW) |
1261 | { |
1229 | { |
1262 | pick_up (op, tmp); |
1230 | CHK_PICK_PICKUP; |
1263 | continue; |
1231 | continue; |
1264 | } |
1232 | } |
1265 | |
1233 | |
1266 | /* all kinds of armor etc. */ |
1234 | /* all kinds of armor etc. */ |
1267 | if (op->contr->mode & PU_ARMOUR) |
1235 | if (op->contr->mode & PU_ARMOUR) |
1268 | if (tmp->type == ARMOUR) |
1236 | if (tmp->type == ARMOUR) |
1269 | { |
1237 | { |
1270 | pick_up (op, tmp); |
1238 | CHK_PICK_PICKUP; |
1271 | continue; |
1239 | continue; |
1272 | } |
1240 | } |
1273 | |
1241 | |
1274 | if (op->contr->mode & PU_HELMET) |
1242 | if (op->contr->mode & PU_HELMET) |
1275 | if (tmp->type == HELMET) |
1243 | if (tmp->type == HELMET) |
1276 | { |
1244 | { |
1277 | pick_up (op, tmp); |
1245 | CHK_PICK_PICKUP; |
1278 | continue; |
1246 | continue; |
1279 | } |
1247 | } |
1280 | |
1248 | |
1281 | if (op->contr->mode & PU_SHIELD) |
1249 | if (op->contr->mode & PU_SHIELD) |
1282 | if (tmp->type == SHIELD) |
1250 | if (tmp->type == SHIELD) |
1283 | { |
1251 | { |
1284 | pick_up (op, tmp); |
1252 | CHK_PICK_PICKUP; |
1285 | continue; |
1253 | continue; |
1286 | } |
1254 | } |
1287 | |
1255 | |
1288 | if (op->contr->mode & PU_BOOTS) |
1256 | if (op->contr->mode & PU_BOOTS) |
1289 | if (tmp->type == BOOTS) |
1257 | if (tmp->type == BOOTS) |
1290 | { |
1258 | { |
1291 | pick_up (op, tmp); |
1259 | CHK_PICK_PICKUP; |
1292 | continue; |
1260 | continue; |
1293 | } |
1261 | } |
1294 | |
1262 | |
1295 | if (op->contr->mode & PU_GLOVES) |
1263 | if (op->contr->mode & PU_GLOVES) |
1296 | if (tmp->type == GLOVES) |
1264 | if (tmp->type == GLOVES) |
1297 | { |
1265 | { |
1298 | pick_up (op, tmp); |
1266 | CHK_PICK_PICKUP; |
1299 | continue; |
1267 | continue; |
1300 | } |
1268 | } |
1301 | |
1269 | |
1302 | if (op->contr->mode & PU_CLOAK) |
1270 | if (op->contr->mode & PU_CLOAK) |
1303 | if (tmp->type == CLOAK) |
1271 | if (tmp->type == CLOAK) |
1304 | { |
1272 | { |
1305 | pick_up (op, tmp); |
1273 | CHK_PICK_PICKUP; |
1306 | continue; |
1274 | continue; |
1307 | } |
1275 | } |
1308 | |
1276 | |
1309 | /* hoping to catch throwing daggers here */ |
1277 | /* hoping to catch throwing daggers here */ |
1310 | if (op->contr->mode & PU_MISSILEWEAPON) |
1278 | if (op->contr->mode & PU_MISSILEWEAPON) |
1311 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1279 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1312 | { |
1280 | { |
1313 | pick_up (op, tmp); |
1281 | CHK_PICK_PICKUP; |
1314 | continue; |
1282 | continue; |
1315 | } |
1283 | } |
1316 | |
1284 | |
1317 | /* careful: chairs and tables are weapons! */ |
1285 | /* careful: chairs and tables are weapons! */ |
1318 | if (op->contr->mode & PU_ALLWEAPON) |
1286 | if (op->contr->mode & PU_ALLWEAPON) |
1319 | { |
1287 | { |
1320 | if (tmp->type == WEAPON && tmp->name != NULL) |
1288 | if (tmp->type == WEAPON && tmp->name != NULL) |
1321 | { |
1289 | { |
1322 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1290 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1323 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1291 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1324 | { |
1292 | { |
1325 | pick_up (op, tmp); |
1293 | CHK_PICK_PICKUP; |
1326 | continue; |
1294 | continue; |
1327 | } |
1295 | } |
1328 | } |
1296 | } |
1329 | |
1297 | |
1330 | if (tmp->type == WEAPON && tmp->name == NULL) |
1298 | if (tmp->type == WEAPON && tmp->name == NULL) |
1331 | { |
1299 | { |
1332 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1300 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1333 | { |
1301 | { |
1334 | pick_up (op, tmp); |
1302 | CHK_PICK_PICKUP; |
1335 | continue; |
1303 | continue; |
1336 | } |
1304 | } |
1337 | } |
1305 | } |
1338 | } |
1306 | } |
1339 | |
1307 | |
1340 | /* misc stuff that's useful */ |
1308 | /* misc stuff that's useful */ |
1341 | if (op->contr->mode & PU_KEY) |
1309 | if (op->contr->mode & PU_KEY) |
1342 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1310 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1343 | { |
1311 | { |
1344 | pick_up (op, tmp); |
1312 | CHK_PICK_PICKUP; |
1345 | continue; |
1313 | continue; |
1346 | } |
1314 | } |
1347 | |
1315 | |
1348 | /* any of the last 4 bits set means we use the ratio for value |
1316 | /* any of the last 4 bits set means we use the ratio for value |
1349 | * pickups */ |
1317 | * pickups */ |
… | |
… | |
1354 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1322 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1355 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1323 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1356 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1324 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1357 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1325 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1358 | { |
1326 | { |
1359 | pick_up (op, tmp); |
1327 | CHK_PICK_PICKUP; |
1360 | #if 0 |
1328 | #if 0 |
1361 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1329 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1362 | if (tmp->name != NULL) |
1330 | if (tmp->name != NULL) |
1363 | { |
1331 | { |
1364 | fprintf (stderr, "%s", tmp->name); |
1332 | fprintf (stderr, "%s", tmp->name); |
1365 | } |
1333 | } |
1366 | else |
1334 | else |
1367 | fprintf (stderr, "%s", tmp->arch->name); |
1335 | fprintf (stderr, "%s", tmp->arch->archname); |
1368 | fprintf (stderr, ",%d] = ", tmp->type); |
1336 | fprintf (stderr, ",%d] = ", tmp->type); |
1369 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1337 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1370 | #endif |
1338 | #endif |
1371 | continue; |
1339 | continue; |
1372 | } |
1340 | } |
… | |
… | |
1383 | * found object is returned. |
1351 | * found object is returned. |
1384 | */ |
1352 | */ |
1385 | object * |
1353 | object * |
1386 | find_arrow (object *op, const char *type) |
1354 | find_arrow (object *op, const char *type) |
1387 | { |
1355 | { |
1388 | object *tmp = 0; |
|
|
1389 | |
|
|
1390 | for (op = op->inv; op; op = op->below) |
1356 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1391 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1392 | tmp = find_arrow (op, type); |
|
|
1393 | else if (op->type == ARROW && op->race == type) |
1357 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1358 | return splay (tmp); |
|
|
1359 | |
|
|
1360 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1361 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1362 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1363 | { |
|
|
1364 | splay (tmp); |
1394 | return op; |
1365 | return arrow; |
|
|
1366 | } |
1395 | |
1367 | |
1396 | return tmp; |
1368 | return 0; |
1397 | } |
1369 | } |
1398 | |
1370 | |
1399 | /* |
1371 | /* |
1400 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1372 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1401 | * against the target. A full test is not performed, simply a basic test |
1373 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
1442 | else |
1414 | else |
1443 | { |
1415 | { |
1444 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1416 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1445 | { |
1417 | { |
