1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
24 | |
26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <sounds.h> |
29 | #include <sounds.h> |
28 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
33 | #include <algorithm> |
35 | #include <algorithm> |
34 | #include <functional> |
36 | #include <functional> |
35 | |
37 | |
36 | playervec players; |
38 | playervec players; |
37 | |
39 | |
38 | void |
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39 | display_motd (const object *op) |
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40 | { |
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41 | char buf[MAX_BUF]; |
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42 | char motd[HUGE_BUF]; |
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43 | FILE *fp; |
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44 | int comp; |
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45 | int size; |
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46 | |
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47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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49 | return; |
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50 | |
|
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51 | motd[0] = '\0'; |
|
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52 | size = 0; |
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53 | |
|
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54 | while (fgets (buf, MAX_BUF, fp)) |
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55 | { |
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56 | if (*buf == '#') |
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57 | continue; |
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58 | |
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59 | strncat (motd + size, buf, HUGE_BUF - size); |
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60 | size += strlen (buf); |
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61 | } |
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62 | |
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63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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64 | close_and_delete (fp, comp); |
|
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65 | } |
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66 | |
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67 | void |
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68 | send_rules (const object *op) |
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69 | { |
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70 | char buf[MAX_BUF]; |
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71 | char rules[HUGE_BUF]; |
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72 | FILE *fp; |
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73 | int comp; |
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74 | int size; |
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75 | |
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76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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78 | return; |
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79 | |
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80 | rules[0] = '\0'; |
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81 | size = 0; |
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82 | |
|
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83 | while (fgets (buf, MAX_BUF, fp)) |
|
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84 | { |
|
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85 | if (*buf == '#') |
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86 | continue; |
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87 | |
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88 | if (size + strlen (buf) >= HUGE_BUF) |
|
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89 | { |
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90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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91 | break; |
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92 | } |
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93 | |
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94 | strncat (rules + size, buf, HUGE_BUF - size); |
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95 | size += strlen (buf); |
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96 | } |
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97 | |
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98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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99 | close_and_delete (fp, comp); |
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100 | } |
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101 | |
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102 | void |
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103 | send_news (const object *op) |
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104 | { |
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105 | char buf[MAX_BUF]; |
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106 | char news[HUGE_BUF]; |
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107 | char subject[MAX_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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114 | return; |
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115 | |
|
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116 | news[0] = '\0'; |
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117 | subject[0] = '\0'; |
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118 | size = 0; |
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119 | |
|
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120 | while (fgets (buf, MAX_BUF, fp)) |
|
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121 | { |
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122 | if (*buf == '#') |
|
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123 | continue; |
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124 | |
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125 | if (*buf == '%') |
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126 | { /* send one news */ |
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127 | if (size > 0) |
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128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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129 | |
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130 | strcpy (subject, buf + 1); |
|
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131 | strip_endline (subject); |
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132 | size = 0; |
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133 | news[0] = '\0'; |
|
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134 | } |
|
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135 | else |
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136 | { |
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137 | if (size + strlen (buf) >= HUGE_BUF) |
|
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138 | { |
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139 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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140 | break; |
|
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141 | } |
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142 | strncat (news + size, buf, HUGE_BUF - size); |
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143 | size += strlen (buf); |
|
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144 | } |
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145 | } |
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146 | |
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147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
|
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149 | close_and_delete (fp, comp); |
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150 | } |
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151 | |
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152 | float |
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153 | player::weapon_speed () const |
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154 | { |
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155 | return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary |
|
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156 | } |
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157 | |
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158 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
159 | static void |
41 | static void |
160 | set_first_map (object *op) |
42 | set_first_map (object *op) |
161 | { |
43 | { |
162 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
163 | op->x = -1; |
45 | op->x = -1; |
164 | op->y = -1; |
46 | op->y = -1; |
165 | } |
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166 | |
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167 | void |
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168 | player::enter_map () |
|
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169 | { |
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170 | object *tmp = object::create (); |
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171 | |
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172 | EXIT_PATH (tmp) = maplevel; |
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173 | EXIT_X (tmp) = ob->x; |
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174 | EXIT_Y (tmp) = ob->y; |
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175 | ob->enter_exit (tmp); |
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176 | |
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177 | tmp->destroy (); |
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178 | } |
47 | } |
179 | |
48 | |
180 | void |
49 | void |
181 | player::activate () |
50 | player::activate () |
182 | { |
51 | { |
… | |
… | |
185 | |
54 | |
186 | players.insert (this); |
55 | players.insert (this); |
187 | ob->remove (); |
56 | ob->remove (); |
188 | ob->map = 0; |
57 | ob->map = 0; |
189 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
190 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
191 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
192 | enter_map (); |
|
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193 | } |
61 | } |
194 | |
62 | |
195 | void |
63 | void |
196 | player::deactivate () |
64 | player::deactivate () |
197 | { |
65 | { |
… | |
… | |
204 | |
72 | |
205 | if (ob->map) |
73 | if (ob->map) |
206 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
207 | |
75 | |
208 | ob->remove (); |
76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
209 | ob->map = 0; |
78 | ob->map = 0; |
210 | party = 0; |
79 | party = 0; |
211 | |
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212 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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213 | |
80 | |
214 | players.erase (this); |
81 | players.erase (this); |
215 | } |
82 | } |
216 | |
83 | |
217 | // connect the player with a specific client |
84 | // connect the player with a specific client |
