1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
123 | continue; |
122 | continue; |
124 | |
123 | |
125 | if (*buf == '%') |
124 | if (*buf == '%') |
126 | { /* send one news */ |
125 | { /* send one news */ |
127 | if (size > 0) |
126 | if (size > 0) |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
129 | |
131 | |
130 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
131 | strip_endline (subject); |
133 | strip_endline (subject); |
132 | size = 0; |
134 | size = 0; |
133 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
149 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
150 | } |
152 | } |
151 | |
153 | |
152 | float |
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|
153 | player::weapon_speed () const |
|
|
154 | { |
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155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
|
156 | } |
|
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157 | |
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|
158 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
159 | static void |
155 | static void |
160 | set_first_map (object *op) |
156 | set_first_map (object *op) |
161 | { |
157 | { |
162 | op->contr->maplevel = first_map_path; |
158 | op->contr->maplevel = first_map_path; |
163 | op->x = -1; |
159 | op->x = -1; |
164 | op->y = -1; |
160 | op->y = -1; |
165 | } |
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166 | |
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167 | void |
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168 | player::enter_map () |
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169 | { |
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170 | object *tmp = object::create (); |
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171 | |
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172 | EXIT_PATH (tmp) = maplevel; |
|
|
173 | EXIT_X (tmp) = ob->x; |
|
|
174 | EXIT_Y (tmp) = ob->y; |
|
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175 | ob->enter_exit (tmp); |
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176 | |
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177 | tmp->destroy (); |
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|
178 | } |
161 | } |
179 | |
162 | |
180 | void |
163 | void |
181 | player::activate () |
164 | player::activate () |
182 | { |
165 | { |
… | |
… | |
187 | ob->remove (); |
170 | ob->remove (); |
188 | ob->map = 0; |
171 | ob->map = 0; |
189 | ob->activate_recursive (); |
172 | ob->activate_recursive (); |
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
191 | add_friendly_object (ob); |
174 | add_friendly_object (ob); |
192 | enter_map (); |
|
|
193 | } |
175 | } |
194 | |
176 | |
195 | void |
177 | void |
196 | player::deactivate () |
178 | player::deactivate () |
197 | { |
179 | { |
… | |
… | |
204 | |
186 | |
205 | if (ob->map) |
187 | if (ob->map) |
206 | maplevel = ob->map->path; |
188 | maplevel = ob->map->path; |
207 | |
189 | |
208 | ob->remove (); |
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
209 | ob->map = 0; |
192 | ob->map = 0; |
210 | party = 0; |
193 | party = 0; |
211 | |
194 | |
212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
213 | |
196 | |
… | |
… | |
227 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
228 | |
211 | |
229 | ns->update_look = 0; |
212 | ns->update_look = 0; |
230 | ns->look_position = 0; |
213 | ns->look_position = 0; |
231 | |
214 | |
232 | clear_los (ob); |
215 | clear_los (); |
233 | |
216 | |
234 | ns->reset_stats (); |
217 | ns->reset_stats (); |
235 | |
218 | |
236 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
237 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
238 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
239 | |
222 | |
240 | ob->carrying = sum_weight (ob); |
223 | ob->update_weight (); |
241 | link_player_skills (ob); |
224 | link_skills (); |
242 | |
225 | |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
244 | |
227 | |
245 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
246 | |
229 | |
247 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
248 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
249 | { |
232 | { |
250 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
251 | |
234 | |
252 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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254 | |
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255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
256 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
257 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
258 | abil = tmp; |
238 | abil = tmp; |
259 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
260 | skin = tmp; |
240 | skin = tmp; |
261 | |
241 | |
262 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
263 | } |
243 | } |
264 | |
244 | |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
266 | |
246 | |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
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248 | |
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249 | ob->update_stats (); |
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250 | |
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251 | ns->floorbox_update (); |
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252 | esrv_send_inventory (ob, ob); |
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253 | esrv_add_spells (this, 0); |
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254 | |
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255 | activate (); |
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256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
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261 | INVOKE_PLAYER (CONNECT, this); |
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262 | INVOKE_PLAYER (LOGIN, this); |
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263 | } |
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264 | |
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265 | void |
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266 | player::disconnect () |
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267 | { |
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268 | if (ob) |
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269 | { |
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270 | ob->close_container (); //TODO: client-specific |
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271 | ob->drop_unpaid_items (); |
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272 | } |
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273 | |
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274 | if (ns) |
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275 | { |
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276 | if (active) |
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277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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278 | |
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279 | INVOKE_PLAYER (DISCONNECT, this); |
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280 | |
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281 | ns->reset_stats (); |
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282 | ns->pl = 0; |
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283 | ns = 0; |
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284 | } |
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285 | |
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286 | observe = ob; |
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287 | |
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288 | deactivate (); |
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289 | } |
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290 | |
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291 | // the need for this function can be explained |
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292 | // by load_object not returning the object |
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293 | void |
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294 | player::set_object (object *op) |
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295 | { |
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296 | ob = observe = op; |
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297 | ob->contr = this; /* this aren't yet in archetype */ |
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298 | |
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299 | ob->speed = 1.0f; |
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300 | ob->speed_left = 0.5f; |
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301 | |
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302 | ob->direction = 5; /* So player faces south */ |
268 | |
303 | |
269 | ob->flag [FLAG_READY_WEAPON] = false; |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
270 | ob->flag [FLAG_READY_SKILL] = false; |
305 | ob->flag [FLAG_READY_SKILL] = false; |
271 | ob->flag [FLAG_READY_BOW] = false; |
306 | ob->flag [FLAG_READY_BOW] = false; |
272 | |
307 | |
273 | for (object *op = ob->inv; op; op = op->below) |
308 | for (object *op = ob->inv; op; op = op->below) |
274 | if (op->flag [FLAG_APPLIED]) |
309 | if (op->flag [FLAG_APPLIED]) |
275 | switch (op->type) |
310 | switch (op->type) |
276 | { |
311 | { |
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
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314 | break; |
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315 | |
277 | case WAND: |
316 | case WAND: |
278 | case ROD: |
317 | case ROD: |
279 | case HORN: |
318 | case HORN: |
280 | case BOW: |
319 | case BOW: |
281 | case SKILL_TOOL: |
320 | ranged_ob = op; |
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321 | break; |
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322 | |
282 | case WEAPON: |
323 | case WEAPON: |
283 | op->flag [FLAG_APPLIED] = false; |
324 | combat_ob = op; |
284 | apply_special (ob, op, AP_APPLY); |
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285 | break; |
325 | 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 | } |
326 | } |
291 | |
327 | |
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
293 | ob->update_stats (); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
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 | } |
330 | } |
308 | |
331 | |
309 | void |
332 | 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) |
333 | player::set_observe (object *op) |
334 | { |
334 | { |
335 | ob = op; |
335 | observe = op ? op : ob; |
336 | ob->contr = this; /* this aren't yet in archetype */ |
336 | 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 | } |
337 | } |
342 | |
338 | |
343 | player::player () |
339 | player::player () |
344 | { |
340 | { |
345 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
352 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
353 | |
349 | |
354 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
355 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
356 | petmode = pet_normal; |
352 | petmode = pet_normal; |
357 | listening = 10; |
|
|
358 | usekeys = containers; |
353 | usekeys = containers; |
359 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
360 | do_los = 1; |
355 | do_los = 1; |
|
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356 | |
|
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357 | weapon_sp = 1.0f; |
|
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358 | weapon_sp_left = 0.5f; |
361 | } |
359 | } |
362 | |
360 | |
363 | void |
361 | void |
364 | player::do_destroy () |
362 | player::do_destroy () |
365 | { |
363 | { |
… | |
… | |
370 | if (ob) |
368 | if (ob) |
371 | { |
369 | { |
372 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
373 | ob->destroy (); |
371 | ob->destroy (); |
374 | } |
372 | } |
|
|
373 | |
|
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374 | ob = observe = 0; |
375 | } |
375 | } |
376 | |
376 | |
377 | player::~player () |
377 | player::~player () |
378 | { |
378 | { |
379 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
406 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
407 | */ |
407 | */ |
408 | archetype * |
408 | archetype * |
409 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
410 | { |
410 | { |
411 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
|
412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
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414 | if (!nat) |
|
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415 | return at; |
|
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416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
412 | |
418 | |
413 | for (;;) |
419 | for (;;) |
414 | { |
420 | { |
415 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
416 | at = first_archetype; |
422 | i = archetypes.begin (); |
417 | else |
423 | else if (*i == at) |
418 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
419 | |
425 | |
420 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
421 | return at; |
427 | return *i; |
422 | |
|
|
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 | } |
|
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428 | } |
428 | } |
429 | } |
429 | } |
430 | |
430 | |
431 | object * |
431 | object * |
432 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
436 | unsigned lastdist; |
436 | unsigned lastdist; |
437 | rv_vector rv; |
437 | rv_vector rv; |
438 | |
438 | |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
440 | { |
440 | { |
441 | /* We should not find free objects on this friendly list, but it |
|
|
442 | * does periodically happen. Given that, lets deal with it. |
|
|
443 | * While unlikely, it is possible the next object on the friendly |
|
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444 | * list is also free, so encapsulate this in a while loop. |
|
|
445 | */ |
|
|
446 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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447 | { |
|
|
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); |
|
|
457 | if (!ol) |
|
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458 | return op; |
|
|
459 | } |
|
|
460 | |
|
|
461 | /* Remove special check for player from this. First, it looks to cause |
|
|
462 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
463 | * complicated method of state checking would be needed in any case - |
|
|
464 | * as it was, a clever player could type quit, and the function would |
|
|
465 | * skip them over while waiting for confirmation. Remove |
|
|
466 | * on_same_map check, as can_detect_enemy also does this |
|
|
467 | */ |
|
|
468 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
469 | continue; |
442 | continue; |
470 | |
443 | |
471 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
472 | { |