1446 | attacktype = 1 << attacknum; |
1418 | attacktype = 1 << attacknum; |
1447 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1419 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1448 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1420 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1449 | { |
1421 | { |
1450 | tmp = arrow; |
1422 | tmp = arrow; |
1451 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1423 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1452 | } |
1424 | } |
1453 | } |
1425 | } |
1454 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1426 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1427 | { |
1456 | tmp = arrow; |
1428 | tmp = arrow; |
… | |
… | |
1640 | arrow->stats.grace = arrow->attacktype; |
1612 | arrow->stats.grace = arrow->attacktype; |
1641 | |
1613 | |
1642 | if (arrow->slaying) |
1614 | if (arrow->slaying) |
1643 | arrow->spellarg = strdup (arrow->slaying); |
1615 | arrow->spellarg = strdup (arrow->slaying); |
1644 | |
1616 | |
|
|
1617 | #if 0 |
1645 | if (player *pl = op->contr) |
1618 | if (player *pl = op->contr) |
1646 | { |
1619 | { |
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; |
1620 | float speed = pl->weapon_sp; |
1654 | |
1621 | |
1655 | /* penalize ROF for bestarrow */ |
1622 | /* penalize ROF for bestarrow */ |
1656 | if (pl->bowtype == bow_bestarrow) |
1623 | if (pl->bowtype == bow_bestarrow) |
1657 | speed *= .9f; |
1624 | speed *= .9f; |
1658 | else |
1625 | else |
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1626 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1660 | |
1627 | |
1661 | op->speed_left += speed - op->speed; |
1628 | op->speed_left += speed - op->speed; |
|
|
1629 | } |
1662 | #endif |
1630 | #endif |
1663 | } |
|
|
1664 | |
1631 | |
1665 | SET_ANIMATION (arrow, arrow->direction); |
1632 | SET_ANIMATION (arrow, arrow->direction); |
1666 | |
1633 | |
1667 | /* update the speed */ |
1634 | /* update the speed */ |
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1635 | 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; |
1636 | + bow->stats.dam / 7.f; |
1670 | |
1637 | |
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
1638 | arrow->set_speed (max (arrow->speed, 2.f)); |
1672 | arrow->speed_left = 0; |
1639 | arrow->speed_left = 0; |
1673 | |
1640 | |
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1641 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1675 | |
1642 | |
1676 | if (op->type == PLAYER) |
1643 | if (op->type == PLAYER) |
… | |
… | |
1699 | |
1666 | |
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1667 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1668 | arrow->move_type = MOVE_FLY_LOW; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1669 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1703 | |
1670 | |
1704 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1671 | op->play_sound (sound_find ("fire_arrow")); |
1705 | m->insert (arrow, sx, sy, op); |
1672 | m->insert (arrow, sx, sy, op); |
1706 | |
1673 | |
1707 | if (!arrow->destroyed ()) |
1674 | if (!arrow->destroyed ()) |
1708 | move_arrow (arrow); |
1675 | move_arrow (arrow); |
1709 | |
1676 | |
… | |
… | |
1787 | |
1754 | |
1788 | if (item->type == WAND) |
1755 | if (item->type == WAND) |
1789 | { |
1756 | { |
1790 | if (item->stats.food <= 0) |
1757 | if (item->stats.food <= 0) |
1791 | { |
1758 | { |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1759 | 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)); |
1760 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1794 | |
1761 | |
1795 | return; |
1762 | return; |
1796 | } |
1763 | } |
1797 | } |
1764 | } |
1798 | else if (item->type == ROD || item->type == HORN) |
1765 | else if (item->type == ROD || item->type == HORN) |
1799 | { |
1766 | { |
1800 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1767 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1801 | { |
1768 | { |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1769 | op->contr->play_sound (sound_find ("wand_poof")); |
1803 | |
1770 | |
1804 | if (item->type == ROD) |
1771 | 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)); |
1772 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1806 | else |
1773 | else |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1820 | object *tmp; |
1787 | object *tmp; |
1821 | |
1788 | |
1822 | if (item->arch) |
1789 | if (item->arch) |
1823 | { |
1790 | { |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1791 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1825 | item->face = item->arch->clone.face; |
1792 | item->face = item->arch->face; |
1826 | item->set_speed (0); |
1793 | item->set_speed (0); |
1827 | } |
1794 | } |
1828 | |
1795 | |
1829 | if ((tmp = item->in_player ())) |
1796 | if ((tmp = item->in_player ())) |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1797 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1835 | } |
1802 | } |
1836 | } |
1803 | } |
1837 | |
1804 | |
1838 | /* Received a fire command for the player - go and do it. |
1805 | /* Received a fire command for the player - go and do it. |
1839 | */ |
1806 | */ |
1840 | void |
1807 | bool |
1841 | fire (object *op, int dir) |
1808 | fire (object *op, int dir) |
1842 | { |
1809 | { |
1843 | int spellcost = 0; |
1810 | int spellcost = 0; |
1844 | |
1811 | |
1845 | /* check for loss of invisiblity/hide */ |
1812 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1849 | player *pl = op->contr; |
1816 | player *pl = op->contr; |
1850 | |
1817 | |
1851 | if (pl->golem) |
1818 | if (pl->golem) |
1852 | { |
1819 | { |
1853 | control_golem (op->contr->golem, dir); |
1820 | control_golem (op->contr->golem, dir); |
1854 | return; |
1821 | return false; |
1855 | } |
1822 | } |
1856 | |
1823 | |
1857 | object *ob = pl->ranged_ob; |
1824 | object *ob = pl->ranged_ob; |
1858 | |
1825 | |
1859 | if (!ob) |
1826 | if (!ob) |
1860 | return; |
1827 | return false; |
1861 | |
1828 | |
1862 | if (!op->change_weapon (ob)) |
1829 | if (!op->change_weapon (ob)) |
1863 | return; |
1830 | return false; |
|
|
1831 | |
|
|
1832 | if (op->speed_left > 0.f) |
|
|
1833 | --op->speed_left; |
|
|
1834 | else |
|
|
1835 | return false; |
1864 | |
1836 | |
1865 | switch (ob->type) |
1837 | switch (ob->type) |
1866 | { |
1838 | { |
1867 | case BOW: |
1839 | case BOW: |
1868 | player_fire_bow (op, dir); |
1840 | player_fire_bow (op, dir); |
… | |
… | |
1882 | |
1854 | |
1883 | default: |
1855 | default: |
1884 | fire_misc_object (op, dir); |
1856 | fire_misc_object (op, dir); |
1885 | break; |
1857 | break; |
1886 | } |
1858 | } |
|
|
1859 | |
|
|
1860 | return true; |
1887 | } |
1861 | } |
1888 | |
1862 | |
1889 | /* find_key |
1863 | /* find_key |
1890 | * We try to find a key for the door as passed. If we find a key |
1864 | * 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 |
1865 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1978 | * 0 otherwise |
1952 | * 0 otherwise |
1979 | */ |
1953 | */ |
1980 | static int |
1954 | static int |
1981 | player_attack_door (object *op, object *door) |
1955 | player_attack_door (object *op, object *door) |
1982 | { |
1956 | { |
1983 | /* If its a door, try to find a use a key. If we do destroy the door, |