… | |
… | |
227 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
228 | |
95 | |
229 | ns->update_look = 0; |
96 | ns->update_look = 0; |
230 | ns->look_position = 0; |
97 | ns->look_position = 0; |
231 | |
98 | |
232 | clear_los (ob); |
99 | clear_los (); |
233 | |
100 | |
234 | ns->reset_stats (); |
101 | ns->reset_stats (); |
235 | |
102 | |
236 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
237 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
238 | ob->race = ob->arch->clone.race; |
105 | ob->race = ob->arch->race; |
239 | |
106 | |
240 | ob->carrying = sum_weight (ob); |
107 | ob->update_weight (); |
241 | link_player_skills (ob); |
108 | link_skills (); |
242 | |
109 | |
243 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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244 | |
|
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245 | assign (title, ob->arch->clone.name); |
110 | assign (title, ob->arch->object::name); |
246 | |
111 | |
247 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
248 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
249 | { |
114 | { |
250 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
251 | |
|
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252 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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253 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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254 | |
116 | |
255 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
256 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
257 | if (tmp->arch->name == dragon_ability_force) |
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
258 | abil = tmp; |
120 | abil = tmp; |
259 | else if (tmp->arch->name == dragon_skin_force) |
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
260 | skin = tmp; |
122 | skin = tmp; |
261 | |
123 | |
262 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
263 | } |
125 | } |
264 | |
126 | |
265 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
266 | |
128 | |
267 | esrv_new_player (this, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
268 | |
130 | |
269 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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270 | ob->flag [FLAG_READY_SKILL] = false; |
|
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271 | ob->flag [FLAG_READY_BOW] = false; |
|
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272 | |
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273 | for (object *op = ob->inv; op; op = op->below) |
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274 | if (op->flag [FLAG_APPLIED]) |
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275 | switch (op->type) |
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276 | { |
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277 | case WAND: |
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278 | case ROD: |
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279 | case HORN: |
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280 | case BOW: |
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281 | case SKILL_TOOL: |
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282 | case WEAPON: |
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283 | op->flag [FLAG_APPLIED] = false; |
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284 | apply_special (ob, op, AP_APPLY); |
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285 | break; |
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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 | } |
|
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291 | |
|
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292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
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293 | ob->update_stats (); |
131 | ob->update_stats (); |
294 | |
132 | |
295 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
296 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
297 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
298 | |
136 | |
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137 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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138 | ob->flag [FLAG_READY_SKILL] = false; |
|
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139 | ob->flag [FLAG_READY_RANGE] = false; |
|
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140 | ob->flag [FLAG_READY_BOW] = false; |
|
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141 | |
|
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142 | ob->update_stats (); // we unapplied stuff above |
299 | activate (); |
143 | activate (); |
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 | |
144 | |
305 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
306 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
307 | } |
147 | } |
308 | |
148 | |
309 | void |
149 | void |
310 | player::disconnect () |
150 | player::disconnect () |
311 | { |
151 | { |
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152 | if (ob) |
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153 | { |
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154 | ob->close_container (); //TODO: client-specific |
|
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155 | ob->drop_unpaid_items (); |
|
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156 | } |
|
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157 | |
312 | if (ns) |
158 | if (ns) |
313 | { |
159 | { |
314 | if (active) |
160 | if (active) |
315 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
161 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
316 | |
162 | |
… | |
… | |
319 | ns->reset_stats (); |
165 | ns->reset_stats (); |
320 | ns->pl = 0; |
166 | ns->pl = 0; |
321 | ns = 0; |
167 | ns = 0; |
322 | } |
168 | } |
323 | |
169 | |
324 | if (ob) |
170 | // this is important for the player scheduler to get the correct refcount |
325 | ob->close_container (); //TODO: client-specific |
171 | // when ns = 0 |
|
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172 | observe = viewpoint = ob; |
326 | |
173 | |
327 | deactivate (); |
174 | deactivate (); |
328 | } |
175 | } |
|
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176 | |
|
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177 | //-GPL |
329 | |
178 | |
330 | // the need for this function can be explained |
179 | // the need for this function can be explained |
331 | // by load_object not returning the object |
180 | // by load_object not returning the object |
332 | void |
181 | void |
333 | player::set_object (object *op) |
182 | player::set_object (object *op) |
334 | { |
183 | { |
335 | ob = op; |
184 | ob = observe = viewpoint = op; |
336 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
337 | |
186 | |
|
|
187 | ob->speed = 1.0f; |
338 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
339 | ob->speed = 1.0f; |
189 | |
340 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
341 | } |
191 | } |
|
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192 | |
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193 | void |
|
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194 | player::set_observe (object *op) |
|
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195 | { |
|
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196 | observe = viewpoint = op ? op : ob; |
|
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197 | do_los = 1; |
|
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198 | } |
|
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199 | |
|
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200 | void |
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201 | player::set_viewpoint (object *op) |
|
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202 | { |
|
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203 | viewpoint = op ? op : (object *)observe; |
|
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204 | do_los = 1; |
|
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205 | } |
|
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206 | |
|
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207 | //+GPL |
342 | |
208 | |
343 | player::player () |
209 | player::player () |
344 | { |
210 | { |
345 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
346 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
352 | savebed_map = first_map_path; /* Init. respawn position */ |
218 | savebed_map = first_map_path; /* Init. respawn position */ |
353 | |
219 | |
354 | gen_sp_armour = 10; |
220 | gen_sp_armour = 10; |
355 | bowtype = bow_normal; |
221 | bowtype = bow_normal; |
356 | petmode = pet_normal; |
222 | petmode = pet_normal; |
357 | listening = 10; |
|
|
358 | usekeys = containers; |
223 | usekeys = containers; |
359 | peaceful = 1; /* default peaceful */ |
224 | peaceful = 1; /* default peaceful */ |
360 | do_los = 1; |
225 | do_los = 1; |
|
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226 | |
|
|
227 | weapon_sp = 1.0f; |
|
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228 | weapon_sp_left = 0.5f; |
361 | } |
229 | } |
362 | |
230 | |
363 | void |
231 | void |
364 | player::do_destroy () |
232 | player::do_destroy () |
365 | { |
233 | { |
366 | disconnect (); |
234 | disconnect (); |
367 | |
235 | |
368 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
369 | |
237 | |
370 | if (ob) |
238 | if (ob) |
371 | { |
|
|
372 | ob->destroy_inv (false); |
|
|
373 | ob->destroy (); |
239 | ob->destroy (); |
374 | } |
240 | |
|
|
241 | ob = observe = viewpoint = 0; |
375 | } |
242 | } |
376 | |
243 | |
377 | player::~player () |
244 | player::~player () |
378 | { |
245 | { |
379 | /* Clear item stack */ |
246 | /* Clear item stack */ |
380 | free (stack_items); |
247 | free (stack_items); |
|
|
248 | } |
|
|
249 | |
|
|
250 | /* |
|
|
251 | * get_player_archetype() return next player archetype from archetype |
|
|
252 | * list. Not very efficient routine, but used only creating new players. |
|
|
253 | * Note: there MUST be at least one player archetype! |
|
|
254 | */ |
|
|
255 | static archetype * |
|
|
256 | get_player_archetype (archetype *at) |
|
|
257 | { |
|
|
258 | // archetypes could have been reloaded |
|
|
259 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
260 | |
|
|
261 | if (!nat) |
|
|
262 | return at; |
|
|
263 | |
|
|
264 | archvec::iterator i = archetypes.find (nat); |
|
|
265 | |
|
|
266 | for (;;) |
|
|
267 | { |
|
|
268 | if (++i == archetypes.end ()) |
|
|
269 | i = archetypes.begin (); |
|
|
270 | else if (*i == at) |
|
|
271 | cleanup ("not a single player archetype found"); |
|
|
272 | |
|
|
273 | if ((*i)->type == PLAYER) |
|
|
274 | return *i; |
|
|
275 | } |
381 | } |
276 | } |
382 | |
277 | |
383 | /* Tries to add player on the connection passed in ns. |
278 | /* Tries to add player on the connection passed in ns. |
384 | * All we can really get in this is some settings like host and display |
279 | * All we can really get in this is some settings like host and display |
385 | * mode. |
280 | * mode. |
… | |
… | |
387 | player * |
282 | player * |
388 | player::create () |
283 | player::create () |
389 | { |
284 | { |
390 | player *pl = new player; |
285 | player *pl = new player; |
391 | |
286 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
288 | |
394 | pl->ob->roll_stats (); |
289 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