445 | { |
… | |
… | |
667 | |
640 | |
668 | return firstdir; |
641 | return firstdir; |
669 | } |
642 | } |
670 | |
643 | |
671 | void |
644 | void |
672 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
673 | { |
646 | { |
674 | object *op, *next = NULL; |
|
|
675 | |
|
|
676 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
677 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
678 | |
649 | |
679 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
680 | { |
651 | { |
681 | next = op->below; |
652 | next = op->below; |
682 | |
653 | |
683 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
684 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
689 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
690 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
691 | */ |
662 | */ |
692 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
693 | { |
664 | { |
694 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
695 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
696 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
697 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
698 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
699 | { |
672 | { |
700 | op->destroy (); |
673 | op->destroy (); |
701 | continue; |
674 | continue; |
702 | } |
675 | } |
703 | } |
676 | } |
… | |
… | |
726 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
727 | op->nrof = 1; |
700 | op->nrof = 1; |
728 | } |
701 | } |
729 | |
702 | |
730 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
731 | { |
|
|
732 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
733 | } |
|
|
734 | |
705 | |
735 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
736 | * items. Just don't identify gold or silver, or it won't be |
707 | * items. Just don't identify gold or silver, or it won't be |
737 | * merged properly. |
708 | * merged properly. |
738 | */ |
709 | */ |
739 | if (need_identify (op)) |
710 | if (need_identify (op)) |
740 | { |
711 | { |
741 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
742 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
743 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
744 | } |
715 | } |
|
|
716 | |
745 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
746 | { |
718 | { |
747 | op->destroy (); |
719 | op->destroy (); |
748 | continue; |
720 | continue; |
749 | } |
721 | } |
… | |
… | |
751 | { |
723 | { |
752 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
753 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
754 | op->level = 1; |
726 | op->level = 1; |
755 | } |
727 | } |
756 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
757 | else |
|
|
758 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
759 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
760 | |
731 | |
761 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
762 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
763 | } |
734 | } |
764 | |
735 | |
765 | void |
736 | void |
766 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
767 | { |
738 | { |
… | |
… | |
868 | static void |
839 | static void |
869 | start_info (object *op) |
840 | start_info (object *op) |
870 | { |
841 | { |
871 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
872 | |
843 | |
873 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
874 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | 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 | } |
846 | } |
878 | |
847 | |
879 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
880 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
881 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
… | |
… | |
884 | */ |
853 | */ |
885 | void |
854 | void |
886 | player::chargen_race_done () |
855 | player::chargen_race_done () |
887 | { |
856 | { |
888 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
889 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
858 | esrv_new_player (ob->contr); |
890 | |
859 | |
891 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
892 | if (tl) |
861 | if (tl) |
893 | create_treasure (tl, ob, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
894 | |
863 | |
… | |
… | |
898 | ob->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
899 | |
868 | |
900 | if (ob->msg) |
869 | if (ob->msg) |
901 | ob->msg = 0; |
870 | ob->msg = 0; |
902 | |
871 | |
903 | /* We create this now because some of the unique maps will need it |
|
|
904 | * to save here. |
|
|
905 | */ |
|
|
906 | { |
|
|
907 | char buf[MAX_BUF]; |
|
|
908 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
909 | make_path_to_file (buf); |
|
|
910 | } |
|
|
911 | |
|
|
912 | start_info (ob); |
872 | start_info (ob); |
913 | CLEAR_FLAG (ob, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
914 | give_initial_items (ob, ob->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
915 | link_player_skills (ob); |
|
|
916 | esrv_send_inventory (ob, ob); |
875 | esrv_send_inventory (ob, ob); |
917 | ob->update_stats (); |
876 | ob->update_stats (); |
918 | |
877 | |
919 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
920 | * is one for this race |
879 | * is one for this race |
921 | */ |
880 | */ |
922 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
923 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
924 | object *tmp; |
|
|
925 | char mapname[MAX_BUF]; |
|
|
926 | |
|
|
927 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
928 | tmp = object::create (); |
|
|
929 | EXIT_PATH (tmp) = mapname; |
|
|
930 | EXIT_X (tmp) = ob->x; |
|
|
931 | EXIT_Y (tmp) = ob->y; |
|
|
932 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
933 | * if the map isn't there, then stay on the |
|
|
934 | * default initial map */ |
|
|
935 | tmp->destroy (); |
|
|
936 | } |
|
|
937 | else |
883 | else |
938 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
939 | } |
885 | } |
940 | |
886 | |
941 | void |
887 | void |
… | |
… | |
951 | int x = ob->x, y = ob->y; |
897 | int x = ob->x, y = ob->y; |
952 | |
898 | |
953 | ob->remove_statbonus (); |
899 | ob->remove_statbonus (); |
954 | ob->remove (); |
900 | ob->remove (); |
955 | ob->arch = get_player_archetype (ob->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
956 | ob->arch->clone.copy_to (ob); |
902 | ob->arch->copy_to (ob); |
957 | ob->instantiate (); |
903 | ob->instantiate (); |
958 | ob->stats = ob->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
959 | ob->name = ob->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
960 | ob->x = x; |
906 | ob->x = x; |
961 | ob->y = y; |
907 | ob->y = y; |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
965 | ob->add_statbonus (); |
911 | ob->add_statbonus (); |
966 | } |
912 | } |
967 | while (!allowed_class (ob)); |
913 | while (!allowed_class (ob)); |
968 | |
914 | |
969 | update_object (ob, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
985 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
986 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
987 | return; |
933 | return; |
988 | } |
934 | } |
989 | |
935 | |
990 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
991 | { |
937 | { |
992 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
993 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
994 | return; |
940 | return; |
995 | } |
941 | } |
996 | |
942 | |
997 | /* Seen some crashes here. Since we don't store an |
|
|
998 | * op->enemy_count, it is possible that something destroys the |
|
|
999 | * actual enemy, and the object is recycled. |
|
|
1000 | */ |
|
|
1001 | if (op->enemy->map == NULL) |
|
|
1002 | { |
|
|
1003 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1004 | op->enemy = NULL; |
|
|
1005 | return; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1009 | { |
944 | { |
1010 | op->enemy = NULL; |
945 | op->enemy = NULL; |
1011 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
1012 | return; |
947 | return; |
… | |
… | |
1015 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
1016 | |
951 | |
1017 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
1018 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
1019 | { |
954 | { |
1020 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
1021 | |
956 | |
1022 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1023 | return; |
958 | return; |
1024 | } |
959 | } |
1025 | |
960 | |
… | |
… | |
1036 | check_pick (object *op) |
971 | check_pick (object *op) |
1037 | { |
972 | { |
1038 | object *tmp, *next; |
973 | object *tmp, *next; |
1039 | int stop = 0; |
974 | int stop = 0; |
1040 | int wvratio; |
975 | int wvratio; |
1041 | char putstring[128]; |
|
|
1042 | |
976 | |
1043 | /* if you're flying, you cna't pick up anything */ |
977 | /* if you're flying, you cna't pick up anything */ |
1044 | if (op->move_type & MOVE_FLYING) |
978 | if (op->move_type & MOVE_FLYING) |
1045 | return 1; |
979 | return 1; |
1046 | |
980 | |
1047 | next = op->below; |
981 | next = op->below; |
1048 | |
982 | |
|
|
983 | int cnt = MAX_ITEM_PER_DROP; |
|
|
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
985 | |
1049 | /* loop while there are items on the floor that are not marked as |
986 | /* loop while there are items on the floor that are not marked as |
1050 | * destroyed */ |
987 | * destroyed */ |
1051 | while (next && !next->destroyed ()) |
988 | while (next && !next->destroyed ()) |
1052 | { |
989 | { |
1053 | tmp = next; |
990 | tmp = next; |
1054 | next = tmp->below; |
991 | next = tmp->below; |
1055 | |
992 | |
|
|
993 | if (cnt <= 0) |
|
|
994 | { |
|
|
995 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | |
1056 | if (op->destroyed ()) |
999 | if (op->destroyed ()) |
1057 | return 0; |
1000 | return 0; |
1058 | |
1001 | |
1059 | if (!can_pick (op, tmp)) |
1002 | if (!can_pick (op, tmp)) |
1060 | continue; |
1003 | continue; |
1061 | |
1004 | |
1062 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1005 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1063 | { |
1006 | { |
1064 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1007 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1065 | pick_up (op, tmp); |
1008 | CHK_PICK_PICKUP; |
|
|
1009 | |
1066 | continue; |
1010 | continue; |
1067 | } |
1011 | } |
1068 | |
1012 | |
1069 | /* high not bit set? We're using the old autopickup model */ |
1013 | /* pickup handling */ |
|
|
1014 | if (op->contr->mode & PU_DEBUG) |
|
|
1015 | { |
|
|
1016 | /* some debugging code to figure out item information */ |
|
|
1017 | const char *str = tmp->name |
|
|
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1020 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1022 | |
|
|
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_INHIBIT) |
|
|
1027 | return 1; |
|
|
1028 | |
|
|
1029 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1030 | return 1; |
|
|
1031 | |
|
|
1032 | /* philosophy: |
|
|
1033 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1034 | * generic. This takes no game-time. For more detailed pickups |
|
|
1035 | * and selections, select-items should be used. This is a |
|
|
1036 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1037 | * example. |
|
|
1038 | * The drawback: right now it has no frontend, so you need to |
|
|
1039 | * stick the bits you want into a calculator in hex mode and then |
|
|
1040 | * convert to decimal and then 'pickup <#> |
|
|
1041 | */ |
|
|
1042 | |
|
|
1043 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1044 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1045 | * meaning if any test passes, the item gets picked up. */ |
|
|
1046 | |
|
|
1047 | /* if mode is set to pick nothing up, return */ |
|
|
1048 | if (op->contr->mode == PU_NOTHING) |
|
|
1049 | return 1; |
|
|
1050 | |
|
|
1051 | /* if mode is set to stop when encountering objects, return */ |
|
|
1052 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1053 | * anything up */ |
|
|
1054 | if (op->contr->mode & PU_STOP) |
|
|
1055 | return 0; |
|
|
1056 | |
|
|
1057 | /* useful for going into stores and not losing your settings... */ |
|
|
1058 | /* and for battles wher you don't want to get loaded down while |
|
|
1059 | * fighting */ |
|
|
1060 | if (op->contr->mode & PU_INHIBIT) |
|
|
1061 | return 1; |
|
|
1062 | |
|
|
1063 | /* prevent us from turning into auto-thieves :) */ |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1065 | continue; |
|
|
1066 | |
|
|
1067 | /* ignore known cursed objects */ |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1069 | continue; |
|
|
1070 | |
|
|
1071 | /* all food and drink if desired */ |
|
|
1072 | /* question: don't pick up known-poisonous stuff? */ |
1070 | if (!(op->contr->mode & PU_NEWMODE)) |
1073 | if (op->contr->mode & PU_FOOD) |
|
|
1074 | if (tmp->type == FOOD) |
1071 | { |
1075 | { |
1072 | switch (op->contr->mode) |
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | if (op->contr->mode & PU_DRINK) |
|
|
1081 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
|
|
1087 | if (op->contr->mode & PU_POTION) |
|
|
1088 | if (tmp->type == POTION) |
|
|
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1095 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1096 | if (tmp->type == SPELLBOOK) |
|
|
1097 | { |
|
|
1098 | CHK_PICK_PICKUP; |
|
|
1099 | continue; |
|
|
1100 | } |
|
|
1101 | |
|
|
1102 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1103 | if (tmp->type == SKILLSCROLL) |
|
|
1104 | { |
|
|
1105 | CHK_PICK_PICKUP; |
|
|
1106 | continue; |
|
|
1107 | } |
|
|
1108 | |
|
|
1109 | if (op->contr->mode & PU_READABLES) |
|
|
1110 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* wands/staves/rods/horns */ |
|
|
1117 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1118 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1119 | { |
|
|
1120 | CHK_PICK_PICKUP; |
|
|
1121 | continue; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /* pick up all magical items */ |
|
|
1125 | if (op->contr->mode & PU_MAGICAL) |
|
|
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1127 | { |
|
|
1128 | CHK_PICK_PICKUP; |
|
|
1129 | continue; |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | if (op->contr->mode & PU_VALUABLES) |
|
|
1133 | { |
|
|
1134 | if (tmp->type == MONEY || tmp->type == GEM) |
1073 | { |
1135 | { |
1074 | case 0: |
1136 | CHK_PICK_PICKUP; |
1075 | return 1; /* don't pick up */ |
1137 | continue; |
1076 | case 1: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | return 1; |
|
|
1079 | case 2: |
|
|
1080 | pick_up (op, tmp); |
|
|
1081 | return 0; |
|
|
1082 | case 3: |
|
|
1083 | return 0; /* stop before pickup */ |
|
|
1084 | case 4: |
|
|
1085 | pick_up (op, tmp); |
|
|
1086 | break; |
|
|
1087 | case 5: |
|
|
1088 | pick_up (op, tmp); |
|
|
1089 | stop = 1; |
|
|
1090 | break; |
|
|
1091 | case 6: |
|
|
1092 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1093 | pick_up (op, tmp); |
|
|
1094 | break; |
|
|
1095 | |
|
|
1096 | case 7: |
|
|
1097 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1098 | pick_up (op, tmp); |