1957 | /* 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 - |
1958 | * might as well return immediately as there is nothing more to do - |
1985 | * otherwise, we fall through to the rest of the code. |
1959 | * otherwise, we fall through to the rest of the code. |
1986 | */ |
1960 | */ |
1987 | object *key = find_key (op, op, door); |
1961 | object *key = find_key (op, op, door); |
1988 | |
1962 | |
1989 | /* IF we found a key, do some extra work */ |
1963 | /* If we found a key, do some extra work */ |
1990 | if (key) |
1964 | if (key) |
1991 | { |
1965 | { |
1992 | object *container = key->env; |
1966 | object *container = key->env; |
1993 | |
|
|
1994 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1995 | |
1967 | |
1996 | if (action_makes_visible (op)) |
1968 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1969 | make_visible (op); |
1998 | |
1970 | |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1971 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
2001 | |
1973 | |
2002 | if (door->type == DOOR) |
1974 | if (door->type == DOOR) |
2003 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1975 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2004 | else if (door->type == LOCKED_DOOR) |
1976 | else if (door->type == LOCKED_DOOR) |
2005 | { |
1977 | { |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1978 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
1979 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
1980 | } |
2009 | |
1981 | |
2010 | /* Do this after we print the message */ |
1982 | /* Do this after we print the message */ |
2011 | decrease_ob (key); /* Use up one of the keys */ |
1983 | decrease_ob (key); /* Use up one of the keys */ |
… | |
… | |
2016 | return 1; /* Nothing more to do below */ |
1988 | return 1; /* Nothing more to do below */ |
2017 | } |
1989 | } |
2018 | else if (door->type == LOCKED_DOOR) |
1990 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1991 | { |
2020 | /* Might as well return now - no other way to open this */ |
1992 | /* Might as well return now - no other way to open this */ |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1993 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2022 | return 1; |
1994 | return 1; |
2023 | } |
1995 | } |
2024 | |
1996 | |
2025 | return 0; |
1997 | return 0; |
2026 | } |
1998 | } |
… | |
… | |
2029 | * It should keep the code cleaner. |
2001 | * It should keep the code cleaner. |
2030 | * When this is called, the players direction has been updated |
2002 | * When this is called, the players direction has been updated |
2031 | * (taking into account confusion.) The player is also actually |
2003 | * (taking into account confusion.) The player is also actually |
2032 | * going to try and move (not fire weapons). |
2004 | * going to try and move (not fire weapons). |
2033 | */ |
2005 | */ |
2034 | void |
2006 | bool |
2035 | move_player_attack (object *op, int dir) |
2007 | move_player_attack (object *op, int dir) |
2036 | { |
2008 | { |
2037 | object *tmp, *mon; |
|
|
2038 | int on_battleground; |
2009 | int on_battleground; |
2039 | maptile *m; |
|
|
2040 | |
2010 | |
2041 | sint16 nx = freearr_x[dir] + op->x; |
2011 | sint16 nx = freearr_x[dir] + op->x; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
2012 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
2013 | |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
2014 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2015 | |
|
|
2016 | if (out_of_map (op->map, nx, ny)) |
|
|
2017 | return false; |
|
|
2018 | |
|
|
2019 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2020 | { |
|
|
2021 | --op->speed_left; |
|
|
2022 | return true; |
|
|
2023 | } |
2045 | |
2024 | |
2046 | /* If braced, or can't move to the square, and it is not out of the |
2025 | /* 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 |
2026 | * 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 |
2027 | * 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 |
2028 | * 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 |
2029 | * 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 |
2030 | * 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 |
2031 | * quite a bit of processing. However, it probably is less than what |
2053 | * move_ob uses. |
2032 | * move_ob uses. |
2054 | */ |
2033 | */ |
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); |
2034 | 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 | |
2035 | |
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 |
2036 | /* 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. |
2037 | * 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 |
2038 | * if its a door or barrel (can roll) see if there may be monsters |
2073 | * on the space |
2039 | * on the space |
2074 | */ |
2040 | */ |
2075 | while (tmp) |
2041 | object *mon; |
2076 | { |
2042 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2077 | if (tmp == op) |
2043 | { |
2078 | { |
2044 | if ((mon->flag [FLAG_ALIVE] |
2079 | tmp = tmp->above; |
2045 | || mon->type == LOCKED_DOOR |
2080 | continue; |
2046 | || mon->flag [FLAG_CAN_ROLL]) |
2081 | } |
|
|
2082 | |
|
|
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2084 | { |
|
|
2085 | mon = tmp; |
2047 | && mon != op) |
2086 | break; |
2048 | break; |
2087 | } |
2049 | } |
2088 | |
2050 | |
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 */ |
2051 | if (!mon) /* This happens anytime the player tries to move */ |
2096 | return; /* into a wall */ |
2052 | return false; /* into a wall */ |
2097 | |
2053 | |
2098 | if (mon->head) |
|
|
2099 | mon = mon->head; |
2054 | mon = mon->head_ (); |
2100 | |
2055 | |
2101 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2056 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2057 | if (op->contr->weapon_sp_left > 0.f) |
2102 | if (player_attack_door (op, mon)) |
2058 | if (player_attack_door (op, mon)) |
|
|
2059 | { |
|
|
2060 | --op->contr->weapon_sp_left; |
2103 | return; |
2061 | return true; |
|
|
2062 | } |
2104 | |
2063 | |
2105 | /* The following deals with possibly attacking peaceful |
2064 | /* The following deals with possibly attacking peaceful |
2106 | * or frienddly creatures. Basically, all players are considered |
2065 | * or friendly creatures. Basically, all players are considered |
2107 | * unaggressive. If the moving player has peaceful set, then the |
2066 | * unaggressive. If the moving player has peaceful set, then the |
2108 | * object should be pushed instead of attacked. It is assumed that |
2067 | * object should be pushed instead of attacked. It is assumed that |
2109 | * if you are braced, you will not attack friends accidently, |
2068 | * if you are braced, you will not attack friends accidently, |
2110 | * and thus will not push them. |
2069 | * and thus will not push them. |
2111 | */ |
2070 | */ |
2112 | |
2071 | |
2113 | /* If the creature is a pet, push it even if the player is not |
2072 | /* 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 |
2073 | * peaceful. Our assumption is the creature is a pet if the |
2115 | * player owns it and it is either friendly or unagressive. |
2074 | * player owns it and it is either friendly or unagressive. |