290 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
292 | |
398 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
399 | |
294 | |
400 | return pl; |
295 | return pl; |
401 | } |
|
|
402 | |
|
|
403 | /* |
|
|
404 | * get_player_archetype() return next player archetype from archetype |
|
|
405 | * list. Not very efficient routine, but used only creating new players. |
|
|
406 | * Note: there MUST be at least one player archetype! |
|
|
407 | */ |
|
|
408 | archetype * |
|
|
409 | get_player_archetype (archetype *at) |
|
|
410 | { |
|
|
411 | archetype *start = at; |
|
|
412 | |
|
|
413 | for (;;) |
|
|
414 | { |
|
|
415 | if (at == NULL || at->next == NULL) |
|
|
416 | at = first_archetype; |
|
|
417 | else |
|
|
418 | at = at->next; |
|
|
419 | |
|
|
420 | if (at->clone.type == PLAYER) |
|
|
421 | return at; |
|
|
422 | |
|
|
423 | if (at == start) |
|
|
424 | { |
|
|
425 | LOG (llevError, "No Player archetypes\n"); |
|
|
426 | exit (-1); |
|
|
427 | } |
|
|
428 | } |
|
|
429 | } |
296 | } |
430 | |
297 | |
431 | object * |
298 | object * |
432 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
433 | { |
300 | { |
… | |
… | |
436 | unsigned lastdist; |
303 | unsigned lastdist; |
437 | rv_vector rv; |
304 | rv_vector rv; |
438 | |
305 | |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
306 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
440 | { |
307 | { |
441 | /* We should not find free objects on this friendly list, but it |
|
|
442 | * does periodically happen. Given that, lets deal with it. |
|
|
443 | * While unlikely, it is possible the next object on the friendly |
|
|
444 | * list is also free, so encapsulate this in a while loop. |
|
|
445 | */ |
|
|
446 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
447 | { |
|
|
448 | object *tmp = ol->ob; |
|
|
449 | |
|
|
450 | /* Can't do much more other than log the fact, because the object |
|
|
451 | * itself will have been cleared. |
|
|
452 | */ |
|
|
453 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
454 | tmp->debug_desc ()); |
|
|
455 | ol = ol->next; |
|
|
456 | remove_friendly_object (tmp); |
|
|
457 | if (!ol) |
|
|
458 | return op; |
|
|
459 | } |
|
|
460 | |
|
|
461 | /* Remove special check for player from this. First, it looks to cause |
|
|
462 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
463 | * complicated method of state checking would be needed in any case - |
|
|
464 | * as it was, a clever player could type quit, and the function would |
|
|
465 | * skip them over while waiting for confirmation. Remove |
|
|
466 | * on_same_map check, as can_detect_enemy also does this |
|
|
467 | */ |
|
|
468 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
308 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
469 | continue; |
309 | continue; |
470 | |
310 | |
471 | if (lastdist > rv.distance) |
311 | if (lastdist > rv.distance) |
472 | { |
312 | { |
… | |
… | |
534 | */ |
374 | */ |
535 | int |
375 | int |
536 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
537 | { |
377 | { |
538 | rv_vector rv; |
378 | rv_vector rv; |
539 | sint16 x, y; |
|
|
540 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
379 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
541 | maptile *m, *lastmap; |
|
|
542 | |
380 | |
543 | get_rangevector (mon, pl, &rv, 0); |
381 | get_rangevector (mon, pl, &rv, 0); |
544 | |
382 | |
545 | if (rv.distance < mindiff) |
383 | if (rv.distance < mindiff) |
546 | return 0; |
384 | return 0; |
547 | |
385 | |
548 | x = mon->x; |
386 | mapxy pos (mon); |
549 | y = mon->y; |
|
|
550 | m = mon->map; |
|
|
551 | dir = rv.direction; |
387 | dir = rv.direction; |
552 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
388 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
553 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
389 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
554 | |
390 | |
555 | /* If we can't solve it within the search distance, return now. */ |
391 | /* If we can't solve it within the search distance, return now. */ |
556 | if (diff > max) |
392 | if (diff > max) |
557 | return 0; |
393 | return 0; |
558 | |
394 | |
559 | while (diff > 1 && max > 0) |
395 | while (diff > 1 && max > 0) |
560 | { |
396 | { |
561 | lastx = x; |
397 | mapxy lastpos = pos; |
562 | lasty = y; |
|
|
563 | lastmap = m; |
|
|
564 | x = lastx + freearr_x[dir]; |
|
|
565 | y = lasty + freearr_y[dir]; |
|
|
566 | |
398 | |
567 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
399 | pos.move (dir); |
568 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
569 | |
400 | |
570 | /* Space is blocked - try changing direction a little */ |
401 | /* Space is blocked - try changing direction a little */ |
571 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
402 | if (!pos.normalise () |
572 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
403 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
404 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
573 | { |
405 | { |
574 | /* recalculate direction from last good location. Possible |
406 | /* recalculate direction from last good location. Possible |
575 | * we were not traversing ideal location before. |
407 | * we were not traversing ideal location before. |
576 | */ |
408 | */ |
577 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
409 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
578 | if (rv.direction != dir) |
410 | if (rv.direction != dir) |
579 | { |
411 | { |
580 | /* OK - says direction should be different - lets reset the |
412 | /* OK - says direction should be different - lets reset the |
581 | * the values so it will try again. |
413 | * the values so it will try again. |
582 | */ |
414 | */ |
583 | x = lastx; |
|
|
584 | y = lasty; |
|
|
585 | m = lastmap; |
415 | pos = lastpos; |
586 | dir = firstdir = rv.direction; |
416 | dir = firstdir = rv.direction; |
587 | } |
417 | } |
588 | else |
418 | else |
589 | { |
419 | { |
590 | /* direct path is blocked - try taking a side step to |
420 | /* direct path is blocked - try taking a side step to |
… | |
… | |
597 | */ |
427 | */ |
598 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
428 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
599 | { |
429 | { |
600 | if (i == 0) |
430 | if (i == 0) |
601 | continue; /* already did this, so skip it */ |
431 | continue; /* already did this, so skip it */ |
|
|
432 | |
602 | /* Use lastdir here - otherwise, |
433 | /* Use lastdir here - otherwise, |
603 | * since the direction that the creature should move in |
434 | * since the direction that the creature should move in |
604 | * may change, you could get infinite loops. |
435 | * may change, you could get infinite loops. |
605 | * ie, player is northwest, but monster can only |
436 | * ie, player is northwest, but monster can only |
606 | * move west, so it does that. It goes some distance, |
437 | * move west, so it does that. It goes some distance, |
… | |
… | |
608 | * can't do that, but now finds it can move east, and |
439 | * can't do that, but now finds it can move east, and |
609 | * gets back to its original point. lastdir contains |
440 | * gets back to its original point. lastdir contains |
610 | * the last direction the creature has successfully |
441 | * the last direction the creature has successfully |
611 | * moved. |
442 | * moved. |
612 | */ |
443 | */ |
613 | |
|
|
614 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
615 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
616 | m = lastmap; |
444 | pos = lastpos; |
617 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
445 | pos.move (absdir (lastdir + i)); |
618 | if (mflags & P_OUT_OF_MAP) |
446 | |
|
|
447 | if (!pos.normalise ()) |
619 | continue; |
448 | continue; |
620 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
449 | |
621 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
450 | mapspace &ms = *pos; |
|
|
451 | |
|
|
452 | if (ms.flags () & P_BLOCKSVIEW) |
622 | continue; |
453 | continue; |
623 | if (mflags & P_BLOCKSVIEW) |
454 | |
|
|
455 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
624 | continue; |
456 | continue; |
625 | |
457 | |
626 | if (m == mon->map && blocked_link (mon, m, x, y)) |
458 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
627 | break; |
459 | break; |
628 | } |
460 | } |
|
|
461 | |
629 | /* go through entire loop without finding a valid |
462 | /* go through entire loop without finding a valid |
630 | * sidestep to take - thus, no valid path. |
463 | * sidestep to take - thus, no valid path. |
631 | */ |
464 | */ |
632 | if (i == (DETOUR_AMOUNT + 1)) |
465 | if (i == DETOUR_AMOUNT + 1) |
633 | return 0; |
466 | return 0; |
|
|
467 | |
634 | diff--; |
468 | diff--; |
635 | lastdir = dir; |
469 | lastdir = dir; |
636 | max--; |
470 | max--; |
637 | if (!firstdir) |
471 | if (!firstdir) |
638 | firstdir = dir + i; |
472 | firstdir = dir + i; |
… | |
… | |
642 | { |
476 | { |
643 | /* we moved towards creature, so diff is less */ |
477 | /* we moved towards creature, so diff is less */ |
644 | diff--; |
478 | diff--; |
645 | max--; |
479 | max--; |
646 | lastdir = dir; |
480 | lastdir = dir; |
|
|
481 | |
647 | if (!firstdir) |
482 | if (!firstdir) |
648 | firstdir = dir; |
483 | firstdir = dir; |
649 | } |
484 | } |
650 | |
485 | |
651 | if (diff <= 1) |
486 | if (diff <= 1) |
652 | { |
487 | { |
653 | /* Recalculate diff (distance) because we may not have actually |
488 | /* Recalculate diff (distance) because we may not have actually |
654 | * headed toward player for entire distance. |
489 | * headed toward player for entire distance. |
655 | */ |
490 | */ |
656 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
491 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
657 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
492 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
658 | } |
493 | } |
659 | |
494 | |
660 | if (diff > max) |
495 | if (diff > max) |
661 | return 0; |
496 | return 0; |
… | |
… | |
667 | |
502 | |
668 | return firstdir; |
503 | return firstdir; |
669 | } |
504 | } |
670 | |
505 | |
671 | void |
506 | void |
672 | give_initial_items (object *pl, treasurelist * items) |
507 | give_initial_items (object *pl, treasurelist *items) |
673 | { |
508 | { |
674 | object *op, *next = NULL; |
|
|
675 | |
|
|
676 | if (pl->randomitems != NULL) |
509 | if (pl->randomitems) |
677 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
510 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
678 | |
511 | |
679 | for (op = pl->inv; op; op = next) |
512 | for (object *next, *op = pl->inv; op; op = next) |
680 | { |
513 | { |
681 | next = op->below; |
514 | next = op->below; |
682 | |
515 | |
683 | /* Forces get applied per default, unless they have the |
516 | /* Forces get applied per default, unless they have the |
684 | * flag "neutral" set. Sorry but I can't think of a better way |
517 | * flag "neutral" set. Sorry but I can't think of a better way |
685 | */ |
518 | */ |
686 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
519 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
687 | SET_FLAG (op, FLAG_APPLIED); |
520 | op->set_flag (FLAG_APPLIED); |
688 | |
521 | |
689 | /* we never give weapons/armour if these cannot be used |
522 | /* we never give weapons/armour if these cannot be used |
690 | * by this player due to race restrictions |
523 | * by this player due to race restrictions |
691 | */ |
524 | */ |
692 | if (pl->type == PLAYER) |