|
|
1099 | break; |
|
|
1100 | |
|
|
1101 | default: |
|
|
1102 | /* use value density */ |
|
|
1103 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1104 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1105 | pick_up (op, tmp); |
|
|
1106 | } |
1138 | } |
1107 | } |
1139 | } |
1108 | else |
1140 | |
1109 | { /* old model */ |
1141 | /* rings & amulets - talismans seems to be typed AMULET */ |
1110 | /* NEW pickup handling */ |
1142 | if (op->contr->mode & PU_JEWELS) |
|
|
1143 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1144 | { |
|
|
1145 | CHK_PICK_PICKUP; |
|
|
1146 | continue; |
|
|
1147 | } |
|
|
1148 | |
|
|
1149 | /* we don't forget dragon food */ |
|
|
1150 | if (op->contr->mode & PU_FLESH) |
|
|
1151 | if (tmp->type == FLESH) |
|
|
1152 | { |
|
|
1153 | CHK_PICK_PICKUP; |
|
|
1154 | continue; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | /* bows and arrows. Bows are good for selling! */ |
1111 | if (op->contr->mode & PU_DEBUG) |
1158 | if (op->contr->mode & PU_BOW) |
|
|
1159 | if (tmp->type == BOW) |
|
|
1160 | { |
|
|
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | if (op->contr->mode & PU_ARROW) |
|
|
1166 | if (tmp->type == ARROW) |
|
|
1167 | { |
|
|
1168 | CHK_PICK_PICKUP; |
|
|
1169 | continue; |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | /* all kinds of armor etc. */ |
|
|
1173 | if (op->contr->mode & PU_ARMOUR) |
|
|
1174 | if (tmp->type == ARMOUR) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_HELMET) |
|
|
1181 | if (tmp->type == HELMET) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr->mode & PU_SHIELD) |
|
|
1188 | if (tmp->type == SHIELD) |
|
|
1189 | { |
|
|
1190 | CHK_PICK_PICKUP; |
|
|
1191 | continue; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | if (op->contr->mode & PU_BOOTS) |
|
|
1195 | if (tmp->type == BOOTS) |
|
|
1196 | { |
|
|
1197 | CHK_PICK_PICKUP; |
|
|
1198 | continue; |
|
|
1199 | } |
|
|
1200 | |
|
|
1201 | if (op->contr->mode & PU_GLOVES) |
|
|
1202 | if (tmp->type == GLOVES) |
|
|
1203 | { |
|
|
1204 | CHK_PICK_PICKUP; |
|
|
1205 | continue; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | if (op->contr->mode & PU_CLOAK) |
|
|
1209 | if (tmp->type == CLOAK) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | /* hoping to catch throwing daggers here */ |
|
|
1216 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1217 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1218 | { |
|
|
1219 | CHK_PICK_PICKUP; |
|
|
1220 | continue; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* careful: chairs and tables are weapons! */ |
|
|
1224 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1225 | { |
|
|
1226 | if (tmp->type == WEAPON && tmp->name != NULL) |
1112 | { |
1227 | { |
1113 | /* some debugging code to figure out item information */ |
1228 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1114 | if (tmp->name != NULL) |
1229 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1115 | 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)))); |
|
|
1117 | else |
|
|
1118 | 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)))); |
|
|
1120 | |
|
|
1121 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /* philosophy: |
|
|
1125 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1126 | * generic. This takes no game-time. For more detailed pickups |
|
|
1127 | * and selections, select-items should be used. This is a |
|
|
1128 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1129 | * example. |
|
|
1130 | * The drawback: right now it has no frontend, so you need to |
|
|
1131 | * stick the bits you want into a calculator in hex mode and then |
|
|
1132 | * convert to decimal and then 'pickup <#> |
|
|
1133 | */ |
|
|
1134 | |
|
|
1135 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1136 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1137 | * meaning if any test passes, the item gets picked up. */ |
|
|
1138 | |
|
|
1139 | /* if mode is set to pick nothing up, return */ |
|
|
1140 | |
|
|
1141 | if (op->contr->mode & PU_NOTHING) |
|
|
1142 | return 1; |
|
|
1143 | |
|
|
1144 | /* if mode is set to stop when encountering objects, return */ |
|
|
1145 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1146 | * anything up */ |
|
|
1147 | |
|
|
1148 | if (op->contr->mode & PU_STOP) |
|
|
1149 | return 0; |
|
|
1150 | |
|
|
1151 | /* useful for going into stores and not losing your settings... */ |
|
|
1152 | /* and for battles wher you don't want to get loaded down while |
|
|
1153 | * fighting */ |
|
|
1154 | if (op->contr->mode & PU_INHIBIT) |
|
|
1155 | return 1; |
|
|
1156 | |
|
|
1157 | /* prevent us from turning into auto-thieves :) */ |
|
|
1158 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1159 | continue; |
|
|
1160 | |
|
|
1161 | /* ignore known cursed objects */ |
|
|
1162 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1163 | continue; |
|
|
1164 | |
|
|
1165 | /* all food and drink if desired */ |
|
|
1166 | /* question: don't pick up known-poisonous stuff? */ |
|
|
1167 | if (op->contr->mode & PU_FOOD) |
|
|
1168 | if (tmp->type == FOOD) |
|
|
1169 | { |
|
|
1170 | pick_up (op, tmp); |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | if (op->contr->mode & PU_DRINK) |
|
|
1175 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1176 | { |
|
|
1177 | pick_up (op, tmp); |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_POTION) |
|
|
1182 | if (tmp->type == POTION) |
|
|
1183 | { |
|
|
1184 | pick_up (op, tmp); |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1189 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1190 | if (tmp->type == SPELLBOOK) |
|
|
1191 | { |
|
|
1192 | pick_up (op, tmp); |
|
|
1193 | continue; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1197 | if (tmp->type == SKILLSCROLL) |
|
|
1198 | { |
|
|
1199 | pick_up (op, tmp); |
|
|
1200 | continue; |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | if (op->contr->mode & PU_READABLES) |
|
|
1204 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1205 | { |
|
|
1206 | pick_up (op, tmp); |
|
|
1207 | continue; |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | /* wands/staves/rods/horns */ |
|
|
1211 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1212 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1213 | { |
|
|
1214 | pick_up (op, tmp); |
|
|
1215 | continue; |
|
|
1216 | } |
|
|
1217 | |
|
|
1218 | /* pick up all magical items */ |
|
|
1219 | if (op->contr->mode & PU_MAGICAL) |
|
|
1220 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1221 | { |
|
|
1222 | pick_up (op, tmp); |
|
|
1223 | continue; |
|
|
1224 | } |
|
|
1225 | |
|
|
1226 | if (op->contr->mode & PU_VALUABLES) |
|
|
1227 | { |
|
|
1228 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1229 | { |
1230 | { |
1230 | pick_up (op, tmp); |
1231 | CHK_PICK_PICKUP; |
1231 | continue; |
1232 | continue; |
1232 | } |
1233 | } |
1233 | } |
1234 | } |
1234 | |
1235 | |
1235 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1236 | if (op->contr->mode & PU_JEWELS) |
|
|
1237 | if (tmp->type == RING || tmp->type == AMULET) |
1236 | if (tmp->type == WEAPON && tmp->name == NULL) |
1238 | { |
|
|
1239 | pick_up (op, tmp); |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | /* we don't forget dragon food */ |
|
|
1244 | if (op->contr->mode & PU_FLESH) |
|
|
1245 | if (tmp->type == FLESH) |
|
|
1246 | { |
|
|
1247 | pick_up (op, tmp); |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | /* bows and arrows. Bows are good for selling! */ |
|
|
1252 | if (op->contr->mode & PU_BOW) |
|
|
1253 | if (tmp->type == BOW) |
|
|
1254 | { |
|
|
1255 | pick_up (op, tmp); |
|
|
1256 | continue; |
|
|
1257 | } |
|
|
1258 | |
|
|
1259 | if (op->contr->mode & PU_ARROW) |
|
|
1260 | if (tmp->type == ARROW) |
|
|
1261 | { |
|
|
1262 | pick_up (op, tmp); |
|
|
1263 | continue; |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | /* all kinds of armor etc. */ |
|
|
1267 | if (op->contr->mode & PU_ARMOUR) |
|
|
1268 | if (tmp->type == ARMOUR) |
|
|
1269 | { |
|
|
1270 | pick_up (op, tmp); |
|
|
1271 | continue; |
|
|
1272 | } |
|
|
1273 | |
|
|
1274 | if (op->contr->mode & PU_HELMET) |
|
|
1275 | if (tmp->type == HELMET) |
|
|
1276 | { |
|
|
1277 | pick_up (op, tmp); |
|
|
1278 | continue; |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | if (op->contr->mode & PU_SHIELD) |
|
|
1282 | if (tmp->type == SHIELD) |
|
|
1283 | { |
|
|
1284 | pick_up (op, tmp); |
|
|
1285 | continue; |
|
|
1286 | } |
|
|
1287 | |
|
|
1288 | if (op->contr->mode & PU_BOOTS) |
|
|
1289 | if (tmp->type == BOOTS) |
|
|
1290 | { |
|
|
1291 | pick_up (op, tmp); |
|
|
1292 | continue; |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | if (op->contr->mode & PU_GLOVES) |
|
|
1296 | if (tmp->type == GLOVES) |
|
|
1297 | { |
|
|
1298 | pick_up (op, tmp); |
|
|
1299 | continue; |
|
|
1300 | } |
|
|
1301 | |
|
|
1302 | if (op->contr->mode & PU_CLOAK) |
|
|
1303 | if (tmp->type == CLOAK) |
|
|
1304 | { |
|
|
1305 | pick_up (op, tmp); |
|
|
1306 | continue; |
|
|
1307 | } |
|
|
1308 | |
|
|
1309 | /* hoping to catch throwing daggers here */ |
|
|
1310 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1311 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1312 | { |
|
|
1313 | pick_up (op, tmp); |
|
|
1314 | continue; |
|
|
1315 | } |
|
|
1316 | |
|
|
1317 | /* careful: chairs and tables are weapons! */ |
|
|
1318 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1319 | { |
1237 | { |
1320 | if (tmp->type == WEAPON && tmp->name != NULL) |
1238 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1321 | { |
1239 | { |
1322 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1240 | CHK_PICK_PICKUP; |
1323 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1324 | { |
|
|
1325 | pick_up (op, tmp); |
|
|
1326 | continue; |
1241 | continue; |
1327 | } |
|
|
1328 | } |
|
|
1329 | |
|
|
1330 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1331 | { |
|
|
1332 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1333 | { |
|
|
1334 | pick_up (op, tmp); |
|
|
1335 | continue; |
|
|
1336 | } |
|
|
1337 | } |
1242 | } |
1338 | } |
1243 | } |
|
|
1244 | } |
1339 | |
1245 | |
1340 | /* misc stuff that's useful */ |
1246 | /* misc stuff that's useful */ |
1341 | if (op->contr->mode & PU_KEY) |
1247 | if (op->contr->mode & PU_KEY) |
1342 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1248 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1343 | { |
1249 | { |
1344 | pick_up (op, tmp); |
1250 | CHK_PICK_PICKUP; |
1345 | continue; |
1251 | continue; |
1346 | } |
1252 | } |
1347 | |
1253 | |
1348 | /* any of the last 4 bits set means we use the ratio for value |
1254 | /* any of the last 4 bits set means we use the ratio for value |
1349 | * pickups */ |
1255 | * pickups */ |
1350 | if (op->contr->mode & PU_RATIO) |
1256 | if (op->contr->mode & PU_RATIO) |
|
|
1257 | { |
|
|
1258 | /* use value density to decide what else to grab */ |
|
|
1259 | /* >=7 was >= op->contr->mode */ |
|
|
1260 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1261 | */ |
|
|
1262 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1263 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1351 | { |
1264 | { |
1352 | /* use value density to decide what else to grab */ |
1265 | #if 0 |
1353 | /* >=7 was >= op->contr->mode */ |
1266 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1354 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1267 | if (tmp->name != NULL) |
1355 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1356 | 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) |
|
|
1358 | { |
1268 | { |
1359 | pick_up (op, tmp); |
|
|
1360 | #if 0 |
|
|
1361 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1362 | if (tmp->name != NULL) |
|
|
1363 | { |
|
|
1364 | fprintf (stderr, "%s", tmp->name); |
1269 | fprintf (stderr, "%s", tmp->name); |
1365 | } |
1270 | } |
1366 | else |
1271 | else |
1367 | fprintf (stderr, "%s", tmp->arch->name); |
1272 | fprintf (stderr, "%s", tmp->arch->archname); |
1368 | fprintf (stderr, ",%d] = ", tmp->type); |
1273 | fprintf (stderr, ",%d] = ", tmp->type); |
1369 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1274 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1370 | #endif |
1275 | #endif |
|
|
1276 | CHK_PICK_PICKUP; |
1371 | continue; |
1277 | continue; |
1372 | } |
|
|
1373 | } |
1278 | } |
1374 | } /* the new pickup model */ |
1279 | } /* the new pickup model */ |
1375 | } |
1280 | } |
1376 | |
1281 | |
1377 | return !stop; |
1282 | return !stop; |
… | |
… | |
1383 | * found object is returned. |
1288 | * found object is returned. |
1384 | */ |
1289 | */ |
1385 | object * |
1290 | object * |
1386 | find_arrow (object *op, const char *type) |
1291 | find_arrow (object *op, const char *type) |
1387 | { |
1292 | { |
1388 | object *tmp = 0; |
|
|
1389 | |
|
|
1390 | for (op = op->inv; op; op = op->below) |
1293 | 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) |
1294 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1295 | return splay (tmp); |
|
|
1296 | |
|
|
1297 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1298 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1299 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1300 | { |
|
|
1301 | splay (tmp); |
1394 | return op; |
1302 | return arrow; |
|
|
1303 | } |
1395 | |
1304 | |
1396 | return tmp; |
1305 | return 0; |
1397 | } |
1306 | } |
1398 | |
1307 | |
1399 | /* |
1308 | /* |
1400 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1309 | * 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 |
1310 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
1424 | } |
1333 | } |
1425 | } |
1334 | } |
1426 | else if (arrow->type == ARROW && arrow->race == type) |
1335 | else if (arrow->type == ARROW && arrow->race == type) |
1427 | { |
1336 | { |
1428 | /* allways prefer assasination/slaying */ |
1337 | /* allways prefer assasination/slaying */ |
1429 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1338 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1430 | { |
1339 | { |
1431 | if (arrow->attacktype & AT_DEATH) |
1340 | if (arrow->attacktype & AT_DEATH) |
1432 | { |
1341 | { |
1433 | *better = 100; |
1342 | *better = 100; |
1434 | return arrow; |
1343 | return arrow; |
… | |
… | |
1442 | else |
1351 | else |
1443 | { |
1352 | { |
1444 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1353 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1445 | { |
1354 | { |
1446 | attacktype = 1 << attacknum; |
1355 | attacktype = 1 << attacknum; |
1447 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1356 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1448 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1357 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1449 | { |
1358 | { |
1450 | tmp = arrow; |
1359 | tmp = arrow; |
1451 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1360 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1452 | } |