2116 | */ |
2075 | */ |
2117 | if (op->type == PLAYER |
2076 | if (op->type == PLAYER |
2118 | && ((mon->owner && mon->owner->contr |
2077 | && ((mon->owner && mon->owner->contr |
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
2078 | && same_party (mon->owner->contr->party, op->contr->party)) |
2120 | || mon->owner == op) |
2079 | || mon->owner == op) |
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2080 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2122 | { |
2081 | { |
2123 | /* If we're braced, we don't want to switch places with it */ |
2082 | /* If we're braced, we don't want to switch places with it */ |
2124 | if (op->contr->braced) |
2083 | if (op->contr->braced) |
2125 | return; |
2084 | return false; |
2126 | |
2085 | |
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2086 | if (op->speed_left > 0.f) |
|
|
2087 | { |
|
|
2088 | --op->speed_left; |
|
|
2089 | |
|
|
2090 | op->play_sound (sound_find ("push_player")); |
2128 | push_ob (mon, dir, op); |
2091 | push_ob (mon, dir, op); |
|
|
2092 | |
2129 | if (op->contr->tmp_invis || op->hide) |
2093 | if (op->contr->tmp_invis || op->hide) |
2130 | make_visible (op); |
2094 | make_visible (op); |
2131 | |
2095 | |
2132 | return; |
2096 | return true; |
2133 | } |
2097 | } |
|
|
2098 | else |
|
|
2099 | return false; |
|
|
2100 | } |
2134 | |
2101 | |
2135 | /* in certain circumstances, you shouldn't attack friendly |
2102 | /* in certain circumstances, you shouldn't attack friendly |
2136 | * creatures. Note that if you are braced, you can't push |
2103 | * creatures. Note that if you are braced, you can't push |
2137 | * someone, but put it inside this loop so that you won't |
2104 | * someone, but put it inside this loop so that you won't |
2138 | * attack them either. |
2105 | * attack them either. |
2139 | */ |
2106 | */ |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2107 | if ((mon->type == PLAYER || mon->enemy != op) |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2108 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2142 | && ((op->contr->peaceful |
2109 | && ((op->contr->peaceful |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2110 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2144 | && !on_battleground)) |
2111 | && !on_battleground)) |
|
|
2112 | { |
|
|
2113 | if (op->speed_left > 0.f) |
2145 | { |
2114 | { |
|
|
2115 | --op->speed_left; |
|
|
2116 | |
2146 | if (!op->contr->braced) |
2117 | if (!op->contr->braced) |
2147 | { |
2118 | { |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2119 | op->play_sound (sound_find ("push_player")); |
2149 | push_ob (mon, dir, op); |
2120 | push_ob (mon, dir, op); |
2150 | } |
2121 | } |
2151 | else |
2122 | else |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2123 | op->statusmsg ("You withhold your attack"); |
2153 | |
2124 | |
2154 | if (op->contr->tmp_invis || op->hide) |
2125 | if (op->contr->tmp_invis || op->hide) |
2155 | make_visible (op); |
2126 | make_visible (op); |
2156 | } |
|
|
2157 | |
2127 | |
|
|
2128 | return true; |
|
|
2129 | } |
|
|
2130 | } |
2158 | /* If the object is a boulder or other rollable object, then |
2131 | /* 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. |
2132 | * roll it if not braced. You can't roll it if you are braced. |
2160 | */ |
2133 | */ |
2161 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2134 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2135 | { |
|
|
2136 | if (op->speed_left > 0.f) |
2162 | { |
2137 | { |
|
|
2138 | --op->speed_left; |
|
|
2139 | |
2163 | recursive_roll (mon, dir, op); |
2140 | recursive_roll (mon, dir, op); |
2164 | if (action_makes_visible (op)) |
2141 | if (action_makes_visible (op)) |
2165 | make_visible (op); |
2142 | make_visible (op); |
2166 | } |
|
|
2167 | |
2143 | |
|
|
2144 | return true; |
|
|
2145 | } |
|
|
2146 | } |
2168 | /* Any generic living creature. Including things like doors. |
2147 | /* Any generic living creature. Including things like doors. |
2169 | * Way it works is like this: First, it must have some hit points |
2148 | * 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: |
2149 | * 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 |
2150 | * 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. |
2151 | * that party_number -1 is no party, so attacks can still happen. |
2173 | */ |
2152 | */ |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2153 | 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))) |
2154 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2176 | { |
2155 | { |
2177 | if (!op->contr->has_hit) |
2156 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2178 | { |
2157 | { |
2179 | op->contr->has_hit = 1; |
2158 | --op->contr->weapon_sp_left; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2181 | } |
|
|
2182 | |
2159 | |
2183 | skill_attack (mon, op, 0, 0, 0); |
2160 | 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 | |
2161 | |
2199 | if (action_makes_visible (op)) |
2162 | if (action_makes_visible (op)) |
2200 | make_visible (op); |
2163 | make_visible (op); |
2201 | } |
|
|
2202 | } /* if player should attack something */ |
|
|
2203 | } |
|
|
2204 | |
2164 | |
2205 | int |
2165 | return true; |
|
|
2166 | } |
|
|
2167 | } |
|
|
2168 | |
|
|
2169 | return false; |
|
|
2170 | } |
|
|
2171 | |
|
|
2172 | bool |
2206 | move_player (object *op, int dir) |
2173 | move_player (object *op, int dir) |
2207 | { |
2174 | { |
2208 | int pick; |
2175 | int pick; |
2209 | |
2176 | |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2177 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
… | |
… | |
2224 | op->facing = dir; |
2191 | op->facing = dir; |
2225 | |
2192 | |
2226 | if (op->hide) |
2193 | if (op->hide) |
2227 | do_hidden_move (op); |
2194 | do_hidden_move (op); |
2228 | |
2195 | |
|
|
2196 | bool retval; |
|
|
2197 | |
2229 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2198 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2230 | /*nop */ ; |
2199 | retval = RESULT_INT (0); |
2231 | else if (op->contr->fire_on) |
2200 | else if (op->contr->fire_on) |
2232 | fire (op, dir); |
2201 | retval = fire (op, dir); |
2233 | else |
2202 | else |
2234 | { |
2203 | { |
2235 | move_player_attack (op, dir); |
2204 | retval = move_player_attack (op, dir); |
2236 | pick = check_pick (op); |
2205 | pick = check_pick (op); |
2237 | } |
2206 | } |
2238 | |
2207 | |
2239 | /* Add special check for newcs players and fire on - this way, the |
2208 | /* Add special check for newcs players and fire on - this way, the |
2240 | * server can handle repeat firing. |
2209 | * server can handle repeat firing. |
… | |
… | |
2247 | /* Update how the player looks. Use the facing, so direction may |
2216 | /* Update how the player looks. Use the facing, so direction may |
2248 | * get reset to zero. This allows for full animation capabilities |
2217 | * get reset to zero. This allows for full animation capabilities |
2249 | * for players. |
2218 | * for players. |
2250 | */ |
2219 | */ |
2251 | animate_object (op, op->facing); |
2220 | animate_object (op, op->facing); |
2252 | return 0; |
2221 | |
|
|
2222 | return retval; |
2253 | } |
2223 | } |
2254 | |
2224 | |