525 | if (pl->type == PLAYER) |
693 | { |
526 | { |
694 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
527 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
528 | && |
695 | (op->type == ARMOUR || op->type == BOOTS || |
529 | (op->type == ARMOUR || op->type == BOOTS |
696 | op->type == CLOAK || op->type == HELMET || |
530 | || op->type == CLOAK || op->type == HELMET |
697 | op->type == SHIELD || op->type == GLOVES || |
531 | || op->type == SHIELD || op->type == GLOVES |
698 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
533 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
699 | { |
534 | { |
700 | op->destroy (); |
535 | op->destroy (); |
701 | continue; |
536 | continue; |
702 | } |
537 | } |
703 | } |
538 | } |
704 | |
539 | |
705 | /* This really needs to be better - we should really give |
540 | /* Here we remove duplicated skills (as duplicated spell objects have |
706 | * a substitute spellbook. The problem is that we don't really |
541 | * _very_ confusing effects for players), which could for instance be |
707 | * have a good idea what to replace it with (need something like |
542 | * generated by bad treasurelists. - elmex |
708 | * a first level treasurelist for each skill.) |
|
|
709 | * remove duplicate skills also |
|
|
710 | */ |
543 | */ |
711 | if (op->type == SPELLBOOK || op->type == SKILL) |
544 | if (op->type == SKILL) |
712 | { |
545 | { |
713 | object *tmp; |
|
|
714 | |
|
|
715 | for (tmp = op->below; tmp; tmp = tmp->below) |
546 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
716 | if (tmp->type == op->type && tmp->name == op->name) |
547 | if (tmp->type == op->type && tmp->name == op->name) |
717 | break; |
|
|
718 | |
|
|
719 | if (tmp) |
|
|
720 | { |
548 | { |
721 | op->destroy (); |
549 | op->destroy (); |
|
|
550 | LOG (llevError, |
722 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
551 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
723 | continue; |
552 | break; |
724 | } |
553 | } |
725 | |
554 | |
726 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
727 | op->nrof = 1; |
556 | op->nrof = 1; |
728 | } |
557 | } |
729 | |
558 | |
730 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
731 | { |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
732 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
733 | } |
|
|
734 | |
561 | |
735 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
736 | * items. Just don't identify gold or silver, or it won't be |
563 | * items. Just don't identify gold or silver, or it won't be |
737 | * merged properly. |
564 | * merged properly. |
738 | */ |
565 | */ |
739 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
740 | { |
|
|
741 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
742 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
743 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
744 | } |
567 | { |
|
|
568 | op->set_flag (FLAG_IDENTIFIED); |
|
|
569 | op->clr_flag (FLAG_CURSED); |
|
|
570 | op->clr_flag (FLAG_DAMNED); |
|
|
571 | } |
|
|
572 | |
745 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
746 | { |
574 | { |
747 | op->destroy (); |
575 | op->destroy (); |
748 | continue; |
576 | continue; |
749 | } |
577 | } |
750 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
751 | { |
579 | { |
752 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
753 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
754 | op->level = 1; |
582 | op->level = 1; |
755 | } |
583 | } |
756 | /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
757 | else |
585 | op->set_flag (FLAG_INV_LOCKED); |
758 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
759 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
760 | |
587 | |
761 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
762 | link_player_skills (pl); |
589 | pl->contr->link_skills (); |
763 | } |
590 | } |
764 | |
591 | |
765 | void |
592 | void |
766 | get_party_password (object *op, partylist *party) |
593 | get_party_password (object *op, partylist *party) |
767 | { |
594 | { |
… | |
… | |
777 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
604 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
778 | } |
605 | } |
779 | |
606 | |
780 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
607 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
781 | static int |
608 | static int |
782 | roll_stat (void) |
609 | roll_stat () |
783 | { |
610 | { |
784 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
785 | |
612 | |
786 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
787 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
868 | static void |
695 | static void |
869 | start_info (object *op) |
696 | start_info (object *op) |
870 | { |
697 | { |
871 | char buf[MAX_BUF]; |
698 | char buf[MAX_BUF]; |
872 | |
699 | |
873 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
700 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
874 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
701 | 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 | } |
702 | } |
878 | |
703 | |
879 | /* This function takes the key that is passed, and does the |
704 | /* This function takes the key that is passed, and does the |
880 | * appropriate action with it (change race, or other things). |
705 | * appropriate action with it (change race, or other things). |
881 | * The function name is for historical reasons - now we have |
706 | * The function name is for historical reasons - now we have |
… | |
… | |
884 | */ |
709 | */ |
885 | void |
710 | void |
886 | player::chargen_race_done () |
711 | player::chargen_race_done () |
887 | { |
712 | { |
888 | /* this must before then initial items are given */ |
713 | /* this must before then initial items are given */ |
889 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
714 | esrv_new_player (ob->contr); |
890 | |
715 | |
891 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
892 | if (tl) |
717 | if (tl) |
893 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
894 | |
719 | |
895 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
896 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
897 | |
721 | |
898 | ob->contr->ns->state = ST_PLAYING; |
722 | ob->contr->ns->state = ST_PLAYING; |
899 | |
723 | |
900 | if (ob->msg) |
724 | if (ob->msg) |
901 | ob->msg = 0; |
725 | ob->msg = 0; |
902 | |
726 | |
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); |
727 | start_info (ob); |
913 | CLEAR_FLAG (ob, FLAG_WIZ); |
728 | ob->clr_flag (FLAG_WIZ); |
914 | give_initial_items (ob, ob->randomitems); |
729 | give_initial_items (ob, ob->randomitems); |
915 | link_player_skills (ob); |
|
|
916 | esrv_send_inventory (ob, ob); |
730 | esrv_send_inventory (ob, ob); |
917 | ob->update_stats (); |
731 | ob->update_stats (); |
918 | |
732 | |
919 | /* This moves the player to a different start map, if there |
733 | /* This moves the player to a different start map, if there |
920 | * is one for this race |
734 | * is one for this race |
921 | */ |
735 | */ |
922 | if (*first_map_ext_path) |
736 | if (*first_map_ext_path) |
923 | { |
737 | 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 |
738 | else |
938 | LOG (llevDebug, "first_map_ext_path not set\n"); |
739 | LOG (llevDebug, "first_map_ext_path not set\n"); |
939 | } |
740 | } |
940 | |
741 | |
941 | void |
742 | void |
… | |
… | |
951 | int x = ob->x, y = ob->y; |
752 | int x = ob->x, y = ob->y; |
952 | |
753 | |
953 | ob->remove_statbonus (); |
754 | ob->remove_statbonus (); |
954 | ob->remove (); |
755 | ob->remove (); |
955 | ob->arch = get_player_archetype (ob->arch); |
756 | ob->arch = get_player_archetype (ob->arch); |
956 | ob->arch->clone.copy_to (ob); |
757 | ob->arch->copy_to (ob); |
957 | ob->instantiate (); |
758 | ob->instantiate (); |
958 | ob->stats = ob->contr->orig_stats; |
759 | ob->stats = ob->contr->orig_stats; |
959 | ob->name = ob->name_pl = name; |
760 | ob->name = ob->name_pl = name; |
960 | ob->x = x; |
761 | ob->x = x; |
961 | ob->y = y; |
762 | ob->y = y; |
962 | SET_ANIMATION (ob, 2); /* So player faces south */ |
763 | SET_ANIMATION (ob, 2); /* So player faces south */ |
963 | insert_ob_in_map (ob, ob->map, ob, 0); |
764 | insert_ob_in_map (ob, ob->map, ob, 0); |
964 | assign (ob->contr->title, ob->arch->clone.name); |
765 | assign (ob->contr->title, ob->arch->object::name); |
965 | ob->add_statbonus (); |
766 | ob->add_statbonus (); |
966 | } |
767 | } |
967 | while (!allowed_class (ob)); |
768 | while (!allowed_class (ob)); |
968 | |
769 | |
969 | update_object (ob, UP_OBJ_FACE); |
770 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
972 | ob->stats.hp = ob->stats.maxhp; |
773 | ob->stats.hp = ob->stats.maxhp; |
973 | ob->stats.sp = ob->stats.maxsp; |
774 | ob->stats.sp = ob->stats.maxsp; |
974 | ob->stats.grace = 0; |
775 | ob->stats.grace = 0; |
975 | } |
776 | } |
976 | |
777 | |
977 | void |
778 | static void |
978 | flee_player (object *op) |
779 | flee_player (object *op) |
979 | { |
780 | { |
980 | int dir, diff; |
781 | int dir, diff; |
981 | rv_vector rv; |
782 | rv_vector rv; |
982 | |
783 | |
983 | if (op->stats.hp < 0) |
784 | if (op->stats.hp < 0) |
984 | { |
785 | { |
985 | LOG (llevDebug, "Fleeing player is dead.\n"); |
786 | LOG (llevDebug, "Fleeing player is dead.\n"); |
986 | CLEAR_FLAG (op, FLAG_SCARED); |
787 | op->clr_flag (FLAG_SCARED); |
987 | return; |
788 | return; |
988 | } |
789 | } |
989 | |
790 | |
990 | if (op->enemy == NULL) |
791 | if (!op->enemy) |
991 | { |
792 | { |
992 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
793 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
993 | CLEAR_FLAG (op, FLAG_SCARED); |
794 | op->clr_flag (FLAG_SCARED); |
994 | return; |
795 | return; |
995 | } |
796 | } |
996 | |
797 | |
997 | /* Seen some crashes here. Since we don't store an |
798 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
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 | { |
799 | { |
1003 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1004 | op->enemy = NULL; |
800 | op->enemy = NULL; |
1005 | return; |
801 | op->clr_flag (FLAG_SCARED); |
1006 | } |
|
|
1007 | |
|
|
1008 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1009 | { |
|
|
1010 | op->enemy = NULL; |
|
|
1011 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1012 | return; |
802 | return; |
1013 | } |
803 | } |
1014 | |
804 | |
1015 | get_rangevector (op, op->enemy, &rv, 0); |
805 | get_rangevector (op, op->enemy, &rv, 0); |
1016 | |
806 | |
1017 | dir = absdir (4 + rv.direction); |
807 | dir = absdir (4 + rv.direction); |
1018 | for (diff = 0; diff < 3; diff++) |
808 | for (diff = 0; diff < 3; diff++) |
1019 | { |
809 | { |
1020 | int m = 1 - (RANDOM () & 2); |
810 | int m = 1 - rndm (2) * 2; |
1021 | |
811 | |
1022 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
812 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1023 | return; |
813 | return; |
1024 | } |
814 | } |
1025 | |
815 | |
1026 | /* Cornered, get rid of scared */ |
816 | /* Cornered, get rid of scared */ |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
817 | op->clr_flag (FLAG_SCARED); |
1028 | op->enemy = NULL; |
818 | op->enemy = NULL; |
1029 | } |
819 | } |
1030 | |
820 | |
1031 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
821 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1032 | * It returns 1 if the player should keep on moving, 0 if he should |
822 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
1036 | check_pick (object *op) |