1361 | } |
1453 | } |
1362 | } |
1454 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1363 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1364 | { |
1456 | tmp = arrow; |
1365 | tmp = arrow; |
… | |
… | |
1462 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1371 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1463 | } |
1372 | } |
1464 | } |
1373 | } |
1465 | } |
1374 | } |
1466 | } |
1375 | } |
|
|
1376 | |
1467 | if (tmp == NULL && arrow == NULL) |
1377 | if (tmp == NULL && arrow == NULL) |
1468 | return find_arrow (op, type); |
1378 | return find_arrow (op, type); |
1469 | |
1379 | |
1470 | *better = betterby; |
1380 | *better = betterby; |
1471 | return tmp; |
1381 | return tmp; |
… | |
… | |
1501 | for (i = 0, found = 0; i < 20; i++) |
1411 | for (i = 0, found = 0; i < 20; i++) |
1502 | { |
1412 | { |
1503 | x += freearr_x[dir]; |
1413 | x += freearr_x[dir]; |
1504 | y += freearr_y[dir]; |
1414 | y += freearr_y[dir]; |
1505 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1415 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1416 | |
1506 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1417 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1507 | { |
1418 | { |
1508 | tmp = NULL; |
1419 | tmp = 0; |
1509 | break; |
1420 | break; |
1510 | } |
1421 | } |
1511 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1422 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1512 | { |
1423 | { |
1513 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1424 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1514 | * perhaps a bad assumption. |
1425 | * perhaps a bad assumption. |
1515 | */ |
1426 | */ |
1516 | tmp = NULL; |
1427 | tmp = 0; |
1517 | break; |
1428 | break; |
1518 | } |
1429 | } |
|
|
1430 | |
1519 | if (mflags & P_IS_ALIVE) |
1431 | if (mflags & P_IS_ALIVE) |
1520 | { |
|
|
1521 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1432 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1522 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1433 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1523 | { |
|
|
1524 | found++; |
|
|
1525 | break; |
|
|
1526 | } |
|
|
1527 | if (found) |
|
|
1528 | break; |
1434 | break; |
1529 | } |
|
|
1530 | } |
1435 | } |
1531 | if (tmp == NULL) |
1436 | |
|
|
1437 | if (!tmp) |
1532 | return find_arrow (op, type); |
1438 | return find_arrow (op, type); |
1533 | |
1439 | |
1534 | if (tmp->head) |
1440 | if (tmp->head) |
1535 | tmp = tmp->head; |
1441 | tmp = tmp->head; |
1536 | |
1442 | |
… | |
… | |
1581 | if (bow->below) |
1487 | if (bow->below) |
1582 | { |
1488 | { |
1583 | bow->remove (); |
1489 | bow->remove (); |
1584 | op->insert (bow); |
1490 | op->insert (bow); |
1585 | } |
1491 | } |
1586 | |
|
|
1587 | } |
1492 | } |
1588 | |
1493 | |
1589 | if (!bow->race || !bow->skill) |
1494 | if (!bow->race || !bow->skill) |
1590 | { |
1495 | { |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1496 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1617 | } |
1522 | } |
1618 | |
1523 | |
1619 | /* this should not happen, but sometimes does */ |
1524 | /* this should not happen, but sometimes does */ |
1620 | if (arrow->nrof == 0) |
1525 | if (arrow->nrof == 0) |
1621 | { |
1526 | { |
|
|
1527 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1622 | arrow->destroy (); |
1528 | arrow->destroy (); |
1623 | return 0; |
1529 | return 0; |
1624 | } |
1530 | } |
1625 | |
1531 | |
1626 | left = arrow; /* these are arrows left to the player */ |
1532 | left = arrow; /* these are arrows left to the player */ |
1627 | arrow = get_split_ob (arrow, 1); |
1533 | arrow = arrow->split (); |
1628 | if (!arrow) |
1534 | if (!arrow) |
1629 | { |
1535 | { |
1630 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1536 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1631 | return 0; |
1537 | return 0; |
1632 | } |
1538 | } |
… | |
… | |
1640 | arrow->stats.grace = arrow->attacktype; |
1546 | arrow->stats.grace = arrow->attacktype; |
1641 | |
1547 | |
1642 | if (arrow->slaying) |
1548 | if (arrow->slaying) |
1643 | arrow->spellarg = strdup (arrow->slaying); |
1549 | arrow->spellarg = strdup (arrow->slaying); |
1644 | |
1550 | |
|
|
1551 | #if 0 |
1645 | if (player *pl = op->contr) |
1552 | if (player *pl = op->contr) |
1646 | { |
1553 | { |
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; |
1554 | float speed = pl->weapon_sp; |
1654 | |
1555 | |
1655 | /* penalize ROF for bestarrow */ |
1556 | /* penalize ROF for bestarrow */ |
1656 | if (pl->bowtype == bow_bestarrow) |
1557 | if (pl->bowtype == bow_bestarrow) |
1657 | speed *= .9f; |
1558 | speed *= .9f; |
1658 | else |
1559 | else |
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1560 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1660 | |
1561 | |
1661 | op->speed_left += speed - op->speed; |
1562 | op->speed_left += speed - op->speed; |
|
|
1563 | } |
1662 | #endif |
1564 | #endif |
1663 | } |
|
|
1664 | |
1565 | |
1665 | SET_ANIMATION (arrow, arrow->direction); |
1566 | SET_ANIMATION (arrow, arrow->direction); |
1666 | |
1567 | |
1667 | /* update the speed */ |
1568 | /* update the speed */ |
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1569 | 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; |
1570 | + bow->stats.dam / 7.f; |
1670 | |
1571 | |
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
1572 | arrow->set_speed (max (arrow->speed, 2.f)); |
1672 | arrow->speed_left = 0; |
1573 | arrow->speed_left = 0; |
1673 | |
1574 | |
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1575 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1675 | |
1576 | |
1676 | if (op->type == PLAYER) |
1577 | if (op->type == PLAYER) |
… | |
… | |
1699 | |
1600 | |
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1601 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1602 | arrow->move_type = MOVE_FLY_LOW; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1603 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1703 | |
1604 | |
1704 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1605 | op->play_sound (sound_find ("fire_arrow")); |
1705 | m->insert (arrow, sx, sy, op); |
1606 | m->insert (arrow, sx, sy, op); |
1706 | |
1607 | |
1707 | if (!arrow->destroyed ()) |
1608 | if (!arrow->destroyed ()) |
1708 | move_arrow (arrow); |
1609 | move_arrow (arrow); |
1709 | |
|
|
1710 | if (op->type == PLAYER) |
|
|
1711 | { |
|
|
1712 | if (left->destroyed ()) |
|
|
1713 | esrv_del_item (op->contr, left->count); |
|
|
1714 | else |
|
|
1715 | esrv_send_item (op, left); |
|
|
1716 | } |
|
|
1717 | |
1610 | |
1718 | return 1; |
1611 | return 1; |
1719 | } |
1612 | } |
1720 | |
1613 | |
1721 | /* Special fire code for players - this takes into |
1614 | /* Special fire code for players - this takes into |
… | |
… | |
1726 | * hence the function name. |
1619 | * hence the function name. |
1727 | */ |
1620 | */ |
1728 | int |
1621 | int |
1729 | player_fire_bow (object *op, int dir) |
1622 | player_fire_bow (object *op, int dir) |
1730 | { |
1623 | { |
1731 | int ret = 0, wcmod = 0; |
1624 | int ret; |
1732 | |
1625 | |
1733 | if (op->contr->bowtype == bow_bestarrow) |
1626 | if (op->contr->bowtype == bow_bestarrow) |
1734 | { |
1627 | { |
1735 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1628 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1736 | } |
1629 | } |
1737 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1630 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1738 | { |
1631 | { |
1739 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1632 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1740 | wcmod = -1; |
|
|
1741 | |
|
|
1742 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1633 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1743 | } |
1634 | } |
1744 | else if (op->contr->bowtype == bow_threewide) |
1635 | else if (op->contr->bowtype == bow_threewide) |
1745 | { |
1636 | { |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1637 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1747 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1638 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1748 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1639 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1749 | } |
1640 | } |
1750 | else if (op->contr->bowtype == bow_spreadshot) |
1641 | else if (op->contr->bowtype == bow_spreadshot) |
1751 | { |
1642 | { |
1752 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1643 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1753 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1644 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1754 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1645 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1755 | } |
1646 | } |
1756 | else |
1647 | else |
1757 | { |
1648 | { |
… | |
… | |
1787 | |
1678 | |
1788 | if (item->type == WAND) |
1679 | if (item->type == WAND) |
1789 | { |
1680 | { |
1790 | if (item->stats.food <= 0) |
1681 | if (item->stats.food <= 0) |
1791 | { |
1682 | { |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1683 | 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)); |
1684 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1794 | |
1685 | |
1795 | return; |
1686 | return; |
1796 | } |
1687 | } |
1797 | } |
1688 | } |
1798 | else if (item->type == ROD || item->type == HORN) |
1689 | else if (item->type == ROD || item->type == HORN) |
1799 | { |
1690 | { |
1800 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1691 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1692 | |
|
|
1693 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1694 | // for a rod or horn, this fixes some broken rods. |
|
|
1695 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1801 | { |
1696 | { |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1697 | op->contr->play_sound (sound_find ("wand_poof")); |
1803 | |
1698 | |
1804 | if (item->type == ROD) |
1699 | 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)); |
1700 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1806 | else |
1701 | else |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1702 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1810 | } |
1705 | } |
1811 | } |
1706 | } |
1812 | |
1707 | |
1813 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1708 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1814 | { |
1709 | { |
1815 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1710 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1711 | |
1816 | if (item->type == WAND) |
1712 | if (item->type == WAND) |
1817 | { |
1713 | { |
1818 | if (!(--item->stats.food)) |
1714 | if (!(--item->stats.food)) |
1819 | { |
1715 | { |
1820 | object *tmp; |
1716 | object *tmp; |
1821 | |
1717 | |
1822 | if (item->arch) |
1718 | if (item->arch) |
1823 | { |
1719 | { |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1720 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1825 | item->face = item->arch->clone.face; |
1721 | item->face = item->arch->face; |
1826 | item->set_speed (0); |
1722 | item->set_speed (0); |
1827 | } |
1723 | } |
1828 | |
1724 | |
1829 | if ((tmp = item->in_player ())) |
1725 | if (object *pl = item->visible_to ()) |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1726 | esrv_update_item (UPD_ANIM, pl, item); |
1831 | } |
1727 | } |
1832 | } |
1728 | } |
1833 | else if (item->type == ROD || item->type == HORN) |
1729 | else if (item->type == ROD || item->type == HORN) |
1834 | drain_rod_charge (item); |
1730 | drain_rod_charge (item); |
1835 | } |
1731 | } |
1836 | } |
1732 | } |
1837 | |
1733 | |
1838 | /* Received a fire command for the player - go and do it. |
1734 | /* Received a fire command for the player - go and do it. |
1839 | */ |
1735 | */ |
1840 | void |
1736 | bool |
1841 | fire (object *op, int dir) |
1737 | fire (object *op, int dir) |
1842 | { |
1738 | { |
1843 | int spellcost = 0; |
1739 | int spellcost = 0; |
|
|
1740 | |
|
|
1741 | player *pl = op->contr; |
|
|
1742 | |
|
|
1743 | if (pl->golem) |
|
|
1744 | { |
|
|
1745 | control_golem (op->contr->golem, dir); |
|
|
1746 | return false; |
|
|
1747 | } |
|
|
1748 | |
|
|
1749 | object *ob = pl->ranged_ob; |
|
|
1750 | |
|
|
1751 | if (!ob) |
|
|
1752 | return false; |
|
|
1753 | |
|
|
1754 | if (op->speed_left > 0.f) |
|
|
1755 | --op->speed_left; |
|
|
1756 | else |
|
|
1757 | return false; |
|
|
1758 | |
|
|
1759 | if (!op->change_weapon (ob)) |
|
|
1760 | return false; |
1844 | |
1761 | |
1845 | /* check for loss of invisiblity/hide */ |
1762 | /* check for loss of invisiblity/hide */ |
1846 | if (action_makes_visible (op)) |
1763 | if (action_makes_visible (op)) |
1847 | make_visible (op); |
1764 | make_visible (op); |
1848 | |
1765 | |
1849 | player *pl = op->contr; |
|
|
1850 | |
|
|
1851 | if (pl->golem) |
|
|
1852 | { |
|
|
1853 | control_golem (op->contr->golem, dir); |
|
|
1854 | return; |
|
|
1855 | } |
|
|
1856 | |
|
|
1857 | object *ob = pl->ranged_ob; |
|
|
1858 | |
|
|
1859 | if (!ob) |
|
|
1860 | return; |
|
|
1861 | |
|
|
1862 | if (!op->change_weapon (ob)) |
|
|
1863 | return; |
|
|
1864 | |
|
|
1865 | switch (ob->type) |
1766 | switch (ob->type) |
1866 | { |
1767 | { |
1867 | case BOW: |
1768 | case BOW: |
1868 | player_fire_bow (op, dir); |
1769 | player_fire_bow (op, dir); |
1869 | break; |
1770 | break; |
… | |
… | |
1882 | |
1783 | |
1883 | default: |
1784 | default: |
1884 | fire_misc_object (op, dir); |
1785 | fire_misc_object (op, dir); |
1885 | break; |
1786 | break; |
1886 | } |
1787 | } |
|
|
1788 | |
|
|
1789 | return true; |
1887 | } |
1790 | } |
1888 | |
1791 | |
1889 | /* find_key |
1792 | /* find_key |
1890 | * We try to find a key for the door as passed. If we find a key |
1793 | * 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 |
1794 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1978 | * 0 otherwise |
1881 | * 0 otherwise |
1979 | */ |
1882 | */ |
1980 | static int |
1883 | static int |
1981 | player_attack_door (object *op, object *door) |
1884 | player_attack_door (object *op, object *door) |
1982 | { |
1885 | { |
1983 | /* If its a door, try to find a use a key. If we do destroy the door, |
1886 | /* 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 - |
1887 | * might as well return immediately as there is nothing more to do - |
1985 | * otherwise, we fall through to the rest of the code. |
1888 | * otherwise, we fall through to the rest of the code. |
1986 | */ |
1889 | */ |
1987 | object *key = find_key (op, op, door); |
1890 | object *key = find_key (op, op, door); |
1988 | |
1891 | |
1989 | /* IF we found a key, do some extra work */ |
1892 | /* If we found a key, do some extra work */ |
1990 | if (key) |
1893 | if (key) |
1991 | { |
1894 | { |
1992 | object *container = key->env; |
1895 | object *container = key->env; |
1993 | |
|
|
1994 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1995 | |
1896 | |
1996 | if (action_makes_visible (op)) |