2255 | /* This is similar to handle_player, below, but is only used by the |
2225 | /* This is similar to handle_player, below, but is only used by the |
2256 | * new client/server stuff. |
2226 | * new client/server stuff. |
2257 | * This is sort of special, in that the new client/server actually uses |
2227 | * This is sort of special, in that the new client/server actually uses |
2258 | * the new speed values for commands. |
2228 | * the new speed values for commands. |
2259 | * |
2229 | * |
2260 | * Returns true if there are more actions we can do. |
2230 | * Returns true if there are more actions we can do. Should not do |
|
|
2231 | * many actions in a row, as that would be too unfair to other |
|
|
2232 | * players. |
2261 | */ |
2233 | */ |
2262 | int |
2234 | bool |
2263 | handle_newcs_player (object *op) |
2235 | handle_newcs_player (object *op) |
2264 | { |
2236 | { |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2237 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | { |
2238 | { |
2267 | flee_player (op); |
2239 | 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 | { |
2240 | { |
2272 | --op->speed_left; |
2241 | --op->speed_left; |
|
|
2242 | flee_player (op); |
|
|
2243 | |
2273 | return 0; |
2244 | return true; |
2274 | } |
2245 | } |
|
|
2246 | else |
|
|
2247 | return false; |
2275 | } |
2248 | } |
2276 | |
2249 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2250 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2251 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2252 | * called, so we recheck it here. |
2280 | */ |
2253 | */ |
2281 | if (op->contr->ns->handle_command ()) |
2254 | if (op->contr->ns->handle_command ()) |
2282 | return 1; |
2255 | return true; |
2283 | |
2256 | |
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
|
|
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2257 | 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); |
2258 | return move_player (op, op->direction); |
2296 | |
2259 | |
2297 | return op->speed_left > 0.f; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | return 0; |
2260 | return false; |
2302 | } |
2261 | } |
2303 | |
2262 | |
2304 | int |
2263 | int |
2305 | save_life (object *op) |
2264 | save_life (object *op) |
2306 | { |
2265 | { |
… | |
… | |
2308 | return 0; |
2267 | return 0; |
2309 | |
2268 | |
2310 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2269 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2311 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2270 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2312 | { |
2271 | { |
2313 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2272 | 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)); |
2273 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2315 | |
2274 | |
2316 | if (op->contr) |
2275 | if (op->contr) |
2317 | esrv_del_item (op->contr, tmp->count); |
2276 | esrv_del_item (op->contr, tmp->count); |
2318 | |
2277 | |
… | |
… | |
2338 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2297 | /* 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 |
2298 | * 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 |
2299 | * function will descend into containers. op is the object to start the search |
2341 | * from. |
2300 | * from. |
2342 | */ |
2301 | */ |
2343 | void |
2302 | static void |
2344 | remove_unpaid_objects (object *op, object *env) |
2303 | drop_unpaid_items (object *op, object *env) |
2345 | { |
2304 | { |
2346 | while (op) |
2305 | while (op) |
2347 | { |
2306 | { |
2348 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2307 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2349 | |
2308 | |
… | |
… | |
2353 | esrv_del_item (env->contr, op->count); |
2312 | esrv_del_item (env->contr, op->count); |
2354 | |
2313 | |
2355 | op->insert_at (env); |
2314 | op->insert_at (env); |
2356 | } |
2315 | } |
2357 | else if (op->inv) |
2316 | else if (op->inv) |
2358 | remove_unpaid_objects (op->inv, env); |
2317 | drop_unpaid_items (op->inv, env); |
2359 | |
2318 | |
2360 | op = next; |
2319 | op = next; |
2361 | } |
2320 | } |
|
|
2321 | } |
|
|
2322 | |
|
|
2323 | void |
|
|
2324 | object::drop_unpaid_items () |
|
|
2325 | { |
|
|
2326 | if (!flag [FLAG_REMOVED]) |
|
|
2327 | ::drop_unpaid_items (inv, this); |
2362 | } |
2328 | } |
2363 | |
2329 | |
2364 | /* |
2330 | /* |
2365 | * Returns pointer a static string containing gravestone text |
2331 | * Returns pointer a static string containing gravestone text |
2366 | * Moved from apply.c to player.c - player.c is what |
2332 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2461 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2427 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2462 | else |
2428 | else |
2463 | { |
2429 | { |
2464 | gen_grace = op->stats.maxgrace; |
2430 | gen_grace = op->stats.maxgrace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2431 | 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 | } |
2432 | } |
2509 | |
2433 | |
2510 | /* Regenerate Grace */ |
2434 | /* Regenerate Grace */ |
2511 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2435 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2512 | if (--op->last_grace < 0) |
2436 | if (--op->last_grace < 0) |
… | |
… | |
2533 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2457 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2534 | } |
2458 | } |
2535 | /* wearing stuff doesn't detract from grace generation. */ |
2459 | /* wearing stuff doesn't detract from grace generation. */ |
2536 | } |
2460 | } |
2537 | |
2461 | |
|
|
2462 | if (op->stats.food > 0) |
|
|
2463 | { |
2538 | /* Regenerate Hit Points */ |
2464 | /* Regenerate Spell Points */ |
2539 | if (--op->last_heal < 0) |
2465 | if (!op->contr->golem && --op->last_sp < 0) |
2540 | { |
|
|
2541 | if (op->stats.hp < op->stats.maxhp) |
|
|
2542 | { |
2466 | { |
2543 | op->stats.hp++; |
2467 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2544 | /* dms do not consume food */ |
2468 | |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2469 | if (op->stats.sp < op->stats.maxsp) |
2546 | { |
2470 | { |
|
|
2471 | op->stats.sp++; |
|
|
2472 | |
|
|
2473 | /* dms do not consume food */ |
|
|
2474 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2475 | { |
2547 | op->stats.food--; |
2476 | op->stats.food--; |
|
|
2477 | |
2548 | if (op->contr->digestion < 0) |
2478 | if (op->contr->digestion < 0) |
2549 | op->stats.food += op->contr->digestion; |
2479 | op->stats.food += op->contr->digestion; |
2550 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2480 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2551 | op->stats.food = last_food; |
2481 | op->stats.food = last_food; |
|
|
2482 | } |
2552 | } |
2483 | } |
2553 | } |
|
|
2554 | |
2484 | |
2555 | if (max_hp > 1) |
2485 | if (max_sp > 1) |
2556 | { |
|
|
2557 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2558 | if (over_hp > 0) |
|
|
2559 | { |
2486 | { |
2560 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2487 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2488 | if (over_sp > 0) |
|
|
2489 | { |
|
|
2490 | if (op->stats.sp < op->stats.maxsp) |
|
|
2491 | { |
|
|
2492 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2493 | |