826 | check_pick (object *op) |
1037 | { |
827 | { |
1038 | object *tmp, *next; |
828 | object *tmp, *next; |
1039 | int stop = 0; |
829 | int stop = 0; |
1040 | int wvratio; |
830 | int wvratio; |
1041 | char putstring[128]; |
|
|
1042 | |
831 | |
1043 | /* if you're flying, you cna't pick up anything */ |
832 | /* if you're flying, you can't pick up anything */ |
1044 | if (op->move_type & MOVE_FLYING) |
833 | if (op->move_type & MOVE_FLYING) |
1045 | return 1; |
834 | return 1; |
1046 | |
835 | |
1047 | next = op->below; |
836 | next = op->below; |
|
|
837 | |
|
|
838 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
839 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1048 | |
840 | |
1049 | /* loop while there are items on the floor that are not marked as |
841 | /* loop while there are items on the floor that are not marked as |
1050 | * destroyed */ |
842 | * destroyed */ |
1051 | while (next && !next->destroyed ()) |
843 | while (next && !next->destroyed ()) |
1052 | { |
844 | { |
1053 | tmp = next; |
845 | tmp = next; |
1054 | next = tmp->below; |
846 | next = tmp->below; |
1055 | |
847 | |
|
|
848 | if (cnt <= 0) |
|
|
849 | { |
|
|
850 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
851 | return 0; |
|
|
852 | } |
|
|
853 | |
1056 | if (op->destroyed ()) |
854 | if (op->destroyed ()) |
1057 | return 0; |
855 | return 0; |
1058 | |
856 | |
1059 | if (!can_pick (op, tmp)) |
857 | if (!can_pick (op, tmp)) |
1060 | continue; |
858 | continue; |
1061 | |
859 | |
1062 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
860 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1063 | { |
861 | { |
1064 | if (item_matched_string (op, tmp, op->contr->search_str)) |
862 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1065 | pick_up (op, tmp); |
863 | CHK_PICK_PICKUP; |
|
|
864 | |
1066 | continue; |
865 | continue; |
1067 | } |
866 | } |
1068 | |
867 | |
1069 | /* high not bit set? We're using the old autopickup model */ |
868 | /* pickup handling */ |
|
|
869 | if (op->contr->mode & PU_DEBUG) |
|
|
870 | { |
|
|
871 | /* some debugging code to figure out item information */ |
|
|
872 | const char *str = tmp->name |
|
|
873 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
874 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
875 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
876 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
877 | |
|
|
878 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
879 | } |
|
|
880 | |
|
|
881 | if (op->contr->mode & PU_INHIBIT) |
|
|
882 | return 1; |
|
|
883 | |
|
|
884 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
885 | return 1; |
|
|
886 | |
|
|
887 | /* philosophy: |
|
|
888 | * It's easy to grab an item type from a pile, as long as it's |
|
|
889 | * generic. This takes no game-time. For more detailed pickups |
|
|
890 | * and selections, select-items should be used. This is a |
|
|
891 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
892 | * example. |
|
|
893 | * The drawback: right now it has no frontend, so you need to |
|
|
894 | * stick the bits you want into a calculator in hex mode and then |
|
|
895 | * convert to decimal and then 'pickup <#> |
|
|
896 | */ |
|
|
897 | |
|
|
898 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
899 | * STOP then we stop. All the rest are applied sequentially, |
|
|
900 | * meaning if any test passes, the item gets picked up. */ |
|
|
901 | |
|
|
902 | /* if mode is set to pick nothing up, return */ |
|
|
903 | if (op->contr->mode == PU_NOTHING) |
|
|
904 | return 1; |
|
|
905 | |
|
|
906 | /* if mode is set to stop when encountering objects, return */ |
|
|
907 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
908 | * anything up */ |
|
|
909 | if (op->contr->mode & PU_STOP) |
|
|
910 | return 0; |
|
|
911 | |
|
|
912 | /* useful for going into stores and not losing your settings... */ |
|
|
913 | /* and for battles wher you don't want to get loaded down while |
|
|
914 | * fighting */ |
|
|
915 | if (op->contr->mode & PU_INHIBIT) |
|
|
916 | return 1; |
|
|
917 | |
|
|
918 | /* prevent us from turning into auto-thieves :) */ |
|
|
919 | if (tmp->flag [FLAG_UNPAID]) |
|
|
920 | continue; |
|
|
921 | |
|
|
922 | /* ignore known cursed objects */ |
|
|
923 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
924 | continue; |
|
|
925 | |
|
|
926 | /* all food and drink if desired */ |
|
|
927 | /* question: don't pick up known-poisonous stuff? */ |
1070 | if (!(op->contr->mode & PU_NEWMODE)) |
928 | if (op->contr->mode & PU_FOOD) |
|
|
929 | if (tmp->type == FOOD) |
1071 | { |
930 | { |
1072 | switch (op->contr->mode) |
931 | CHK_PICK_PICKUP; |
|
|
932 | continue; |
|
|
933 | } |
|
|
934 | |
|
|
935 | if (op->contr->mode & PU_DRINK) |
|
|
936 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
937 | { |
|
|
938 | CHK_PICK_PICKUP; |
|
|
939 | continue; |
|
|
940 | } |
|
|
941 | |
|
|
942 | if (op->contr->mode & PU_POTION) |
|
|
943 | if (tmp->type == POTION) |
|
|
944 | { |
|
|
945 | CHK_PICK_PICKUP; |
|
|
946 | continue; |
|
|
947 | } |
|
|
948 | |
|
|
949 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
950 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
951 | if (tmp->type == SPELLBOOK) |
|
|
952 | { |
|
|
953 | CHK_PICK_PICKUP; |
|
|
954 | continue; |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
958 | if (tmp->type == SKILLSCROLL) |
|
|
959 | { |
|
|
960 | CHK_PICK_PICKUP; |
|
|
961 | continue; |
|
|
962 | } |
|
|
963 | |
|
|
964 | if (op->contr->mode & PU_READABLES) |
|
|
965 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
966 | { |
|
|
967 | CHK_PICK_PICKUP; |
|
|
968 | continue; |
|
|
969 | } |
|
|
970 | |
|
|
971 | /* wands/staves/rods/horns */ |
|
|
972 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
973 | if (tmp->type == WAND |
|
|
974 | || tmp->type == ROD |
|
|
975 | || tmp->type == HORN |
|
|
976 | || tmp->type == POWER_CRYSTAL) |
|
|
977 | { |
|
|
978 | CHK_PICK_PICKUP; |
|
|
979 | continue; |
|
|
980 | } |
|
|
981 | |
|
|
982 | /* pick up all magical items */ |
|
|
983 | if (op->contr->mode & PU_MAGICAL) |
|
|
984 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
985 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
986 | { |
|
|
987 | CHK_PICK_PICKUP; |
|
|
988 | continue; |
|
|
989 | } |
|
|
990 | |
|
|
991 | if (op->contr->mode & PU_VALUABLES) |
|
|
992 | { |
|
|
993 | if (tmp->type == MONEY || tmp->type == GEM) |
1073 | { |
994 | { |
1074 | case 0: |
995 | CHK_PICK_PICKUP; |
1075 | return 1; /* don't pick up */ |
996 | 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 | } |
997 | } |
1107 | } |
998 | } |
1108 | else |
999 | |
1109 | { /* old model */ |
1000 | /* rings & amulets - talismans seems to be typed AMULET */ |
1110 | /* NEW pickup handling */ |
|
|
1111 | if (op->contr->mode & PU_DEBUG) |
1001 | if (op->contr->mode & PU_JEWELS) |
|
|
1002 | if (tmp->type == RING |
|
|
1003 | || tmp->type == AMULET |
|
|
1004 | || tmp->type == GIRDLE |
|
|
1005 | || tmp->type == SKILL_TOOL) |
1112 | { |
1006 | { |
1113 | /* some debugging code to figure out item information */ |
1007 | CHK_PICK_PICKUP; |
1114 | if (tmp->name != 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; |
1008 | continue; |
|
|
1009 | } |
1160 | |
1010 | |
1161 | /* ignore known cursed objects */ |
1011 | /* we don't forget dragon food */ |
1162 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1012 | if (op->contr->mode & PU_FLESH) |
|
|
1013 | if (tmp->type == FLESH) |
|
|
1014 | { |
|
|
1015 | CHK_PICK_PICKUP; |
1163 | continue; |
1016 | continue; |
|
|
1017 | } |
1164 | |
1018 | |
1165 | /* all food and drink if desired */ |
1019 | /* bows and arrows. Bows are good for selling! */ |
1166 | /* question: don't pick up known-poisonous stuff? */ |
1020 | if (op->contr->mode & PU_BOW) |
|
|
1021 | if (tmp->type == BOW) |
|
|
1022 | { |
|
|
1023 | CHK_PICK_PICKUP; |
|
|
1024 | continue; |
|
|
1025 | } |
|
|
1026 | |
|
|
1027 | if (op->contr->mode & PU_ARROW) |
|
|
1028 | if (tmp->type == ARROW) |
|
|
1029 | { |
|
|
1030 | CHK_PICK_PICKUP; |
|
|
1031 | continue; |
|
|
1032 | } |
|
|
1033 | |
|
|
1034 | /* all kinds of armor etc. */ |
|
|
1035 | if (op->contr->mode & PU_ARMOUR) |
|
|
1036 | if (tmp->type == ARMOUR) |
|
|
1037 | { |
|
|
1038 | CHK_PICK_PICKUP; |
|
|
1039 | continue; |
|
|
1040 | } |
|
|
1041 | |
|
|
1042 | if (op->contr->mode & PU_HELMET) |
|
|
1043 | if (tmp->type == HELMET) |
|
|
1044 | { |
|
|
1045 | CHK_PICK_PICKUP; |
|
|
1046 | continue; |
|
|
1047 | } |
|
|
1048 | |
|
|
1049 | if (op->contr->mode & PU_SHIELD) |
|
|
1050 | if (tmp->type == SHIELD) |
|
|
1051 | { |
|
|
1052 | CHK_PICK_PICKUP; |
|
|
1053 | continue; |
|
|
1054 | } |
|
|
1055 | |
1167 | if (op->contr->mode & PU_FOOD) |
1056 | if (op->contr->mode & PU_BOOTS) |
1168 | if (tmp->type == FOOD) |
1057 | if (tmp->type == BOOTS) |
|
|
1058 | { |
|
|
1059 | CHK_PICK_PICKUP; |
|
|
1060 | continue; |
|
|
1061 | } |
|
|
1062 | |
|
|
1063 | if (op->contr->mode & PU_GLOVES) |
|
|
1064 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1065 | { |
|
|
1066 | CHK_PICK_PICKUP; |
|
|
1067 | continue; |
|
|
1068 | } |
|
|
1069 | |
|
|
1070 | if (op->contr->mode & PU_CLOAK) |
|
|
1071 | if (tmp->type == CLOAK) |
|
|
1072 | { |
|
|
1073 | CHK_PICK_PICKUP; |
|
|
1074 | continue; |
|
|
1075 | } |
|
|
1076 | |
|
|
1077 | /* hoping to catch throwing daggers here */ |
|
|
1078 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1079 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1080 | { |
|
|
1081 | CHK_PICK_PICKUP; |
|
|
1082 | continue; |
|
|
1083 | } |
|
|
1084 | |
|
|
1085 | /* careful: chairs and tables are weapons! */ |
|
|
1086 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1087 | { |
|
|
1088 | if (tmp->type == WEAPON) |
|
|
1089 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1169 | { |
1090 | { |
1170 | pick_up (op, tmp); |
1091 | CHK_PICK_PICKUP; |
1171 | continue; |
1092 | continue; |
1172 | } |
1093 | } |
|
|
1094 | } |
1173 | |
1095 | |
|
|
1096 | /* misc stuff that's useful */ |
1174 | if (op->contr->mode & PU_DRINK) |
1097 | if (op->contr->mode & PU_KEY) |
1175 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1098 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1176 | { |
1099 | { |
1177 | pick_up (op, tmp); |
1100 | CHK_PICK_PICKUP; |
1178 | continue; |
1101 | continue; |
1179 | } |
1102 | } |
1180 | |
1103 | |
|
|
1104 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1105 | * pickups */ |
1181 | if (op->contr->mode & PU_POTION) |
1106 | if (op->contr->mode & PU_RATIO) |
1182 | if (tmp->type == POTION) |
1107 | { |
|
|
1108 | /* use value density to decide what else to grab */ |
|
|
1109 | /* >=7 was >= op->contr->mode */ |
|
|
1110 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1183 | { |
1111 | */ |
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) |
1112 | wvratio = op->contr->mode & PU_RATIO; |
1220 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1113 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1221 | { |
|
|
1222 | pick_up (op, tmp); |
|
|
1223 | continue; |
|
|
1224 | } |
|
|
1225 | |
|
|
1226 | if (op->contr->mode & PU_VALUABLES) |
|
|
1227 | { |
1114 | { |
1228 | if (tmp->type == MONEY || tmp->type == GEM) |
1115 | #if 0 |
|
|
1116 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1117 | if (tmp->name != NULL) |
1229 | { |
1118 | { |
1230 | pick_up (op, tmp); |
1119 | fprintf (stderr, "%s", tmp->name); |
1231 | continue; |
|
|
1232 | } |
1120 | } |
1233 | } |
|
|
1234 | |
|
|