1897 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1898 | make_visible (op); |
1998 | |
1899 | |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1900 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
2001 | |
1902 | |
2002 | if (door->type == DOOR) |
1903 | if (door->type == DOOR) |
2003 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1904 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2004 | else if (door->type == LOCKED_DOOR) |
1905 | else if (door->type == LOCKED_DOOR) |
2005 | { |
1906 | { |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1907 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
1908 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
1909 | } |
2009 | |
1910 | |
2010 | /* Do this after we print the message */ |
1911 | /* Do this after we print the message */ |
2011 | decrease_ob (key); /* Use up one of the keys */ |
1912 | key->decrease (); /* Use up one of the keys */ |
2012 | /* Need to update the weight the container the key was in */ |
|
|
2013 | if (container != op) |
|
|
2014 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2015 | |
1913 | |
2016 | return 1; /* Nothing more to do below */ |
1914 | return 1; /* Nothing more to do below */ |
2017 | } |
1915 | } |
2018 | else if (door->type == LOCKED_DOOR) |
1916 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1917 | { |
2020 | /* Might as well return now - no other way to open this */ |
1918 | /* Might as well return now - no other way to open this */ |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1919 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2022 | return 1; |
1920 | return 1; |
2023 | } |
1921 | } |
2024 | |
1922 | |
2025 | return 0; |
1923 | return 0; |
2026 | } |
1924 | } |
… | |
… | |
2029 | * It should keep the code cleaner. |
1927 | * It should keep the code cleaner. |
2030 | * When this is called, the players direction has been updated |
1928 | * When this is called, the players direction has been updated |
2031 | * (taking into account confusion.) The player is also actually |
1929 | * (taking into account confusion.) The player is also actually |
2032 | * going to try and move (not fire weapons). |
1930 | * going to try and move (not fire weapons). |
2033 | */ |
1931 | */ |
2034 | void |
1932 | bool |
2035 | move_player_attack (object *op, int dir) |
1933 | move_player_attack (object *op, int dir) |
2036 | { |
1934 | { |
2037 | object *tmp, *mon; |
|
|
2038 | int on_battleground; |
1935 | int on_battleground; |
2039 | maptile *m; |
|
|
2040 | |
1936 | |
2041 | sint16 nx = freearr_x[dir] + op->x; |
1937 | sint16 nx = freearr_x[dir] + op->x; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
1938 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
1939 | |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
1940 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1941 | |
|
|
1942 | if (out_of_map (op->map, nx, ny)) |
|
|
1943 | return false; |
|
|
1944 | |
|
|
1945 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1946 | { |
|
|
1947 | --op->speed_left; |
|
|
1948 | return true; |
|
|
1949 | } |
2045 | |
1950 | |
2046 | /* If braced, or can't move to the square, and it is not out of the |
1951 | /* 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 |
1952 | * 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 |
1953 | * 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 |
1954 | * 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 |
1955 | * 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 |
1956 | * 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 |
1957 | * quite a bit of processing. However, it probably is less than what |
2053 | * move_ob uses. |
1958 | * move_ob uses. |
2054 | */ |
1959 | */ |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1960 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1961 | |
|
|
1962 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1963 | * we find a monster - that is something we know we want to attack. |
|
|
1964 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1965 | * on the space |
|
|
1966 | */ |
|
|
1967 | object *mon; |
|
|
1968 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1969 | { |
|
|
1970 | if ((mon->flag [FLAG_ALIVE] |
|
|
1971 | || mon->type == LOCKED_DOOR |
|
|
1972 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1973 | && mon != op) |
|
|
1974 | break; |
2056 | { |
1975 | } |
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1976 | |
|
|
1977 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1978 | return false; /* into a wall */ |
|
|
1979 | |
|
|
1980 | mon = mon->head_ (); |
|
|
1981 | |
|
|
1982 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1983 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1984 | if (player_attack_door (op, mon)) |
|
|
1985 | { |
|
|
1986 | --op->contr->weapon_sp_left; |
|
|
1987 | return true; |
2058 | { |
1988 | } |
2059 | m = op->map->xy_find (nx, ny); |
1989 | |
2060 | if (!m) |
1990 | /* The following deals with possibly attacking peaceful |
2061 | return; /* Don't think this should happen */ |
1991 | * or friendly creatures. Basically, all players are considered |
|
|
1992 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1993 | * object should be pushed instead of attacked. It is assumed that |
|
|
1994 | * if you are braced, you will not attack friends accidently, |
|
|
1995 | * and thus will not push them. |
|
|
1996 | */ |
|
|
1997 | |
|
|
1998 | /* If the creature is a pet, push it even if the player is not |
|
|
1999 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2000 | * player owns it and it is either friendly or unagressive. |
|
|
2001 | */ |
|
|
2002 | if (op->type == PLAYER |
|
|
2003 | && ((mon->owner && mon->owner->contr |
|
|
2004 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
2005 | || mon->owner == op) |
|
|
2006 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2007 | { |
|
|
2008 | /* If we're braced, we don't want to switch places with it */ |
|
|
2009 | if (op->contr->braced) |
|
|
2010 | return false; |
|
|
2011 | |
|
|
2012 | if (op->speed_left > 0.f) |
|
|
2013 | { |
|
|
2014 | --op->speed_left; |
|
|
2015 | |
|
|
2016 | op->play_sound (sound_find ("push_player")); |
|
|
2017 | push_ob (mon, dir, op); |
|
|
2018 | |
|
|
2019 | if (action_makes_visible (op)) |
|
|
2020 | make_visible (op); |
|
|
2021 | |
|
|
2022 | return true; |
2062 | } |
2023 | } |
2063 | else |
2024 | else |
2064 | m = op->map; |
|
|
2065 | |
|
|
2066 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2067 | return; |
2025 | return false; |
|
|
2026 | } |
2068 | |
2027 | |
2069 | mon = 0; |
|
|
2070 | /* 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. |
|
|
2072 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2073 | * on the space |
|
|
2074 | */ |
|
|
2075 | while (tmp) |
|
|
2076 | { |
|
|
2077 | if (tmp == op) |
|
|
2078 | { |
|
|
2079 | tmp = tmp->above; |
|
|
2080 | continue; |
|
|
2081 | } |
|
|
2082 | |
|
|
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2084 | { |
|
|
2085 | mon = tmp; |
|
|
2086 | break; |
|
|
2087 | } |
|
|
2088 | |
|
|
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 */ |
|
|
2096 | return; /* into a wall */ |
|
|
2097 | |
|
|
2098 | if (mon->head) |
|
|
2099 | mon = mon->head; |
|
|
2100 | |
|
|
2101 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2102 | if (player_attack_door (op, mon)) |
|
|
2103 | return; |
|
|
2104 | |
|
|
2105 | /* The following deals with possibly attacking peaceful |
|
|
2106 | * or frienddly creatures. Basically, all players are considered |
|
|
2107 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2108 | * object should be pushed instead of attacked. It is assumed that |
|
|
2109 | * if you are braced, you will not attack friends accidently, |
|
|
2110 | * and thus will not push them. |
|
|
2111 | */ |
|
|
2112 | |
|
|
2113 | /* 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 |
|
|
2115 | * player owns it and it is either friendly or unagressive. |
|
|
2116 | */ |
|
|
2117 | if (op->type == PLAYER |
|
|
2118 | && ((mon->owner && mon->owner->contr |
|
|
2119 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
2120 | || mon->owner == op) |
|
|
2121 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2122 | { |
|
|
2123 | /* If we're braced, we don't want to switch places with it */ |
|
|
2124 | if (op->contr->braced) |
|
|
2125 | return; |
|
|
2126 | |
|
|
2127 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2128 | push_ob (mon, dir, op); |
|
|
2129 | if (op->contr->tmp_invis || op->hide) |
|
|
2130 | make_visible (op); |
|
|
2131 | |
|
|
2132 | return; |
|
|
2133 | } |
|
|
2134 | |
|
|
2135 | /* in certain circumstances, you shouldn't attack friendly |
2028 | /* in certain circumstances, you shouldn't attack friendly |
2136 | * creatures. Note that if you are braced, you can't push |
2029 | * creatures. Note that if you are braced, you can't push |
2137 | * someone, but put it inside this loop so that you won't |
2030 | * someone, but put it inside this loop so that you won't |
2138 | * attack them either. |
2031 | * attack them either. |
2139 | */ |
2032 | */ |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
2033 | if ((mon->type == PLAYER || mon->enemy != op) |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2034 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2142 | && ((op->contr->peaceful |
2035 | && ((op->contr->peaceful |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2036 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2144 | && !on_battleground)) |
2037 | && !on_battleground)) |
|
|
2038 | { |
|
|
2039 | if (op->speed_left > 0.f) |
2145 | { |
2040 | { |
|
|
2041 | --op->speed_left; |
|
|
2042 | |
2146 | if (!op->contr->braced) |
2043 | if (!op->contr->braced) |
2147 | { |
2044 | { |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2045 | op->play_sound (sound_find ("push_player")); |
2149 | push_ob (mon, dir, op); |
2046 | push_ob (mon, dir, op); |
2150 | } |
2047 | } |
2151 | else |
2048 | else |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
2049 | op->statusmsg ("You withhold your attack"); |
2153 | |
2050 | |
2154 | if (op->contr->tmp_invis || op->hide) |
2051 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2155 | make_visible (op); |
2052 | make_visible (op); |
2156 | } |
|
|
2157 | |
2053 | |
|
|
2054 | return true; |
|
|
2055 | } |
|
|
2056 | } |
2158 | /* If the object is a boulder or other rollable object, then |
2057 | /* 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. |
2058 | * roll it if not braced. You can't roll it if you are braced. |
2160 | */ |
2059 | */ |
2161 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2060 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2061 | { |
|
|
2062 | if (op->speed_left > 0.f) |
2162 | { |
2063 | { |
|
|
2064 | --op->speed_left; |
|
|
2065 | |
2163 | recursive_roll (mon, dir, op); |
2066 | recursive_roll (mon, dir, op); |
2164 | if (action_makes_visible (op)) |
2067 | if (action_makes_visible (op)) |
2165 | make_visible (op); |
2068 | make_visible (op); |
2166 | } |
|
|
2167 | |
2069 | |
|
|
2070 | return true; |
|
|
2071 | } |
|
|
2072 | } |
2168 | /* Any generic living creature. Including things like doors. |
2073 | /* Any generic living creature. Including things like doors. |
2169 | * Way it works is like this: First, it must have some hit points |
2074 | * 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: |
2075 | * 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 |
2076 | * 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. |
2077 | * that party_number -1 is no party, so attacks can still happen. |
2173 | */ |
2078 | */ |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2079 | 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))) |
2080 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2176 | { |
2081 | { |
2177 | if (!op->contr->has_hit) |
2082 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2178 | { |
2083 | { |
2179 | op->contr->has_hit = 1; |
2084 | --op->contr->weapon_sp_left; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2181 | } |
|
|
2182 | |
2085 | |
2183 | skill_attack (mon, op, 0, 0, 0); |
2086 | 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 | |
2087 | |
2199 | if (action_makes_visible (op)) |
2088 | if (action_makes_visible (op)) |
2200 | make_visible (op); |
2089 | make_visible (op); |
2201 | } |
|
|
2202 | } /* if player should attack something */ |
|
|
2203 | } |
|
|
2204 | |
2090 | |
2205 | int |
2091 | return true; |
|
|
2092 | } |
|
|
2093 | } |
|
|
2094 | |
|
|
2095 | return false; |
|
|
2096 | } |
|
|
2097 | |
|
|
2098 | bool |
2206 | move_player (object *op, int dir) |
2099 | move_player (object *op, int dir) |
2207 | { |
2100 | { |
2208 | int pick; |
2101 | int pick; |
2209 | |
2102 | |
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2103 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2211 | return 0; |
2104 | return 0; |
2212 | |
2105 | |
2213 | /* Sanity check: make sure dir is valid */ |
2106 | /* Sanity check: make sure dir is valid */ |
2214 | if ((dir < 0) || (dir >= 9)) |
2107 | if ((dir < 0) || (dir >= 9)) |
2215 | { |
2108 | { |
… | |
… | |
2221 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2114 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2222 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2115 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2223 | |
2116 | |
2224 | op->facing = dir; |
2117 | op->facing = dir; |
2225 | |
2118 | |
2226 | if (op->hide) |
2119 | if (op->flag [FLAG_HIDDEN]) |
2227 | do_hidden_move (op); |
2120 | do_hidden_move (op); |
2228 | |
2121 | |
|
|
2122 | bool retval; |
|
|
2123 | |
2229 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2124 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2230 | /*nop */ ; |
2125 | retval = RESULT_INT (0); |
2231 | else if (op->contr->fire_on) |
2126 | else if (op->contr->fire_on) |
2232 | fire (op, dir); |
2127 | retval = fire (op, dir); |
2233 | else |
2128 | else |
2234 | { |
2129 | { |
2235 | move_player_attack (op, dir); |
2130 | retval = move_player_attack (op, dir); |
2236 | pick = check_pick (op); |
2131 | pick = check_pick (op); |
2237 | } |
2132 | } |
2238 | |
2133 | |
2239 | /* Add special check for newcs players and fire on - this way, the |
2134 | /* Add special check for newcs players and fire on - this way, the |
2240 | * server can handle repeat firing. |
2135 | * server can handle repeat firing. |
… | |
… | |
2247 | /* Update how the player looks. Use the facing, so direction may |
2142 | /* Update how the player looks. Use the facing, so direction may |
2248 | * get reset to zero. This allows for full animation capabilities |
2143 | * get reset to zero. This allows for full animation capabilities |
2249 | * for players. |
2144 | * for players. |
2250 | */ |
2145 | */ |
2251 | animate_object (op, op->facing); |
2146 | animate_object (op, op->facing); |
2252 | return 0; |