|
|
2494 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2495 | op->stats.sp--; |
|
|
2496 | |
|
|
2497 | if (op->stats.sp > op->stats.maxsp) |
|
|
2498 | op->stats.sp = op->stats.maxsp; |
|
|
2499 | } |
|
|
2500 | |
2561 | op->last_heal = 0; |
2501 | op->last_sp = 0; |
|
|
2502 | } |
|
|
2503 | else |
|
|
2504 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2562 | } |
2505 | } |
2563 | else |
2506 | else |
|
|
2507 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2508 | } |
|
|
2509 | |
|
|
2510 | /* Regenerate Hit Points */ |
|
|
2511 | if (--op->last_heal < 0) |
|
|
2512 | { |
|
|
2513 | if (op->stats.hp < op->stats.maxhp) |
2564 | { |
2514 | { |
2565 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2515 | op->stats.hp++; |
|
|
2516 | |
|
|
2517 | /* dms do not consume food */ |
|
|
2518 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2519 | { |
|
|
2520 | op->stats.food--; |
|
|
2521 | |
|
|
2522 | if (op->contr->digestion < 0) |
|
|
2523 | op->stats.food += op->contr->digestion; |
|
|
2524 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2525 | op->stats.food = last_food; |
|
|
2526 | } |
2566 | } |
2527 | } |
|
|
2528 | |
|
|
2529 | if (max_hp > 1) |
|
|
2530 | { |
|
|
2531 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2532 | |
|
|
2533 | if (over_hp > 0) |
|
|
2534 | { |
|
|
2535 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2536 | op->last_heal = 0; |
|
|
2537 | } |
|
|
2538 | else |
|
|
2539 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2567 | } |
2540 | } |
2568 | else |
2541 | else |
2569 | { |
|
|
2570 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2542 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2571 | } |
2543 | } |
2572 | } |
2544 | } |
2573 | |
2545 | |
2574 | /* Digestion */ |
2546 | /* Digestion */ |
2575 | if (--op->last_eat < 0) |
2547 | if (--op->last_eat < 0) |
2576 | { |
2548 | { |
2577 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2549 | int bonus = max (0, op->contr->digestion), |
|
|
2550 | penalty = max (0, -op->contr->digestion); |
2578 | |
2551 | |
2579 | if (op->contr->gen_hp > 0) |
|
|
2580 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2552 | 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 | |
2553 | |
2584 | /* dms do not consume food */ |
2554 | /* dms do not consume food */ |
2585 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2555 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2586 | op->stats.food--; |
2556 | op->stats.food--; |
2587 | } |
2557 | } |
… | |
… | |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2584 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2615 | manual_apply (op, flesh, 0); |
2585 | manual_apply (op, flesh, 0); |
2616 | } |
2586 | } |
2617 | } |
2587 | } |
2618 | |
2588 | |
2619 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2589 | if (op->stats.food < 0) |
2620 | op->stats.food++, op->stats.hp--; |
2590 | { |
|
|
2591 | op->stats.hp += op->stats.food; |
|
|
2592 | op->stats.food = 0; |
|
|
2593 | } |
2621 | |
2594 | |
2622 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2595 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2623 | kill_player (op); |
2596 | kill_player (op); |
2624 | } |
2597 | } |
2625 | } |
2598 | } |
… | |
… | |
2630 | * file. |
2603 | * file. |
2631 | */ |
2604 | */ |
2632 | void |
2605 | void |
2633 | kill_player (object *op) |
2606 | kill_player (object *op) |
2634 | { |
2607 | { |
|
|
2608 | int x, y; |
2635 | char buf[MAX_BUF]; |
2609 | char buf[MAX_BUF]; |
2636 | int x, y; |
|
|
2637 | |
|
|
2638 | //int i; |
|
|
2639 | maptile *map; /* this is for resurrection */ |
2610 | 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; |
2611 | int will_kill_again; |
2647 | archetype *at; |
2612 | archetype *at; |
2648 | object *tmp; |
2613 | object *tmp; |
2649 | |
2614 | |
2650 | if (save_life (op)) |
2615 | if (save_life (op)) |
2651 | return; |
2616 | return; |
2652 | |
|
|
2653 | |
2617 | |
2654 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2618 | /* 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. |
2619 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2656 | * Look at op_on_battleground() for more info --AndreasV |
2620 | * Look at op_on_battleground() for more info --AndreasV |
2657 | */ |
2621 | */ |
… | |
… | |
2673 | { |
2637 | { |
2674 | tmp->destroy (); |
2638 | tmp->destroy (); |
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2639 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2676 | } |
2640 | } |
2677 | |
2641 | |
2678 | cure_disease (op, 0); /* remove any disease */ |
2642 | cure_disease (op, 0, 0); /* remove any disease */ |
2679 | op->stats.hp = op->stats.maxhp; |
2643 | op->stats.hp = op->stats.maxhp; |
2680 | if (op->stats.food <= 0) |
2644 | if (op->stats.food <= 0) |
2681 | op->stats.food = 999; |
2645 | op->stats.food = 999; |
2682 | |
2646 | |
2683 | /* create a bodypart-trophy to make the winner happy */ |
2647 | /* create a bodypart-trophy to make the winner happy */ |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2648 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2685 | { |
2649 | { |
2686 | sprintf (buf, "%s's finger", &op->name); |
2650 | tmp->name = format ("%s's finger" , &op->name); |
2687 | tmp->name = buf; |
2651 | tmp->name_pl = format ("%s's fingers", &op->name); |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
2652 | tmp->msg = format ( |
2689 | " the %s, when he was defeated at\n level %d by %s.\n", |
2653 | "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); |
2654 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2691 | tmp->msg = buf; |
2655 | ); |
2692 | tmp->value = 0, tmp->type = 0; |
2656 | tmp->value = 0, tmp->type = 0; |
2693 | tmp->materialname = "organics"; |
2657 | tmp->materialname = "organics"; |
2694 | tmp->insert_at (op, tmp); |
2658 | tmp->insert_at (op, tmp); |
2695 | } |
2659 | } |
2696 | |
2660 | |
… | |
… | |
2703 | INVOKE_PLAYER (DEATH, op->contr); |
2667 | INVOKE_PLAYER (DEATH, op->contr); |
2704 | |
2668 | |
2705 | command_kill_pets (op, 0); |
2669 | command_kill_pets (op, 0); |
2706 | |
2670 | |
2707 | if (op->stats.food < 0) |
2671 | if (op->stats.food < 0) |
2708 | { |
|
|
2709 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2710 | strcpy (op->contr->killer, "starvation"); |
2672 | strcpy (op->contr->killer, "starvation"); |
2711 | } |
|
|
2712 | else |
|
|
2713 | sprintf (buf, "%s died.", &op->name); |
|
|
2714 | |
2673 | |
2715 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2674 | op->contr->play_sound (sound_find ("player_dies")); |
2716 | |
2675 | |
2717 | /* save the map location for corpse, gravestone */ |
2676 | /* save the map location for corpse, gravestone */ |
2718 | x = op->x; |
2677 | x = op->x; |
2719 | y = op->y; |
2678 | y = op->y; |
2720 | map = op->map; |
2679 | map = op->map; |
… | |
… | |
2883 | { |
2842 | { |
2884 | tmp->destroy (); |
2843 | tmp->destroy (); |
2885 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2844 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2886 | } |
2845 | } |
2887 | |
2846 | |
2888 | cure_disease (op, 0); /* remove any disease */ |
2847 | cure_disease (op, 0, 0); /* remove any disease */ |