1235 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1236 | if (op->contr->mode & PU_JEWELS) |
|
|
1237 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
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 | { |
|
|
1320 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1321 | { |
|
|
1322 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1323 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1324 | { |
|
|
1325 | pick_up (op, tmp); |
|
|
1326 | 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 | } |
|
|
1338 | } |
|
|
1339 | |
|
|
1340 | /* misc stuff that's useful */ |
|
|
1341 | if (op->contr->mode & PU_KEY) |
|
|
1342 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1343 | { |
|
|
1344 | pick_up (op, tmp); |
|
|
1345 | continue; |
|
|
1346 | } |
|
|
1347 | |
|
|
1348 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1349 | * pickups */ |
|
|
1350 | if (op->contr->mode & PU_RATIO) |
|
|
1351 | { |
|
|
1352 | /* use value density to decide what else to grab */ |
|
|
1353 | /* >=7 was >= op->contr->mode */ |
|
|
1354 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1355 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
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 | { |
|
|
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); |
|
|
1365 | } |
|
|
1366 | else |
1121 | else |
1367 | fprintf (stderr, "%s", tmp->arch->name); |
1122 | fprintf (stderr, "%s", tmp->arch->archname); |
1368 | fprintf (stderr, ",%d] = ", tmp->type); |
1123 | fprintf (stderr, ",%d] = ", tmp->type); |
1369 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1124 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1370 | #endif |
1125 | #endif |
|
|
1126 | CHK_PICK_PICKUP; |
1371 | continue; |
1127 | continue; |
1372 | } |
|
|
1373 | } |
1128 | } |
1374 | } /* the new pickup model */ |
1129 | } /* the new pickup model */ |
1375 | } |
1130 | } |
1376 | |
1131 | |
1377 | return !stop; |
1132 | return !stop; |
|
|
1133 | } |
|
|
1134 | |
|
|
1135 | /* routine for both players and monsters. We call this when |
|
|
1136 | * there is a possibility for our action distrubing our hiding |
|
|
1137 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1138 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1139 | * return 0. |
|
|
1140 | */ |
|
|
1141 | static int |
|
|
1142 | action_makes_visible (object *op) |
|
|
1143 | { |
|
|
1144 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1145 | { |
|
|
1146 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1147 | { |
|
|
1148 | // artefact invisibility is permanent, but we still make noise |
|
|
1149 | // this is important for game-balance. |
|
|
1150 | if (op->contr) |
|
|
1151 | op->make_noise (); |
|
|
1152 | |
|
|
1153 | return 0; |
|
|
1154 | } |
|
|
1155 | |
|
|
1156 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1157 | return 0; |
|
|
1158 | |
|
|
1159 | /* If monsters, they should become visible */ |
|
|
1160 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1161 | { |
|
|
1162 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1163 | return 1; |
|
|
1164 | } |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | return 0; |
1378 | } |
1168 | } |
1379 | |
1169 | |
1380 | /* |
1170 | /* |
1381 | * Find an arrow in the inventory and after that |
1171 | * Find an arrow in the inventory and after that |
1382 | * in the right type container (quiver). Pointer to the |
1172 | * in the right type container (quiver). Pointer to the |
1383 | * found object is returned. |
1173 | * found object is returned. |
1384 | */ |
1174 | */ |
1385 | object * |
1175 | static object * |
1386 | find_arrow (object *op, const char *type) |
1176 | find_arrow (object *op, const char *type) |
1387 | { |
1177 | { |
1388 | object *tmp = 0; |
|
|
1389 | |
|
|
1390 | for (op = op->inv; op; op = op->below) |
1178 | 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) |
1179 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1180 | return splay (tmp); |
|
|
1181 | |
|
|
1182 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1183 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1184 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1185 | { |
|
|
1186 | splay (tmp); |
1394 | return op; |
1187 | return arrow; |
|
|
1188 | } |
1395 | |
1189 | |
1396 | return tmp; |
1190 | return 0; |
1397 | } |
1191 | } |
1398 | |
1192 | |
1399 | /* |
1193 | /* |
1400 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1194 | * 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 |
1195 | * against the target. A full test is not performed, simply a basic test |
1402 | * of resistances. The archer is making a quick guess at what he sees down |
1196 | * of resistances. The archer is making a quick guess at what he sees down |
1403 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1197 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1404 | */ |
1198 | */ |
1405 | object * |
1199 | static object * |
1406 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1200 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1407 | { |
1201 | { |
1408 | object *tmp = NULL, *arrow, *ntmp; |
1202 | object *tmp = NULL, *arrow, *ntmp; |
1409 | int attacknum, attacktype, betterby = 0, i; |
1203 | int attacknum, attacktype, betterby = 0, i; |
1410 | |
1204 | |
1411 | if (!type) |
1205 | if (!type) |
1412 | return NULL; |
1206 | return NULL; |
1413 | |
1207 | |
1414 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1208 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1415 | { |
1209 | { |
1416 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1210 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1417 | { |
1211 | { |
1418 | i = 0; |
1212 | i = 0; |
1419 | ntmp = find_better_arrow (arrow, target, type, &i); |
1213 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1214 | |
1420 | if (i > betterby) |
1215 | if (i > betterby) |
1421 | { |
1216 | { |
1422 | tmp = ntmp; |
1217 | tmp = ntmp; |
1423 | betterby = i; |
1218 | betterby = i; |
1424 | } |
1219 | } |
1425 | } |
1220 | } |
1426 | else if (arrow->type == ARROW && arrow->race == type) |
1221 | else if (arrow->type == ARROW && arrow->race == type) |
1427 | { |
1222 | { |
1428 | /* allways prefer assasination/slaying */ |
1223 | /* allways prefer assasination/slaying */ |
1429 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1224 | if (target->race && arrow->slaying.contains (target->race)) |
1430 | { |
1225 | { |
1431 | if (arrow->attacktype & AT_DEATH) |
1226 | if (arrow->attacktype & AT_DEATH) |
1432 | { |
1227 | { |
1433 | *better = 100; |
1228 | *better = 100; |
1434 | return arrow; |
1229 | return arrow; |
… | |
… | |
1442 | else |
1237 | else |
1443 | { |
1238 | { |
1444 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1239 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1445 | { |
1240 | { |
1446 | attacktype = 1 << attacknum; |
1241 | attacktype = 1 << attacknum; |
1447 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1242 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1448 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1243 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1449 | { |
1244 | { |
1450 | tmp = arrow; |
1245 | tmp = arrow; |
1451 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1246 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1452 | } |
1247 | } |
1453 | } |
1248 | } |
|
|
1249 | |
1454 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1250 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1251 | { |
1456 | tmp = arrow; |
1252 | tmp = arrow; |
1457 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1253 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1458 | } |
1254 | } |
|
|
1255 | |
1459 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1256 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1460 | { |
1257 | { |
1461 | tmp = arrow; |
1258 | tmp = arrow; |
1462 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1259 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1463 | } |
1260 | } |
1464 | } |
1261 | } |
1465 | } |
1262 | } |
1466 | } |
1263 | } |
|
|
1264 | |
1467 | if (tmp == NULL && arrow == NULL) |
1265 | if (tmp == NULL && arrow == NULL) |
1468 | return find_arrow (op, type); |
1266 | return find_arrow (op, type); |
1469 | |
1267 | |
1470 | *better = betterby; |
1268 | *better = betterby; |
1471 | return tmp; |
1269 | return tmp; |
… | |
… | |
1475 | * find_better_arrow to find a decent arrow to use. |
1273 | * find_better_arrow to find a decent arrow to use. |
1476 | * op = the shooter |
1274 | * op = the shooter |
1477 | * type = bow->race |
1275 | * type = bow->race |
1478 | * dir = fire direction |
1276 | * dir = fire direction |
1479 | */ |
1277 | */ |
1480 | object * |
1278 | static object * |
1481 | pick_arrow_target (object *op, const char *type, int dir) |
1279 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1482 | { |
1280 | { |
1483 | object *tmp = NULL; |
1281 | object *tmp = NULL; |
1484 | maptile *m; |
1282 | maptile *m; |
1485 | int i, mflags, found, number; |
1283 | int i, mflags, found, number; |
1486 | sint16 x, y; |
1284 | sint16 x, y; |
… | |
… | |
1501 | for (i = 0, found = 0; i < 20; i++) |
1299 | for (i = 0, found = 0; i < 20; i++) |
1502 | { |
1300 | { |
1503 | x += freearr_x[dir]; |
1301 | x += freearr_x[dir]; |
1504 | y += freearr_y[dir]; |
1302 | y += freearr_y[dir]; |
1505 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1303 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1304 | |
1506 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1305 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1507 | { |
1306 | { |
1508 | tmp = NULL; |
1307 | tmp = 0; |
1509 | break; |
1308 | break; |
1510 | } |
1309 | } |
1511 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1310 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1512 | { |
1311 | { |
1513 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1312 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1514 | * perhaps a bad assumption. |
1313 | * perhaps a bad assumption. |
1515 | */ |
1314 | */ |
1516 | tmp = NULL; |
1315 | tmp = 0; |
1517 | break; |
1316 | break; |
1518 | } |
1317 | } |
|
|
1318 | |
1519 | if (mflags & P_IS_ALIVE) |
1319 | if (mflags & P_IS_ALIVE) |
1520 | { |
|
|
1521 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1320 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1522 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1321 | if (tmp->flag [FLAG_ALIVE]) |
1523 | { |
|
|
1524 | found++; |
|
|
1525 | break; |
|
|
1526 | } |
|
|
1527 | if (found) |
|
|
1528 | break; |
1322 | break; |
1529 | } |
|
|
1530 | } |
1323 | } |
1531 | if (tmp == NULL) |
1324 | |
|
|
1325 | if (!tmp) |
1532 | return find_arrow (op, type); |
1326 | return find_arrow (op, type); |
1533 | |
1327 | |
1534 | if (tmp->head) |
1328 | if (tmp->head) |
1535 | tmp = tmp->head; |
1329 | tmp = tmp->head; |
1536 | |
1330 | |
… | |
… | |
1576 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1370 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1577 | return 0; |
1371 | return 0; |
1578 | } |
1372 | } |
1579 | |
1373 | |
1580 | // optimisation: move object to top so we will find it quickly again |
1374 | // optimisation: move object to top so we will find it quickly again |
1581 | if (bow->below) |
1375 | splay (bow); |
1582 | { |
|
|
1583 | bow->remove (); |
|
|
1584 | op->insert (bow); |
|
|
1585 | } |
|
|
1586 | |
|
|
1587 | } |
1376 | } |
1588 | |
1377 | |
1589 | if (!bow->race || !bow->skill) |