2147 | |
|
|
2148 | return retval; |
2253 | } |
2149 | } |
2254 | |
2150 | |
2255 | /* This is similar to handle_player, below, but is only used by the |
2151 | /* This is similar to handle_player, below, but is only used by the |
2256 | * new client/server stuff. |
2152 | * new client/server stuff. |
2257 | * This is sort of special, in that the new client/server actually uses |
2153 | * This is sort of special, in that the new client/server actually uses |
2258 | * the new speed values for commands. |
2154 | * the new speed values for commands. |
2259 | * |
2155 | * |
2260 | * Returns true if there are more actions we can do. |
2156 | * Returns true if there are more actions we can do. Should not do |
|
|
2157 | * many actions in a row, as that would be too unfair to other |
|
|
2158 | * players. |
2261 | */ |
2159 | */ |
2262 | int |
2160 | bool |
2263 | handle_newcs_player (object *op) |
2161 | handle_newcs_player (object *op) |
2264 | { |
2162 | { |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2163 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | { |
2164 | { |
2267 | flee_player (op); |
2165 | 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 | { |
2166 | { |
2272 | --op->speed_left; |
2167 | --op->speed_left; |
|
|
2168 | flee_player (op); |
|
|
2169 | |
2273 | return 0; |
2170 | return true; |
2274 | } |
2171 | } |
|
|
2172 | else |
|
|
2173 | return false; |
2275 | } |
2174 | } |
2276 | |
2175 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2176 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2177 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2178 | * called, so we recheck it here. |
2280 | */ |
2179 | */ |
2281 | if (op->contr->ns->handle_command ()) |
2180 | if (op->contr->ns->handle_command ()) |
2282 | return 1; |
2181 | return true; |
2283 | |
2182 | |
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
|
|
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2183 | 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); |
2184 | return move_player (op, op->direction); |
2296 | |
2185 | |
2297 | return op->speed_left > 0.f; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | return 0; |
2186 | return false; |
2302 | } |
2187 | } |
2303 | |
2188 | |
2304 | int |
2189 | int |
2305 | save_life (object *op) |
2190 | save_life (object *op) |
2306 | { |
2191 | { |
… | |
… | |
2308 | return 0; |
2193 | return 0; |
2309 | |
2194 | |
2310 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2195 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2311 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2196 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2312 | { |
2197 | { |
2313 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2198 | 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)); |
2199 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2315 | |
|
|
2316 | if (op->contr) |
|
|
2317 | esrv_del_item (op->contr, tmp->count); |
|
|
2318 | |
2200 | |
2319 | tmp->destroy (); |
2201 | tmp->destroy (); |
2320 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2202 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2321 | |
2203 | |
2322 | if (op->stats.hp < 0) |
2204 | if (op->stats.hp < 0) |
… | |
… | |
2335 | return 0; |
2217 | return 0; |
2336 | } |
2218 | } |
2337 | |
2219 | |
2338 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2220 | /* 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 |
2221 | * 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 |
2222 | * function will descend into containers. op is the object to start the search |
2341 | * from. |
2223 | * from. |
2342 | */ |
2224 | */ |
|
|
2225 | static void |
|
|
2226 | drop_unpaid_items (object *op, object *env) |
|
|
2227 | { |
|
|
2228 | while (op) |
|
|
2229 | { |
|
|
2230 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2231 | |
|
|
2232 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2233 | op->insert_at (env); |
|
|
2234 | else if (op->inv) |
|
|
2235 | drop_unpaid_items (op->inv, env); |
|
|
2236 | |
|
|
2237 | op = next; |
|
|
2238 | } |
|
|
2239 | } |
|
|
2240 | |
2343 | void |
2241 | void |
2344 | remove_unpaid_objects (object *op, object *env) |
2242 | object::drop_unpaid_items () |
2345 | { |
2243 | { |
2346 | while (op) |
2244 | if (!flag [FLAG_REMOVED]) |
2347 | { |
2245 | ::drop_unpaid_items (inv, this); |
2348 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2349 | |
|
|
2350 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2351 | { |
|
|
2352 | if (env->type == PLAYER) |
|
|
2353 | esrv_del_item (env->contr, op->count); |
|
|
2354 | |
|
|
2355 | op->insert_at (env); |
|
|
2356 | } |
|
|
2357 | else if (op->inv) |
|
|
2358 | remove_unpaid_objects (op->inv, env); |
|
|
2359 | |
|
|
2360 | op = next; |
|
|
2361 | } |
|
|
2362 | } |
2246 | } |
2363 | |
2247 | |
2364 | /* |
2248 | /* |
2365 | * Returns pointer a static string containing gravestone text |
2249 | * Returns pointer a static string containing gravestone text |
2366 | * Moved from apply.c to player.c - player.c is what |
2250 | * Moved from apply.c to player.c - player.c is what |
2367 | * actually uses this function. player.c may not be quite the |
2251 | * actually uses this function. player.c may not be quite the |
2368 | * best, a misc file for object actions is probably better, |
2252 | * best, a misc file for object actions is probably better, |
2369 | * but there isn't one in the server directory. |
2253 | * but there isn't one in the server directory. |
2370 | */ |
2254 | */ |
2371 | char * |
2255 | const char * |
2372 | gravestone_text (object *op) |
2256 | gravestone_text (object *op) |
2373 | { |
2257 | { |
2374 | static char buf2[MAX_BUF]; |
2258 | static dynbuf_text buf; |
2375 | char buf[MAX_BUF]; |
|
|
2376 | time_t now = time (NULL); |
|
|
2377 | |
2259 | |
2378 | strcpy (buf2, " R.I.P.\n\n"); |
2260 | buf << "---- R.I.P. ----\n\n" |
|
|
2261 | << op->name; |
|
|
2262 | |
2379 | if (op->type == PLAYER) |
2263 | if (op->type == PLAYER) |
2380 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2264 | buf << " the " << op->contr->title; |
2381 | else |
|
|
2382 | sprintf (buf, "%s\n", &op->name); |
|
|
2383 | |
2265 | |
2384 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2266 | buf << "\n\n"; |
2385 | strcat (buf2, buf); |
2267 | |
|
|
2268 | buf << "who was level "; |
|
|
2269 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2270 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2271 | |
2386 | if (op->type == PLAYER) |
2272 | if (op->type == PLAYER) |
2387 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2273 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2388 | else |
|
|
2389 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2390 | |
2274 | |
2391 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2392 | strcat (buf2, buf); |
|
|
2393 | if (op->type == PLAYER) |
|
|
2394 | { |
2275 | { |
2395 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2276 | static char buf2[128]; |
2396 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2277 | time_t now = time (NULL); |
2397 | strcat (buf2, buf); |
|
|
2398 | } |
|
|
2399 | |
|
|
2400 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2278 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2279 | buf << buf2; |
2402 | strcat (buf2, buf); |
2280 | } |
2403 | |
2281 | |
2404 | return buf2; |
2282 | return buf; |
2405 | } |
2283 | } |
2406 | |
2284 | |
2407 | void |
2285 | void |
2408 | do_some_living (object *op) |
2286 | do_some_living (object *op) |
2409 | { |
2287 | { |
… | |
… | |
2461 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2339 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2462 | else |
2340 | else |
2463 | { |
2341 | { |
2464 | gen_grace = op->stats.maxgrace; |
2342 | gen_grace = op->stats.maxgrace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2343 | 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 | } |
2344 | } |
2509 | |
2345 | |
2510 | /* Regenerate Grace */ |
2346 | /* Regenerate Grace */ |
2511 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2347 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2512 | if (--op->last_grace < 0) |
2348 | if (--op->last_grace < 0) |
… | |
… | |
2533 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2369 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2534 | } |
2370 | } |
2535 | /* wearing stuff doesn't detract from grace generation. */ |
2371 | /* wearing stuff doesn't detract from grace generation. */ |
2536 | } |
2372 | } |
2537 | |
2373 | |
|
|
2374 | if (op->stats.food > 0) |
|
|
2375 | { |
2538 | /* Regenerate Hit Points */ |
2376 | /* Regenerate Spell Points */ |
2539 | if (--op->last_heal < 0) |
2377 | if (!op->contr->golem && --op->last_sp < 0) |
2540 | { |
|
|
2541 | if (op->stats.hp < op->stats.maxhp) |
|
|
2542 | { |
2378 | { |
2543 | op->stats.hp++; |
2379 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2544 | /* dms do not consume food */ |
2380 | |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2381 | if (op->stats.sp < op->stats.maxsp) |
2546 | { |
2382 | { |
|
|
2383 | op->stats.sp++; |
|
|
2384 | |
|
|
2385 | /* dms do not consume food */ |
|
|
2386 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2387 | { |
2547 | op->stats.food--; |
2388 | op->stats.food--; |
|
|
2389 | |
2548 | if (op->contr->digestion < 0) |
2390 | if (op->contr->digestion < 0) |
2549 | op->stats.food += op->contr->digestion; |
2391 | op->stats.food += op->contr->digestion; |
2550 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2392 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2551 | op->stats.food = last_food; |
2393 | op->stats.food = last_food; |
|
|
2394 | } |
2552 | } |
2395 | } |
2553 | } |
|
|
2554 | |
2396 | |
2555 | if (max_hp > 1) |
2397 | if (max_sp > 1) |
2556 | { |
|
|
2557 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2558 | if (over_hp > 0) |
|
|
2559 | { |
2398 | { |
2560 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2399 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2400 | if (over_sp > 0) |
|
|
2401 | { |
|
|
2402 | if (op->stats.sp < op->stats.maxsp) |
|
|
2403 | { |
|
|
2404 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2405 | |
|
|
2406 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2407 | op->stats.sp--; |
|
|
2408 | |
|
|
2409 | if (op->stats.sp > op->stats.maxsp) |
|
|
2410 | op->stats.sp = op->stats.maxsp; |
|
|
2411 | } |
|
|
2412 | |
2561 | op->last_heal = 0; |
2413 | op->last_sp = 0; |
|
|
2414 | } |
|
|
2415 | else |
|
|
2416 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2562 | } |
2417 | } |
2563 | else |
2418 | else |
|
|
2419 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2420 | } |
|
|
2421 | |
|
|
2422 | /* Regenerate Hit Points */ |
|
|
2423 | if (--op->last_heal < 0) |
|
|
2424 | { |
|
|
2425 | if (op->stats.hp < op->stats.maxhp) |
2564 | { |
2426 | { |
2565 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2427 | op->stats.hp++; |
|
|
2428 | |
|
|
2429 | /* dms do not consume food */ |
|
|
2430 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2431 | { |
|
|
2432 | op->stats.food--; |
|
|
2433 | |
|
|
2434 | if (op->contr->digestion < 0) |
|
|
2435 | op->stats.food += op->contr->digestion; |
|
|
2436 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2437 | op->stats.food = last_food; |
|
|
2438 | } |
2566 | } |
2439 | } |
|
|
2440 | |
|
|
2441 | if (max_hp > 1) |
|
|
2442 | { |
|
|
2443 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2444 | |
|
|
2445 | if (over_hp > 0) |
|
|
2446 | { |
|
|
2447 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2448 | op->last_heal = 0; |
|
|
2449 | } |
|
|
2450 | else |
|
|
2451 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2567 | } |
2452 | } |
2568 | else |
2453 | else |
2569 | { |
|
|
2570 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2454 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2571 | } |
2455 | } |
2572 | } |
2456 | } |
2573 | |
2457 | |
2574 | /* Digestion */ |
2458 | /* Digestion */ |
2575 | if (--op->last_eat < 0) |
2459 | if (--op->last_eat < 0) |
2576 | { |
2460 | { |
2577 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2461 | int bonus = max (0, op->contr->digestion), |
|
|
2462 | penalty = max (0, -op->contr->digestion); |
2578 | |
2463 | |
2579 | if (op->contr->gen_hp > 0) |
|
|
2580 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2464 | 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 | |
2465 | |
2584 | /* dms do not consume food */ |
2466 | /* dms do not consume food */ |
2585 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2467 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2586 | op->stats.food--; |
2468 | op->stats.food--; |
2587 | } |
2469 | } |
2588 | |
2470 | |
2589 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2471 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2590 | { |
2472 | { |
2591 | object *tmp, *flesh = 0; |
2473 | object *flesh = 0; |
2592 | |
2474 | |
2593 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2475 | for_inv_removable (op, tmp) |
2594 | { |
2476 | { |
2595 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2477 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2478 | continue; |
|
|
2479 | |
|
|
2480 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2596 | { |
2481 | { |
2597 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2482 | op->statusmsg ("You blindly grab for a bite of food. " |
2598 | { |
2483 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2599 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2600 | manual_apply (op, tmp, 0); |
2484 | manual_apply (op, tmp, 0); |
|
|
2485 | |
2601 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2486 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2602 | break; |
2487 | break; |
2603 | } |
2488 | } |
2604 | else if (tmp->type == FLESH) |
2489 | else if (tmp->type == FLESH) |
2605 | flesh = tmp; |
2490 | flesh = tmp; |
2606 | } /* End if paid for object */ |
2491 | } |
2607 | } /* end of for loop */ |
|
|
2608 | |
2492 | |
2609 | /* If player is still starving, it means they don't have any food, so |
2493 | /* If player is still starving, it means they don't have any food, so |
2610 | * eat flesh instead. |
2494 | * eat flesh instead. |
2611 | */ |
2495 | */ |
2612 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2496 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2613 | { |
2497 | { |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2498 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2499 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2615 | manual_apply (op, flesh, 0); |
2500 | manual_apply (op, flesh, 0); |
2616 | } |
2501 | } |
|
|
2502 | |
|
|
2503 | // If player is still starving, alert him! |
|
|
2504 | if (op->stats.food < 0) |
|
|
2505 | op->failmsg ("You are starving! " |
|
|
2506 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2507 | } |
|
|
2508 | |
|
|
2509 | if (op->stats.food < 0) |
2617 | } |
2510 | { |