2889 | |
2848 | |
2890 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2849 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2891 | apply_death_exp_penalty (op); |
2850 | apply_death_exp_penalty (op); |
2892 | if (op->stats.food < 100) |
2851 | if (op->stats.food < 100) |
2893 | op->stats.food = 900; |
2852 | op->stats.food = 900; |
… | |
… | |
2897 | |
2856 | |
2898 | /* |
2857 | /* |
2899 | * Check to see if the player has any unpaid items. If so, remove them |
2858 | * Check to see if the player has any unpaid items. If so, remove them |
2900 | * and put them back in the map. |
2859 | * and put them back in the map. |
2901 | */ |
2860 | */ |
2902 | remove_unpaid_objects (op->inv, op); |
2861 | op->drop_unpaid_items (); |
2903 | |
2862 | |
2904 | /****************************************/ |
2863 | /****************************************/ |
2905 | /* */ |
2864 | /* */ |
2906 | /* Move player to his current respawn- */ |
2865 | /* Move player to his current respawn- */ |
2907 | /* position (usually last savebed) */ |
2866 | /* position (usually last savebed) */ |
… | |
… | |
3047 | void |
3006 | void |
3048 | make_visible (object *op) |
3007 | make_visible (object *op) |
3049 | { |
3008 | { |
3050 | op->hide = 0; |
3009 | op->hide = 0; |
3051 | op->invisible = 0; |
3010 | op->invisible = 0; |
|
|
3011 | |
3052 | if (op->type == PLAYER) |
3012 | if (op->type == PLAYER) |
3053 | { |
3013 | { |
3054 | op->contr->tmp_invis = 0; |
3014 | op->contr->tmp_invis = 0; |
3055 | op->contr->invis_race = 0; |
3015 | op->contr->invis_race = 0; |
3056 | } |
3016 | } |
… | |
… | |
3059 | } |
3019 | } |
3060 | |
3020 | |
3061 | int |
3021 | int |
3062 | is_true_undead (object *op) |
3022 | is_true_undead (object *op) |
3063 | { |
3023 | { |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3024 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3065 | return 1; |
3025 | return 1; |
3066 | |
3026 | |
3067 | return 0; |
3027 | return 0; |
3068 | } |
3028 | } |
3069 | |
3029 | |
3070 | /* look at the surrounding terrain to determine |
3030 | /* look at the surrounding terrain to determine |
3071 | * the hideability of this object. Positive levels |
3031 | * the hideability of this object. Positive levels |
3072 | * indicate greater hideability. |
3032 | * indicate greater hideability. |
3073 | */ |
3033 | */ |
3074 | |
|
|
3075 | int |
3034 | int |
3076 | hideability (object *ob) |
3035 | hideability (object *ob) |
3077 | { |
3036 | { |
3078 | int i, level = 0, mflag; |
3037 | int i, level = 0, mflag; |
3079 | sint16 x, y; |
3038 | sint16 x, y; |
… | |
… | |
3113 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3072 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3114 | * every time they move - as we subtract off 'invisibility' |
3073 | * every time they move - as we subtract off 'invisibility' |
3115 | * AND, for players, if they move into a ridiculously unhideable |
3074 | * AND, for players, if they move into a ridiculously unhideable |
3116 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3075 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3117 | */ |
3076 | */ |
3118 | |
|
|
3119 | void |
3077 | void |
3120 | do_hidden_move (object *op) |
3078 | do_hidden_move (object *op) |
3121 | { |
3079 | { |
3122 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3080 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3123 | object *skop; |
3081 | object *skop; |
… | |
… | |
3205 | * object op. This function works fine for monsters, |
3163 | * object op. This function works fine for monsters, |
3206 | * but we dont worry if the object isnt the top one in |
3164 | * but we dont worry if the object isnt the top one in |
3207 | * a pile (say a coin under a table would return "viewable" |
3165 | * a pile (say a coin under a table would return "viewable" |
3208 | * by this routine). Another question, should we be |
3166 | * by this routine). Another question, should we be |
3209 | * concerned with the direction the player is looking |
3167 | * concerned with the direction the player is looking |
3210 | * in? Realistically, most of use cant see stuff behind |
3168 | * in? Realistically, most of us can't see stuff behind |
3211 | * our backs...on the other hand, does the "facing" direction |
3169 | * our backs...on the other hand, does the "facing" direction |
3212 | * imply the way your head, or body is facing? Its possible |
3170 | * 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. |
3171 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3214 | * -b.t. |
3172 | * -b.t. |
3215 | * This function is now map tiling safe. |
3173 | * This function is now map tiling safe. |
3216 | */ |
3174 | */ |
3217 | |
|
|
3218 | int |
3175 | int |
3219 | player_can_view (object *pl, object *op) |
3176 | player_can_view (object *pl, object *op) |
3220 | { |
3177 | { |
3221 | rv_vector rv; |
3178 | rv_vector rv; |
3222 | int dx, dy; |
3179 | int dx, dy; |
… | |
… | |
3234 | |
3191 | |
3235 | get_rangevector (pl, op, &rv, 0x1); |
3192 | get_rangevector (pl, op, &rv, 0x1); |
3236 | |
3193 | |
3237 | /* starting with the 'head' part, lets loop |
3194 | /* starting with the 'head' part, lets loop |
3238 | * through the object and find if it has any |
3195 | * through the object and find if it has any |
3239 | * part that is in the los array but isnt on |
3196 | * part that is in the los array but isn't on |
3240 | * a blocked los square. |
3197 | * a blocked los square. |
3241 | * we use the archetype to figure out offsets. |
3198 | * we use the archetype to figure out offsets. |
3242 | */ |
3199 | */ |
3243 | while (op) |
3200 | while (op) |
3244 | { |
3201 | { |
3245 | dx = rv.distance_x + op->arch->clone.x; |
3202 | dx = rv.distance_x + op->arch->x; |
3246 | dy = rv.distance_y + op->arch->clone.y; |
3203 | dy = rv.distance_y + op->arch->y; |
3247 | |
3204 | |
3248 | /* only the viewable area the player sees is updated by LOS |
3205 | /* only the viewable area the player sees is updated by LOS |
3249 | * code, so we need to restrict ourselves to that range of values |
3206 | * code, so we need to restrict ourselves to that range of values |
3250 | * for any meaningful values. |
3207 | * for any meaningful values. |
3251 | */ |
3208 | */ |
3252 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3209 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3253 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3210 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3254 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3211 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3255 | return 1; |
3212 | return 1; |
|
|
3213 | |
3256 | op = op->more; |
3214 | op = op->more; |
3257 | } |
3215 | } |
|
|
3216 | |
3258 | return 0; |
3217 | return 0; |
3259 | } |
3218 | } |
3260 | |
3219 | |
3261 | /* routine for both players and monsters. We call this when |
3220 | /* routine for both players and monsters. We call this when |
3262 | * there is a possibility for our action distrubing our hiding |
3221 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3265 | * return 0. |
3224 | * return 0. |
3266 | */ |
3225 | */ |
3267 | int |
3226 | int |
3268 | action_makes_visible (object *op) |