1378 | if (!bow->race || !bow->skill) |
1590 | { |
1379 | { |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1380 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1598 | { |
1387 | { |
1599 | if (op->type == PLAYER) |
1388 | if (op->type == PLAYER) |
1600 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1389 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1601 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1390 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1602 | else |
1391 | else |
1603 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1392 | op->clr_flag (FLAG_READY_BOW); |
1604 | |
1393 | |
1605 | return 0; |
1394 | return 0; |
1606 | } |
1395 | } |
1607 | } |
1396 | } |
1608 | |
1397 | |
… | |
… | |
1617 | } |
1406 | } |
1618 | |
1407 | |
1619 | /* this should not happen, but sometimes does */ |
1408 | /* this should not happen, but sometimes does */ |
1620 | if (arrow->nrof == 0) |
1409 | if (arrow->nrof == 0) |
1621 | { |
1410 | { |
|
|
1411 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1622 | arrow->destroy (); |
1412 | arrow->destroy (); |
1623 | return 0; |
1413 | return 0; |
1624 | } |
1414 | } |
1625 | |
1415 | |
1626 | left = arrow; /* these are arrows left to the player */ |
1416 | left = arrow; /* these are arrows left to the player */ |
1627 | arrow = get_split_ob (arrow, 1); |
1417 | arrow = arrow->split (); |
1628 | if (!arrow) |
1418 | if (!arrow) |
1629 | { |
1419 | { |
1630 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1631 | return 0; |
1421 | return 0; |
1632 | } |
1422 | } |
… | |
… | |
1636 | arrow->direction = dir; |
1426 | arrow->direction = dir; |
1637 | |
1427 | |
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1428 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1639 | arrow->stats.hp = arrow->stats.dam; |
1429 | arrow->stats.hp = arrow->stats.dam; |
1640 | arrow->stats.grace = arrow->attacktype; |
1430 | arrow->stats.grace = arrow->attacktype; |
|
|
1431 | arrow->custom_name = arrow->slaying; |
1641 | |
1432 | |
1642 | if (arrow->slaying) |
1433 | #if 0 |
1643 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1644 | |
|
|
1645 | if (player *pl = op->contr) |
1434 | if (player *pl = op->contr) |
1646 | { |
1435 | { |
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; |
1436 | float speed = pl->weapon_sp; |
1654 | |
1437 | |
1655 | /* penalize ROF for bestarrow */ |
1438 | /* penalize ROF for bestarrow */ |
1656 | if (pl->bowtype == bow_bestarrow) |
1439 | if (pl->bowtype == bow_bestarrow) |
1657 | speed *= .9f; |
1440 | speed *= .9f; |
1658 | else |
1441 | else |
1659 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1442 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
1660 | |
1443 | |
1661 | op->speed_left += speed - op->speed; |
1444 | op->speed_left += speed - op->speed; |
|
|
1445 | } |
1662 | #endif |
1446 | #endif |
1663 | } |
|
|
1664 | |
1447 | |
1665 | SET_ANIMATION (arrow, arrow->direction); |
1448 | SET_ANIMATION (arrow, arrow->direction); |
1666 | |
1449 | |
1667 | /* update the speed */ |
1450 | /* update the speed */ |
1668 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1451 | 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; |
1452 | + bow->stats.dam / 7.f; |
1670 | |
1453 | |
1671 | arrow->set_speed (max (arrow->speed, 2.0)); |
1454 | arrow->set_speed (max (arrow->speed, 2.f)); |
1672 | arrow->speed_left = 0; |
1455 | arrow->speed_left = 0; |
1673 | |
1456 | |
1674 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1675 | |
1458 | |
1676 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
… | |
… | |
1699 | |
1482 | |
1700 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1483 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1701 | arrow->move_type = MOVE_FLY_LOW; |
1484 | arrow->move_type = MOVE_FLY_LOW; |
1702 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1485 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1703 | |
1486 | |
1704 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1487 | op->play_sound (sound_find ("fire_arrow")); |
1705 | m->insert (arrow, sx, sy, op); |
1488 | m->insert (arrow, sx, sy, op); |
1706 | |
1489 | |
1707 | if (!arrow->destroyed ()) |
1490 | if (!arrow->destroyed ()) |
1708 | move_arrow (arrow); |
1491 | 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 | |
1492 | |
1718 | return 1; |
1493 | return 1; |
1719 | } |
1494 | } |
1720 | |
1495 | |
1721 | /* Special fire code for players - this takes into |
1496 | /* Special fire code for players - this takes into |
… | |
… | |
1723 | * but monsters can't. Putting that code here |
1498 | * but monsters can't. Putting that code here |
1724 | * makes the fire_bow code much cleaner. |
1499 | * makes the fire_bow code much cleaner. |
1725 | * this function should only be called if 'op' is a player, |
1500 | * this function should only be called if 'op' is a player, |
1726 | * hence the function name. |
1501 | * hence the function name. |
1727 | */ |
1502 | */ |
1728 | int |
1503 | static int |
1729 | player_fire_bow (object *op, int dir) |
1504 | player_fire_bow (object *op, int dir) |
1730 | { |
1505 | { |
1731 | int ret = 0, wcmod = 0; |
1506 | int ret; |
1732 | |
1507 | |
1733 | if (op->contr->bowtype == bow_bestarrow) |
1508 | if (op->contr->bowtype == bow_bestarrow) |
1734 | { |
1509 | { |
1735 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1510 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1736 | } |
1511 | } |
1737 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1512 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1738 | { |
1513 | { |
1739 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1514 | 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); |
1515 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1743 | } |
1516 | } |
1744 | else if (op->contr->bowtype == bow_threewide) |
1517 | else if (op->contr->bowtype == bow_threewide) |
1745 | { |
1518 | { |
1746 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1519 | 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)]); |
1520 | 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)]); |
1521 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1749 | } |
1522 | } |
1750 | else if (op->contr->bowtype == bow_spreadshot) |
1523 | else if (op->contr->bowtype == bow_spreadshot) |
1751 | { |
1524 | { |
1752 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1525 | 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); |
1526 | 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); |
1527 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1755 | } |
1528 | } |
1756 | else |
1529 | else |
1757 | { |
1530 | { |
… | |
… | |
1763 | } |
1536 | } |
1764 | |
1537 | |
1765 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1538 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1766 | * Broken apart from 'fire' to keep it more readable. |
1539 | * Broken apart from 'fire' to keep it more readable. |
1767 | */ |
1540 | */ |
1768 | void |
1541 | static void |
1769 | fire_misc_object (object *op, int dir) |
1542 | fire_misc_object (object *op, int dir) |
1770 | { |
1543 | { |
1771 | object *item = op->contr->ranged_ob; |
1544 | object *item = op->contr->ranged_ob; |
1772 | |
1545 | |
1773 | if (!item) |
1546 | if (!item) |
… | |
… | |
1780 | { |
1553 | { |
1781 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1554 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1782 | return; |
1555 | return; |
1783 | } |
1556 | } |
1784 | |
1557 | |
1785 | if (!op->change_weapon (item)) |
1558 | if (!op->apply (item)) |
1786 | return; |
1559 | return; |
1787 | |
1560 | |
1788 | if (item->type == WAND) |
1561 | if (item->type == WAND) |
1789 | { |
1562 | { |
1790 | if (item->stats.food <= 0) |
1563 | if (item->stats.food <= 0) |
1791 | { |
1564 | { |
1792 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1565 | 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)); |
1566 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1794 | |
1567 | |
1795 | return; |
1568 | return; |
1796 | } |
1569 | } |
1797 | } |
1570 | } |
1798 | else if (item->type == ROD || item->type == HORN) |
1571 | else if (item->type == ROD || item->type == HORN) |
1799 | { |
1572 | { |
1800 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1573 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1574 | |
|
|
1575 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1576 | // for a rod or horn, this fixes some broken rods. |
|
|
1577 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1801 | { |
1578 | { |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1579 | op->contr->play_sound (sound_find ("wand_poof")); |
1803 | |
1580 | |
1804 | if (item->type == ROD) |
1581 | 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)); |
1582 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1806 | else |
1583 | else |
1807 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1584 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1810 | } |
1587 | } |
1811 | } |
1588 | } |
1812 | |
1589 | |
1813 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1590 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1814 | { |
1591 | { |
1815 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1592 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1593 | |
1816 | if (item->type == WAND) |
1594 | if (item->type == WAND) |
1817 | { |
1595 | { |
1818 | if (!(--item->stats.food)) |
1596 | if (!(--item->stats.food)) |
1819 | { |
1597 | { |
1820 | object *tmp; |
1598 | object *tmp; |
1821 | |
1599 | |
1822 | if (item->arch) |
1600 | if (item->arch) |
1823 | { |
1601 | { |
1824 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1602 | item->clr_flag (FLAG_ANIMATE); |
1825 | item->face = item->arch->clone.face; |
1603 | item->face = item->arch->face; |
1826 | item->set_speed (0); |
1604 | item->set_speed (0); |
1827 | } |
1605 | } |
1828 | |
1606 | |
1829 | if ((tmp = item->in_player ())) |
1607 | if (object *pl = item->visible_to ()) |
1830 | esrv_update_item (UPD_ANIM, tmp, item); |
1608 | esrv_update_item (UPD_ANIM, pl, item); |
1831 | } |
1609 | } |
1832 | } |
1610 | } |
1833 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1834 | drain_rod_charge (item); |
1612 | drain_rod_charge (item); |
1835 | } |
1613 | } |
1836 | } |
1614 | } |
1837 | |
1615 | |
1838 | /* Received a fire command for the player - go and do it. |
1616 | /* Received a fire command for the player - go and do it. |
1839 | */ |
1617 | */ |
1840 | void |
1618 | bool |
1841 | fire (object *op, int dir) |
1619 | fire (object *who, int dir) |
1842 | { |
1620 | { |
1843 | int spellcost = 0; |
1621 | int spellcost = 0; |
1844 | |
1622 | |
|
|
1623 | player *pl = who->contr; |
|
|
1624 | |
|
|
1625 | if (pl->golem) |
|
|
1626 | { |
|
|
1627 | control_golem (who->contr->golem, dir); |
|
|
1628 | return false; |
|
|
1629 | } |
|
|
1630 | |
|
|
1631 | object *ob = pl->ranged_ob; |
|
|
1632 | |
|
|
1633 | if (!ob) |
|
|
1634 | return false; |
|
|
1635 | |
|
|
1636 | if (who->speed_left > 0.f) |
|
|
1637 | --who->speed_left; |
|
|
1638 | else |
|
|
1639 | return false; |
|
|
1640 | |
|
|
1641 | if (!who->apply (ob)) |
|
|
1642 | return false; |
|
|
1643 | |
1845 | /* check for loss of invisiblity/hide */ |
1644 | /* check for loss of invisiblity/hide */ |
1846 | if (action_makes_visible (op)) |
1645 | if (action_makes_visible (who)) |
1847 | make_visible (op); |
1646 | make_visible (who); |
1848 | |
|
|
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 | |
1647 | |
1865 | switch (ob->type) |