|
|
2511 | op->stats.hp += op->stats.food; |
|
|
2512 | op->stats.food = 0; |
2618 | |
2513 | |
2619 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2514 | if (op->stats.hp < 0) |
2620 | op->stats.food++, op->stats.hp--; |
2515 | { |
|
|
2516 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2517 | op->contr->killer->destroy (); |
|
|
2518 | } |
|
|
2519 | } |
2621 | |
2520 | |
|
|
2521 | /* killer should be set here already */ |
2622 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2522 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2623 | kill_player (op); |
2523 | kill_player (op); |
2624 | } |
2524 | } |
2625 | } |
2525 | } |
2626 | |
2526 | |
… | |
… | |
2630 | * file. |
2530 | * file. |
2631 | */ |
2531 | */ |
2632 | void |
2532 | void |
2633 | kill_player (object *op) |
2533 | kill_player (object *op) |
2634 | { |
2534 | { |
|
|
2535 | int x, y; |
2635 | char buf[MAX_BUF]; |
2536 | char buf[MAX_BUF]; |
2636 | int x, y; |
|
|
2637 | |
|
|
2638 | //int i; |
|
|
2639 | maptile *map; /* this is for resurrection */ |
2537 | 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; |
2538 | int will_kill_again; |
2647 | archetype *at; |
2539 | archetype *at; |
2648 | object *tmp; |
2540 | object *tmp; |
2649 | |
2541 | |
2650 | if (save_life (op)) |
2542 | if (save_life (op)) |
2651 | return; |
2543 | return; |
2652 | |
|
|
2653 | |
2544 | |
2654 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2545 | /* 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. |
2546 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2656 | * Look at op_on_battleground() for more info --AndreasV |
2547 | * Look at op_on_battleground() for more info --AndreasV |
2657 | */ |
2548 | */ |
… | |
… | |
2673 | { |
2564 | { |
2674 | tmp->destroy (); |
2565 | tmp->destroy (); |
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2566 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2676 | } |
2567 | } |
2677 | |
2568 | |
2678 | cure_disease (op, 0); /* remove any disease */ |
2569 | cure_disease (op, 0, 0); /* remove any disease */ |
2679 | op->stats.hp = op->stats.maxhp; |
2570 | op->stats.hp = op->stats.maxhp; |
2680 | if (op->stats.food <= 0) |
2571 | if (op->stats.food <= 0) |
2681 | op->stats.food = 999; |
2572 | op->stats.food = 999; |
2682 | |
2573 | |
2683 | /* create a bodypart-trophy to make the winner happy */ |
2574 | /* create a bodypart-trophy to make the winner happy */ |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2575 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2685 | { |
2576 | { |
2686 | sprintf (buf, "%s's finger", &op->name); |
2577 | tmp->name = format ("%s's finger" , &op->name); |
2687 | tmp->name = buf; |
2578 | tmp->name_pl = format ("%s's fingers", &op->name); |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2689 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2690 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2691 | tmp->msg = buf; |
2579 | tmp->msg = format ( |
|
|
2580 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2581 | &op->name, op->contr->title, |
|
|
2582 | (int)op->level, |
|
|
2583 | op->contr->killer_name () |
|
|
2584 | ); |
2692 | tmp->value = 0, tmp->type = 0; |
2585 | tmp->value = 0, tmp->type = 0; |
2693 | tmp->materialname = "organics"; |
2586 | tmp->materialname = "organics"; |
2694 | tmp->insert_at (op, tmp); |
2587 | tmp->insert_at (op, tmp); |
2695 | } |
2588 | } |
2696 | |
2589 | |
… | |
… | |
2702 | |
2595 | |
2703 | INVOKE_PLAYER (DEATH, op->contr); |
2596 | INVOKE_PLAYER (DEATH, op->contr); |
2704 | |
2597 | |
2705 | command_kill_pets (op, 0); |
2598 | command_kill_pets (op, 0); |
2706 | |
2599 | |
2707 | if (op->stats.food < 0) |
2600 | op->contr->play_sound (sound_find ("player_dies")); |
2708 | { |
|
|
2709 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2710 | strcpy (op->contr->killer, "starvation"); |
|
|
2711 | } |
|
|
2712 | else |
|
|
2713 | sprintf (buf, "%s died.", &op->name); |
|
|
2714 | |
|
|
2715 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2716 | |
2601 | |
2717 | /* save the map location for corpse, gravestone */ |
2602 | /* save the map location for corpse, gravestone */ |
2718 | x = op->x; |
2603 | x = op->x; |
2719 | y = op->y; |
2604 | y = op->y; |
2720 | map = op->map; |
2605 | map = op->map; |
… | |
… | |
2748 | |
2633 | |
2749 | lost_a_stat = 0; |
2634 | lost_a_stat = 0; |
2750 | |
2635 | |
2751 | for (z = 0; z < num_stats_lose; z++) |
2636 | for (z = 0; z < num_stats_lose; z++) |
2752 | { |
2637 | { |
2753 | i = RANDOM () % NUM_STATS; |
2638 | i = rndm (NUM_STATS); |
2754 | |
2639 | |
2755 | if (settings.stat_loss_on_death) |
2640 | if (settings.stat_loss_on_death) |
2756 | { |
2641 | { |
2757 | /* Pick a random stat and take a point off it. Tell the player |
2642 | /* Pick a random stat and take a point off it. Tell the player |
2758 | * what he lost. |
2643 | * what he lost. |
… | |
… | |
2827 | lost_a_stat = 1; |
2712 | lost_a_stat = 1; |
2828 | } |
2713 | } |
2829 | } |
2714 | } |
2830 | } |
2715 | } |
2831 | } |
2716 | } |
|
|
2717 | |
2832 | /* If no stat lost, tell the player. */ |
2718 | /* If no stat lost, tell the player. */ |
2833 | if (!lost_a_stat) |
2719 | if (!lost_a_stat) |
2834 | { |
2720 | { |
2835 | /* determine_god() seems to not work sometimes... why is this? |
2721 | /* determine_god() seems to not work sometimes... why is this? |
2836 | Should I be using something else? GD */ |
2722 | Should I be using something else? GD */ |
… | |
… | |
2840 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2726 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2841 | else |
2727 | else |
2842 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2728 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2843 | } |
2729 | } |
2844 | #else |
2730 | #else |
2845 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2731 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2846 | #endif |
2732 | #endif |
2847 | |
2733 | |
2848 | /* Put a gravestone up where the character 'almost' died. List the |
2734 | /* Put a gravestone up where the character 'almost' died. List the |
2849 | * exp loss on the stone. |
2735 | * exp loss on the stone. |
2850 | */ |
2736 | */ |
2851 | tmp = arch_to_object (archetype::find ("gravestone")); |
2737 | tmp = arch_to_object (archetype::find ("gravestone")); |
2852 | sprintf (buf, "%s's gravestone", &op->name); |
2738 | tmp->name = format ("%s's gravestone", &op->name); |
2853 | tmp->name = buf; |
2739 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2854 | sprintf (buf, "%s's gravestones", &op->name); |
2740 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2855 | tmp->name_pl = buf; |
2741 | &op->name, op->contr->title, op->contr->killer_name ()); |
2856 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2857 | tmp->msg = buf; |
|
|
2858 | tmp->x = op->x, tmp->y = op->y; |
2742 | tmp->x = op->x, tmp->y = op->y; |
2859 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2743 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2860 | |
2744 | |
2861 | /**************************************/ |
2745 | /**************************************/ |
2862 | /* */ |
2746 | /* */ |
… | |
… | |
2883 | { |
2767 | { |
2884 | tmp->destroy (); |
2768 | tmp->destroy (); |
2885 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2769 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2886 | } |
2770 | } |
2887 | |
2771 | |
2888 | cure_disease (op, 0); /* remove any disease */ |
2772 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2773 | |
|
|
2774 | // remove all spell effects that are active |
|
|
2775 | // to avoid long-term effects such as word-of-recall |
|
|
2776 | for (object *item = op->inv; item; ) |
|
|
2777 | { |
|
|
2778 | object *next = item->below; |
|
|
2779 | |
|
|
2780 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2781 | item->destroy (); |
|
|
2782 | |
|
|
2783 | item = next; |
|
|
2784 | } |
2889 | |
2785 | |
2890 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2786 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2891 | apply_death_exp_penalty (op); |
2787 | apply_death_exp_penalty (op); |
|
|
2788 | |
2892 | if (op->stats.food < 100) |
2789 | if (op->stats.food < 100) |
2893 | op->stats.food = 900; |
2790 | op->stats.food = 900; |
|
|
2791 | |
2894 | op->stats.hp = op->stats.maxhp; |
2792 | op->stats.hp = op->stats.maxhp; |
2895 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2793 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2896 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2794 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2897 | |
2795 | |
2898 | /* |
2796 | /* |
2899 | * Check to see if the player has any unpaid items. If so, remove them |
2797 | * Check to see if the player has any unpaid items. If so, remove them |
2900 | * and put them back in the map. |
2798 | * and put them back in the map. |
2901 | */ |
2799 | */ |
2902 | remove_unpaid_objects (op->inv, op); |
2800 | op->drop_unpaid_items (); |
2903 | |
2801 | |
2904 | /****************************************/ |
2802 | /****************************************/ |
2905 | /* */ |
2803 | /* */ |
2906 | /* Move player to his current respawn- */ |
2804 | /* Move player to his current respawn- */ |
2907 | /* position (usually last savebed) */ |
2805 | /* position (usually last savebed) */ |
… | |
… | |
2936 | if (will_kill_again & (1 << at)) |
2834 | if (will_kill_again & (1 << at)) |
2937 | force->resist[at] = 100; |
2835 | force->resist[at] = 100; |
2938 | |
2836 | |
2939 | insert_ob_in_ob (force, op); |
2837 | insert_ob_in_ob (force, op); |
2940 | op->update_stats (); |
2838 | op->update_stats (); |
2941 | |
|
|
2942 | } |
2839 | } |
2943 | |
2840 | |
2944 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2841 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2945 | } |
2842 | } |
2946 | |
2843 | |
… | |
… | |
2966 | |
2863 | |
2967 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2864 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2968 | { |
2865 | { |
2969 | if (tmp->nrof > 1) |
2866 | if (tmp->nrof > 1) |
2970 | { |
2867 | { |
2971 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2868 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2972 | tmp2->destroy (); |
|
|
2973 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2869 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2974 | } |
2870 | } |
2975 | else |
2871 | else |
2976 | tmp->destroy (); |
2872 | tmp->destroy (); |
2977 | } |
2873 | } |
… | |
… | |
2988 | void |
2884 | void |
2989 | fix_weight (void) |
2885 | fix_weight (void) |
2990 | { |
2886 | { |
2991 | for_all_players (pl) |
2887 | for_all_players (pl) |
2992 | { |
2888 | { |
2993 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2889 | sint32 old = pl->ob->carrying; |
2994 | |
2890 | |
2995 | if (old == sum) |
2891 | pl->ob->update_weight (); |
2996 | continue; |
2892 | |
|
|
2893 | if (old != pl->ob->carrying) |
|
|
2894 | { |
2997 | pl->ob->update_stats (); |
2895 | pl->ob->update_stats (); |
2998 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2896 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2897 | } |
2999 | } |
2898 | } |
3000 | } |
2899 | } |
3001 | |
2900 | |
3002 | void |
2901 | void |
3003 | fix_luck (void) |
2902 | fix_luck (void) |
… | |
… | |
3045 | } |
2944 | } |
3046 | |
2945 | |
3047 | void |
2946 | void |
3048 | make_visible (object *op) |
2947 | make_visible (object *op) |
3049 | { |
2948 | { |
3050 | op->hide = 0; |
2949 | op->flag [FLAG_HIDDEN] = 0; |
3051 | op->invisible = 0; |
2950 | op->invisible = 0; |
|
|
2951 | |
3052 | if (op->type == PLAYER) |
2952 | if (op->type == PLAYER) |
3053 | { |
2953 | { |
3054 | op->contr->tmp_invis = 0; |
2954 | op->contr->tmp_invis = 0; |
3055 | op->contr->invis_race = 0; |
2955 | op->contr->invis_race = 0; |
3056 | } |
2956 | } |
… | |
… | |
3059 | } |
2959 | } |
3060 | |
2960 | |
3061 | int |
2961 | int |
3062 | is_true_undead (object *op) |
2962 | is_true_undead (object *op) |
3063 | { |
2963 | { |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2964 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3065 | return 1; |
2965 | return 1; |
3066 | |
2966 | |
3067 | return 0; |
2967 | return 0; |
3068 | } |
2968 | } |
3069 | |
2969 | |
3070 | /* look at the surrounding terrain to determine |
2970 | /* look at the surrounding terrain to determine |
3071 | * the hideability of this object. Positive levels |
2971 | * the hideability of this object. Positive levels |
3072 | * indicate greater hideability. |
2972 | * indicate greater hideability. |
3073 | */ |
2973 | */ |
3074 | |
|
|
3075 | int |
2974 | int |
3076 | hideability (object *ob) |
2975 | hideability (object *ob) |
3077 | { |
2976 | { |
3078 | int i, level = 0, mflag; |
2977 | int i, level = 0, mflag; |
3079 | sint16 x, y; |
2978 | sint16 x, y; |
3080 | |
2979 | |
3081 | if (!ob || !ob->map) |
2980 | if (!ob || !ob->map) |
3082 | return 0; |
2981 | return 0; |
3083 | |
2982 | |
3084 | /* so, on normal lighted maps, its hard to hide */ |
2983 | /* so, on normal lighted maps, its hard to hide */ |
3085 | level = ob->map->darkness - 2; |
2984 | level = ob->map->darklevel () - 2; |
3086 | |
2985 | |
3087 | /* this also picks up whether the object is glowing. |
2986 | /* this also picks up whether the object is glowing. |
3088 | * If you carry a light on a non-dark map, its not |
2987 | * If you carry a light on a non-dark map, its not |
3089 | * as bad as carrying a light on a pitch dark map */ |
2988 | * as bad as carrying a light on a pitch dark map */ |
3090 | if (has_carried_lights (ob)) |
2989 | if (has_carried_lights (ob)) |
3091 | level = -(10 + (2 * ob->map->darkness)); |
2990 | level = -(10 + (2 * ob->map->darklevel ())); |
3092 | |
2991 | |
3093 | /* scan through all nearby squares for terrain to hide in */ |
2992 | /* scan through all nearby squares for terrain to hide in */ |
3094 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2993 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2994 | i <= SIZEOFFREE1; |
|
|
2995 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3095 | { |
2996 | { |
3096 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2997 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3097 | if (mflag & P_OUT_OF_MAP) |
2998 | if (mflag & P_OUT_OF_MAP) |
3098 | { |
|
|
3099 | continue; |
2999 | continue; |
3100 | } |
3000 | |
3101 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3001 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3102 | level += 2; |
3002 | level += 2; |
3103 | else /* open terrain! */ |
3003 | else /* open terrain! */ |
3104 | level -= 1; |
3004 | level -= 1; |
3105 | } |
3005 | } |
… | |
… | |
3113 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3013 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3114 | * every time they move - as we subtract off 'invisibility' |
3014 | * every time they move - as we subtract off 'invisibility' |