3227 | action_makes_visible (object *op) |
3269 | { |
3228 | { |
3270 | |
|
|
3271 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3272 | { |
3230 | { |
3273 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3231 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3274 | return 0; |
3232 | return 0; |
3275 | |
3233 | |
… | |
… | |
3281 | { |
3239 | { |
3282 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3240 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3283 | return 1; |
3241 | return 1; |
3284 | } |
3242 | } |
3285 | } |
3243 | } |
|
|
3244 | |
3286 | return 0; |
3245 | return 0; |
3287 | } |
3246 | } |
3288 | |
3247 | |
3289 | /* op_on_battleground - checks if the given object op (usually |
3248 | /* op_on_battleground - checks if the given object op (usually |
3290 | * a player) is standing on a valid battleground-tile, |
3249 | * 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 |
3254 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3296 | */ |
3255 | */ |
3297 | int |
3256 | int |
3298 | op_on_battleground (object *op, int *x, int *y) |
3257 | op_on_battleground (object *op, int *x, int *y) |
3299 | { |
3258 | { |
3300 | object *tmp; |
|
|
3301 | |
|
|
3302 | /* A battleground-tile needs the following attributes to be valid: |
3259 | /* 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), |
3260 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3304 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3261 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3305 | * and the exit-coordinates sp/hp must both be > 0. |
3262 | * and the exit-coordinates sp/hp must both be > 0. |
3306 | * => The intention here is to prevent abuse of the battleground- |
3263 | * => The intention here is to prevent abuse of the battleground- |
3307 | * feature (like pickable or hidden battleground tiles). */ |
3264 | * feature (like pickable or hidden battleground tiles). */ |
3308 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3265 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3309 | { |
3266 | { |
3310 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3267 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3311 | { |
3268 | { |
3312 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3269 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3313 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3270 | && tmp->type == BATTLEGROUND |
|
|
3271 | && tmp->name == shstr_battleground |
|
|
3272 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3314 | { |
3273 | { |
3315 | /*before we assign the exit, check if this is a teambattle */ |
3274 | /* before we assign the exit, check if this is a teambattle */ |
3316 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3275 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3317 | { |
3276 | { |
3318 | object *invtmp; |
|
|
3319 | |
|
|
3320 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3277 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3321 | { |
3278 | { |
3322 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3279 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3323 | { |
3280 | { |
3324 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3325 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3282 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3283 | |
3326 | return 1; |
3284 | return 1; |
3327 | } |
3285 | } |
3328 | } |
3286 | } |
3329 | } |
3287 | } |
|
|
3288 | |
3330 | if (x != NULL && y != NULL) |
3289 | if (x && y) |
3331 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3290 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3291 | |
3332 | return 1; |
3292 | return 1; |
3333 | } |
3293 | } |
3334 | } |
3294 | } |
3335 | } |
3295 | } |
|
|
3296 | |
3336 | /* If we got here, did not find a battleground */ |
3297 | /* If we got here, did not find a battleground */ |
3337 | return 0; |
3298 | return 0; |
3338 | } |
3299 | } |
3339 | |
3300 | |
3340 | /* |
3301 | /* |
… | |
… | |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3317 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3357 | int i = 0, j = 0; |
3318 | int i = 0, j = 0; |
3358 | |
3319 | |
3359 | /* get the appropriate treasurelist */ |
3320 | /* get the appropriate treasurelist */ |
3360 | if (atnr == ATNR_FIRE) |
3321 | if (atnr == ATNR_FIRE) |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3322 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3362 | else if (atnr == ATNR_COLD) |
3323 | else if (atnr == ATNR_COLD) |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3324 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3325 | else if (atnr == ATNR_ELECTRICITY) |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3326 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3366 | else if (atnr == ATNR_POISON) |
3327 | else if (atnr == ATNR_POISON) |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3328 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3368 | |
3329 | |
3369 | if (trlist == NULL || who->type != PLAYER) |
3330 | if (trlist == NULL || who->type != PLAYER) |
3370 | return; |
3331 | return; |
3371 | |
3332 | |
3372 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3333 | 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]); */ |
3337 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3377 | return; |
3338 | return; |
3378 | } |
3339 | } |
3379 | |
3340 | |
3380 | /* everything seems okay - now bring on the gift: */ |
3341 | /* everything seems okay - now bring on the gift: */ |
3381 | item = &(tr->item->clone); |
3342 | item = tr->item; |
3382 | |
3343 | |
3383 | if (item->type == SPELL) |
3344 | if (item->type == SPELL) |
3384 | { |
3345 | { |
3385 | if (check_spell_known (who, item->name)) |
3346 | if (check_spell_known (who, item->name)) |
3386 | return; |
3347 | return; |
… | |
… | |
3445 | { |
3406 | { |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3407 | /* forces in the treasurelist can alter the player's stats */ |
3447 | object *skin; |
3408 | object *skin; |
3448 | |
3409 | |
3449 | /* first get the dragon skin force */ |
3410 | /* 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) |
3411 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3452 | ; |
3412 | ; |
3453 | |
3413 | |
3454 | if (!skin) |
3414 | if (!skin) |
3455 | return; |
3415 | return; |
3456 | |
3416 | |
… | |
… | |
3532 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3492 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3533 | return 0; |
3493 | return 0; |
3534 | |
3494 | |
3535 | return 100 - blocked_los [x][y]; |
3495 | return 100 - blocked_los [x][y]; |
3536 | } |
3496 | } |
|
|
3497 | |
|
|
3498 | void |
|
|
3499 | player::infobox (const char *title, const char *msg, int color) |
|
|
3500 | { |
|
|
3501 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3502 | } |
|
|
3503 | |
|
|
3504 | void |
|
|
3505 | player::statusmsg (const char *msg, int color) |
|
|
3506 | { |
|
|
3507 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3508 | } |
|
|
3509 | |
|
|
3510 | void |
|
|
3511 | player::failmsg (const char *msg, int color) |
|
|
3512 | { |
|
|
3513 | play_sound (sound_find ("generic_failure")); |
|
|
3514 | statusmsg (msg, color); |
|
|
3515 | } |
|
|
3516 | |