3115 | * AND, for players, if they move into a ridiculously unhideable |
3015 | * AND, for players, if they move into a ridiculously unhideable |
3116 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3016 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3117 | */ |
3017 | */ |
3118 | |
|
|
3119 | void |
3018 | void |
3120 | do_hidden_move (object *op) |
3019 | do_hidden_move (object *op) |
3121 | { |
3020 | { |
3122 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3021 | int hide = 0; |
3123 | object *skop; |
|
|
3124 | |
3022 | |
3125 | if (!op || !op->map) |
3023 | if (!op || !op->map) |
3126 | return; |
3024 | return; |
3127 | |
3025 | |
3128 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3026 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
3027 | int num = random_roll (0, 19, op, PREFER_LOW); |
3129 | |
3028 | |
3130 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3029 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3131 | if (op->type == PLAYER && op->contr->run_on) |
3030 | if (op->type == PLAYER && op->contr->run_on) |
3132 | if (!skop || num >= skop->level) |
3031 | if (!skop || num >= skop->level) |
3133 | { |
3032 | { |
… | |
… | |
3143 | num -= hide; |
3042 | num -= hide; |
3144 | |
3043 | |
3145 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3044 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3146 | { |
3045 | { |
3147 | make_visible (op); |
3046 | make_visible (op); |
|
|
3047 | |
3148 | if (op->type == PLAYER) |
3048 | if (op->type == PLAYER) |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3049 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3150 | } |
3050 | } |
3151 | else if (op->type == PLAYER && skop) |
3051 | else if (op->type == PLAYER && skop) |
3152 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3052 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3205 | * object op. This function works fine for monsters, |
3105 | * object op. This function works fine for monsters, |
3206 | * but we dont worry if the object isnt the top one in |
3106 | * but we dont worry if the object isnt the top one in |
3207 | * a pile (say a coin under a table would return "viewable" |
3107 | * a pile (say a coin under a table would return "viewable" |
3208 | * by this routine). Another question, should we be |
3108 | * by this routine). Another question, should we be |
3209 | * concerned with the direction the player is looking |
3109 | * concerned with the direction the player is looking |
3210 | * in? Realistically, most of use cant see stuff behind |
3110 | * in? Realistically, most of us can't see stuff behind |
3211 | * our backs...on the other hand, does the "facing" direction |
3111 | * our backs...on the other hand, does the "facing" direction |
3212 | * imply the way your head, or body is facing? Its possible |
3112 | * 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. |
3113 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3214 | * -b.t. |
3114 | * -b.t. |
3215 | * This function is now map tiling safe. |
3115 | * This function is now map tiling safe. |
3216 | */ |
3116 | */ |
3217 | |
|
|
3218 | int |
3117 | int |
3219 | player_can_view (object *pl, object *op) |
3118 | player_can_view (object *pl, object *op) |
3220 | { |
3119 | { |
3221 | rv_vector rv; |
3120 | rv_vector rv; |
3222 | int dx, dy; |
3121 | int dx, dy; |
… | |
… | |
3234 | |
3133 | |
3235 | get_rangevector (pl, op, &rv, 0x1); |
3134 | get_rangevector (pl, op, &rv, 0x1); |
3236 | |
3135 | |
3237 | /* starting with the 'head' part, lets loop |
3136 | /* starting with the 'head' part, lets loop |
3238 | * through the object and find if it has any |
3137 | * through the object and find if it has any |
3239 | * part that is in the los array but isnt on |
3138 | * part that is in the los array but isn't on |
3240 | * a blocked los square. |
3139 | * a blocked los square. |
3241 | * we use the archetype to figure out offsets. |
3140 | * we use the archetype to figure out offsets. |
3242 | */ |
3141 | */ |
3243 | while (op) |
3142 | while (op) |
3244 | { |
3143 | { |
3245 | dx = rv.distance_x + op->arch->clone.x; |
3144 | dx = rv.distance_x + op->arch->x; |
3246 | dy = rv.distance_y + op->arch->clone.y; |
3145 | dy = rv.distance_y + op->arch->y; |
3247 | |
3146 | |
3248 | /* only the viewable area the player sees is updated by LOS |
3147 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3249 | * code, so we need to restrict ourselves to that range of values |
|
|
3250 | * for any meaningful values. |
|
|
3251 | */ |
|
|
3252 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3253 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3254 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3255 | return 1; |
3148 | return 1; |
|
|
3149 | |
3256 | op = op->more; |
3150 | op = op->more; |
3257 | } |
3151 | } |
|
|
3152 | |
3258 | return 0; |
3153 | return 0; |
3259 | } |
3154 | } |
3260 | |
3155 | |
3261 | /* routine for both players and monsters. We call this when |
3156 | /* routine for both players and monsters. We call this when |
3262 | * there is a possibility for our action distrubing our hiding |
3157 | * there is a possibility for our action distrubing our hiding |
3263 | * place or invisiblity spell. Artefact invisiblity is not |
3158 | * place or invisiblity spell. Artefact invisiblity causes |
3264 | * effected by this. If we arent invisible to begin with, we |
3159 | * "noise" instead. If we arent invisible to begin with, we |
3265 | * return 0. |
3160 | * return 0. |
3266 | */ |
3161 | */ |
3267 | int |
3162 | int |
3268 | action_makes_visible (object *op) |
3163 | action_makes_visible (object *op) |
3269 | { |
3164 | { |
3270 | |
|
|
3271 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3165 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3272 | { |
3166 | { |
3273 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3167 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3168 | { |
|
|
3169 | // artefact invisibility is permanent, but we still make noise |
|
|
3170 | // this is important for game-balance. |
|
|
3171 | if (op->contr) |
|
|
3172 | op->make_noise (); |
|
|
3173 | |
3274 | return 0; |
3174 | return 0; |
|
|
3175 | } |
3275 | |
3176 | |
3276 | if (op->contr && op->contr->tmp_invis == 0) |
3177 | if (op->contr && op->contr->tmp_invis == 0) |
3277 | return 0; |
3178 | return 0; |
3278 | |
3179 | |
3279 | /* If monsters, they should become visible */ |
3180 | /* If monsters, they should become visible */ |
3280 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3181 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3281 | { |
3182 | { |
3282 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3183 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3283 | return 1; |
3184 | return 1; |
3284 | } |
3185 | } |
3285 | } |
3186 | } |
|
|
3187 | |
3286 | return 0; |
3188 | return 0; |
3287 | } |
3189 | } |
3288 | |
3190 | |
3289 | /* op_on_battleground - checks if the given object op (usually |
3191 | /* op_on_battleground - checks if the given object op (usually |
3290 | * a player) is standing on a valid battleground-tile, |
3192 | * 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 |
3197 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3296 | */ |
3198 | */ |
3297 | int |
3199 | int |
3298 | op_on_battleground (object *op, int *x, int *y) |
3200 | op_on_battleground (object *op, int *x, int *y) |
3299 | { |
3201 | { |
3300 | object *tmp; |
|
|
3301 | |
|
|
3302 | /* A battleground-tile needs the following attributes to be valid: |
3202 | /* 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), |
3203 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3304 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3204 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3305 | * and the exit-coordinates sp/hp must both be > 0. |
3205 | * and the exit-coordinates sp/hp must both be > 0. |
3306 | * => The intention here is to prevent abuse of the battleground- |
3206 | * => The intention here is to prevent abuse of the battleground- |
3307 | * feature (like pickable or hidden battleground tiles). */ |
3207 | * feature (like pickable or hidden battleground tiles). */ |
3308 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3208 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3309 | { |
3209 | { |
3310 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3210 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3311 | { |
3211 | { |
3312 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3212 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3313 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3213 | && tmp->type == BATTLEGROUND |
|
|
3214 | && tmp->name == shstr_battleground |
|
|
3215 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3314 | { |
3216 | { |
3315 | /*before we assign the exit, check if this is a teambattle */ |
3217 | /* before we assign the exit, check if this is a teambattle */ |
3316 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3218 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3317 | { |
3219 | { |
3318 | object *invtmp; |
|
|
3319 | |
|
|
3320 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3220 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3321 | { |
3221 | { |
3322 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3222 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3323 | { |
3223 | { |
3324 | if (x != NULL && y != NULL) |
3224 | if (x && y) |
3325 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3225 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3226 | |
3326 | return 1; |
3227 | return 1; |
3327 | } |
3228 | } |
3328 | } |
3229 | } |
3329 | } |
3230 | } |
|
|
3231 | |
3330 | if (x != NULL && y != NULL) |
3232 | if (x && y) |
3331 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3233 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3234 | |
3332 | return 1; |
3235 | return 1; |
3333 | } |
3236 | } |
3334 | } |
3237 | } |
3335 | } |
3238 | } |
|
|
3239 | |
3336 | /* If we got here, did not find a battleground */ |
3240 | /* If we got here, did not find a battleground */ |
3337 | return 0; |
3241 | return 0; |
3338 | } |
3242 | } |
3339 | |
3243 | |
3340 | /* |
3244 | /* |
… | |
… | |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3260 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3357 | int i = 0, j = 0; |
3261 | int i = 0, j = 0; |
3358 | |
3262 | |
3359 | /* get the appropriate treasurelist */ |
3263 | /* get the appropriate treasurelist */ |
3360 | if (atnr == ATNR_FIRE) |
3264 | if (atnr == ATNR_FIRE) |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3265 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3362 | else if (atnr == ATNR_COLD) |
3266 | else if (atnr == ATNR_COLD) |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3267 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3268 | else if (atnr == ATNR_ELECTRICITY) |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3269 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3366 | else if (atnr == ATNR_POISON) |
3270 | else if (atnr == ATNR_POISON) |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3271 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3368 | |
3272 | |
3369 | if (trlist == NULL || who->type != PLAYER) |
3273 | if (trlist == NULL || who->type != PLAYER) |
3370 | return; |
3274 | return; |
3371 | |
3275 | |
3372 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3276 | 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]); */ |
3280 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3377 | return; |
3281 | return; |
3378 | } |
3282 | } |
3379 | |
3283 | |
3380 | /* everything seems okay - now bring on the gift: */ |
3284 | /* everything seems okay - now bring on the gift: */ |
3381 | item = &(tr->item->clone); |
3285 | item = tr->item; |
3382 | |
3286 | |
3383 | if (item->type == SPELL) |
3287 | if (item->type == SPELL) |
3384 | { |
3288 | { |
3385 | if (check_spell_known (who, item->name)) |
3289 | if (check_spell_known (who, item->name)) |
3386 | return; |
3290 | return; |
… | |
… | |
3445 | { |
3349 | { |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3350 | /* forces in the treasurelist can alter the player's stats */ |
3447 | object *skin; |
3351 | object *skin; |
3448 | |
3352 | |
3449 | /* first get the dragon skin force */ |
3353 | /* 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) |
3354 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3452 | ; |
3355 | ; |
3453 | |
3356 | |
3454 | if (!skin) |
3357 | if (!skin) |
3455 | return; |
3358 | return; |
3456 | |
3359 | |
… | |
… | |
3491 | else |
3394 | else |
3492 | { |
3395 | { |
3493 | /* generate misc. treasure */ |
3396 | /* generate misc. treasure */ |
3494 | tmp = arch_to_object (tr->item); |
3397 | tmp = arch_to_object (tr->item); |
3495 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3398 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3496 | tmp = insert_ob_in_ob (tmp, who); |
3399 | who->insert (tmp); |
3497 | if (who->type == PLAYER) |
|
|
3498 | esrv_send_item (who, tmp); |
|
|
3499 | } |
3400 | } |
3500 | } |
3401 | } |
3501 | |
3402 | |
3502 | /** |
3403 | /** |
3503 | * Unready an object for a player. This function does nothing if the object was |
3404 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3515 | if (pl->ranged_ob == ob) |
3416 | if (pl->ranged_ob == ob) |
3516 | pl->ranged_ob = 0; |
3417 | pl->ranged_ob = 0; |
3517 | } |
3418 | } |
3518 | |
3419 | |
3519 | sint8 |
3420 | sint8 |
3520 | player::visibility_at (maptile *map, int x, int y) const |
3421 | player::darkness_at (maptile *map, int x, int y) const |
3521 | { |
3422 | { |
3522 | if (!ns) |
3423 | if (!ns) |
3523 | return 0; |
3424 | return LOS_BLOCKED; |
3524 | |
3425 | |
3525 | int dx, dy; |
3426 | int dx, dy; |
3526 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3427 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3527 | return 0; |
3428 | return LOS_BLOCKED; |
3528 | |
3429 | |
3529 | x += dx - ns->current_x + ns->mapx / 2; |
3430 | x += dx - ns->current_x; |
3530 | y += dy - ns->current_y + ns->mapy / 2; |
3431 | y += dy - ns->current_y; |
3531 | |
3432 | |
3532 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3533 | return 0; |
|
|
3534 | |
|
|
3535 | return 100 - blocked_los [x][y]; |
3433 | return blocked_los (x, y); |
3536 | } |
3434 | } |
|
|
3435 | |
|
|
3436 | void |
|
|
3437 | player::infobox (const char *title, const char *msg, int color) |
|
|
3438 | { |
|
|
3439 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3440 | } |
|
|
3441 | |
|
|
3442 | void |
|
|
3443 | player::statusmsg (const char *msg, int color) |
|
|
3444 | { |
|
|
3445 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3446 | } |
|
|
3447 | |
|
|
3448 | void |
|
|
3449 | player::failmsg (const char *msg, int color) |
|
|
3450 | { |
|
|
3451 | play_sound (sound_find ("generic_failure")); |
|
|
3452 | statusmsg (msg, color); |
|
|
3453 | } |
|
|
3454 | |