1648 | switch (ob->type) |
1866 | { |
1649 | { |
1867 | case BOW: |
1650 | case BOW: |
1868 | player_fire_bow (op, dir); |
1651 | player_fire_bow (who, dir); |
1869 | break; |
1652 | break; |
1870 | |
1653 | |
1871 | case SPELL: |
1654 | case SPELL: |
1872 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1655 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1873 | break; |
1656 | break; |
1874 | |
1657 | |
1875 | case BUILDER: |
1658 | case BUILDER: |
1876 | apply_map_builder (op, dir); |
1659 | apply_map_builder (who, dir); |
1877 | break; |
1660 | break; |
1878 | |
1661 | |
1879 | case SKILL: |
1662 | case SKILL: |
1880 | do_skill (op, op, ob, dir, 0); |
1663 | do_skill (who, who, ob, dir, 0); |
1881 | break; |
1664 | break; |
1882 | |
1665 | |
|
|
1666 | case RANGED: |
|
|
1667 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1668 | break; |
|
|
1669 | |
1883 | default: |
1670 | default: |
1884 | fire_misc_object (op, dir); |
1671 | fire_misc_object (who, dir); |
1885 | break; |
1672 | break; |
1886 | } |
1673 | } |
1887 | } |
|
|
1888 | |
1674 | |
1889 | /* find_key |
1675 | return true; |
1890 | * We try to find a key for the door as passed. If we find a key |
1676 | } |
1891 | * and successfully use it, we return the key, otherwise NULL |
1677 | |
1892 | * This function merges both normal and locked door, since the logic |
1678 | static object * |
1893 | * for both is the same - just the specific key is different. |
|
|
1894 | * pl is the player, |
|
|
1895 | * inv is the objects inventory to searched |
|
|
1896 | * door is the door we are trying to match against. |
|
|
1897 | * This function can be called recursively to search containers. |
|
|
1898 | */ |
|
|
1899 | object * |
|
|
1900 | find_key (object *pl, object *container, object *door) |
1679 | find_key_ (object *pl, object *container, object *door) |
1901 | { |
1680 | { |
1902 | object *tmp, *key; |
1681 | object *tmp, *key; |
1903 | |
1682 | |
1904 | /* Should not happen, but sanity checking is never bad */ |
1683 | /* Should not happen, but sanity checking is never bad */ |
1905 | if (!container->inv) |
1684 | if (!container->inv) |
… | |
… | |
1908 | /* First, lets try to find a key in the top level inventory */ |
1687 | /* First, lets try to find a key in the top level inventory */ |
1909 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1688 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1910 | { |
1689 | { |
1911 | if (door->type == DOOR && tmp->type == KEY) |
1690 | if (door->type == DOOR && tmp->type == KEY) |
1912 | break; |
1691 | break; |
|
|
1692 | |
1913 | /* For sanity, we should really check door type, but other stuff |
1693 | /* For sanity, we should really check door type, but other stuff |
1914 | * (like containers) can be locked with special keys |
1694 | * (like containers) can be locked with special keys |
1915 | */ |
1695 | */ |
1916 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1696 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1917 | break; |
1697 | break; |
… | |
… | |
1923 | * a key, return |
1703 | * a key, return |
1924 | */ |
1704 | */ |
1925 | if (!tmp) |
1705 | if (!tmp) |
1926 | { |
1706 | { |
1927 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1707 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1928 | { |
|
|
1929 | /* No reason to search empty containers */ |
1708 | /* No reason to search empty containers */ |
1930 | if (tmp->type == CONTAINER && tmp->inv) |
1709 | if (tmp->type == CONTAINER && tmp->inv) |
1931 | { |
|
|
1932 | if ((key = find_key (pl, tmp, door))) |
1710 | if ((key = find_key_ (pl, tmp, door))) |
1933 | return key; |
1711 | return key; |
1934 | } |
|
|
1935 | } |
|
|
1936 | |
1712 | |
1937 | if (!tmp) |
1713 | if (!tmp) |
1938 | return NULL; |
1714 | return 0; |
1939 | } |
1715 | } |
1940 | |
1716 | |
1941 | /* We get down here if we have found a key. Now if its in a container, |
1717 | /* We get down here if we have found a key. Now if its in a container, |
1942 | * see if we actually want to use it |
1718 | * see if we actually want to use it |
1943 | */ |
1719 | */ |
1944 | if (pl != container) |
1720 | if (pl != container) |
1945 | { |
1721 | { |
1946 | /* Only let players use keys in containers */ |
1722 | /* Only let players use keys in containers */ |
1947 | if (!pl->contr) |
1723 | if (!pl->contr) |
1948 | return NULL; |
1724 | return 0; |
|
|
1725 | |
1949 | /* cases where this fails: |
1726 | /* cases where this fails: |
1950 | * If we only search the player inventory, return now since we |
1727 | * If we only search the player inventory, return now since we |
1951 | * are not in the players inventory. |
1728 | * are not in the players inventory. |
1952 | * If the container is not active, return now since only active |
1729 | * If the container is not active, return now since only active |
1953 | * containers can be used. |
1730 | * containers can be used. |
… | |
… | |
1957 | * inv must have been an container and must have been active. |
1734 | * inv must have been an container and must have been active. |
1958 | * |
1735 | * |
1959 | * Change the color so that the message doesn't disappear with |
1736 | * Change the color so that the message doesn't disappear with |
1960 | * all the others. |
1737 | * all the others. |
1961 | */ |
1738 | */ |
1962 | if (pl->contr->usekeys == key_inventory || |
1739 | if (pl->contr->usekeys == key_inventory |
1963 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1740 | || !container->flag [FLAG_APPLIED] |
1964 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1741 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1965 | { |
1742 | { |
1966 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1743 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1967 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1744 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1968 | return NULL; |
1745 | return NULL; |
1969 | } |
1746 | } |
1970 | } |
1747 | } |
1971 | |
1748 | |
1972 | return tmp; |
1749 | return tmp; |
|
|
1750 | } |
|
|
1751 | |
|
|
1752 | /* find_key |
|
|
1753 | * We try to find a key for the door as passed. If we find a key |
|
|
1754 | * and successfully use it, we return the key, otherwise NULL |
|
|
1755 | * This function merges both normal and locked door, since the logic |
|
|
1756 | * for both is the same - just the specific key is different. |
|
|
1757 | * pl is the player, |
|
|
1758 | * inv is the objects inventory to searched |
|
|
1759 | * door is the door we are trying to match against. |
|
|
1760 | * This function can be called recursively to search containers. |
|
|
1761 | */ |
|
|
1762 | object * |
|
|
1763 | find_key (object *pl, object *container, object *door) |
|
|
1764 | { |
|
|
1765 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1766 | { |
|
|
1767 | // for match expressions, we try to find the key by applying the match |
|
|
1768 | // to the op itself, which is supposed to find the "key", instead |
|
|
1769 | // of searching through containers ourselves. |
|
|
1770 | |
|
|
1771 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1772 | } |
|
|
1773 | else |
|
|
1774 | return find_key_ (pl, container, door); |
1973 | } |
1775 | } |
1974 | |
1776 | |
1975 | /* moved door processing out of move_player_attack. |
1777 | /* moved door processing out of move_player_attack. |
1976 | * returns 1 if player has opened the door with a key |
1778 | * returns 1 if player has opened the door with a key |
1977 | * such that the caller should not do anything more, |
1779 | * such that the caller should not do anything more, |
1978 | * 0 otherwise |
1780 | * 0 otherwise |
1979 | */ |
1781 | */ |
1980 | static int |
1782 | static int |
1981 | player_attack_door (object *op, object *door) |
1783 | player_attack_door (object *op, object *door) |
1982 | { |
1784 | { |
1983 | /* If its a door, try to find a use a key. If we do destroy the door, |
1785 | /* 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 - |
1786 | * might as well return immediately as there is nothing more to do - |
1985 | * otherwise, we fall through to the rest of the code. |
1787 | * otherwise, we fall through to the rest of the code. |
1986 | */ |
1788 | */ |
1987 | object *key = find_key (op, op, door); |
1789 | object *key = find_key (op, op, door); |
1988 | |
1790 | |
1989 | /* IF we found a key, do some extra work */ |
1791 | /* If we found a key, do some extra work */ |
1990 | if (key) |
1792 | if (key) |
1991 | { |
1793 | { |
1992 | object *container = key->env; |
1794 | object *container = key->env; |
1993 | |
|
|
1994 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1995 | |
1795 | |
1996 | if (action_makes_visible (op)) |
1796 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1797 | make_visible (op); |
1998 | |
1798 | |
1999 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1799 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
2001 | |
1801 | |
2002 | if (door->type == DOOR) |
1802 | if (door->type == DOOR) |
2003 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1803 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2004 | else if (door->type == LOCKED_DOOR) |
1804 | else if (door->type == LOCKED_DOOR) |
2005 | { |
1805 | { |
2006 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1806 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
1807 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
1808 | } |
2009 | |
1809 | |
2010 | /* Do this after we print the message */ |
1810 | /* Do this after we print the message */ |
2011 | decrease_ob (key); /* Use up one of the keys */ |
1811 | 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 | |
1812 | |
2016 | return 1; /* Nothing more to do below */ |
1813 | return 1; /* Nothing more to do below */ |
2017 | } |
1814 | } |
2018 | else if (door->type == LOCKED_DOOR) |
1815 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1816 | { |
2020 | /* Might as well return now - no other way to open this */ |
1817 | /* Might as well return now - no other way to open this */ |
2021 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1818 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2022 | return 1; |
1819 | return 1; |
2023 | } |
1820 | } |
2024 | |
1821 | |
2025 | return 0; |
1822 | return 0; |
2026 | } |
1823 | } |
… | |
… | |
2029 | * It should keep the code cleaner. |
1826 | * It should keep the code cleaner. |
2030 | * When this is called, the players direction has been updated |
1827 | * When this is called, the players direction has been updated |
2031 | * (taking into account confusion.) The player is also actually |
1828 | * (taking into account confusion.) The player is also actually |
2032 | * going to try and move (not fire weapons). |
1829 | * going to try and move (not fire weapons). |
2033 | */ |
1830 | */ |
2034 | void |
1831 | bool |
2035 | move_player_attack (object *op, int dir) |
1832 | move_player_attack (object *op, int dir) |
2036 | { |
1833 | { |
2037 | object *tmp, *mon; |
1834 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2038 | int on_battleground; |
1835 | { |
2039 | maptile *m; |
1836 | --op->speed_left; |
|
|
1837 | return true; |
|
|
1838 | } |
2040 | |
1839 | |
2041 | sint16 nx = freearr_x[dir] + op->x; |
1840 | sint16 nx = freearr_x[dir] + op->x; |
2042 | sint16 ny = freearr_y[dir] + op->y; |
1841 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
1842 | |
2044 | on_battleground = op_on_battleground (op, 0, 0); |
1843 | if (out_of_map (op->map, nx, ny)) |
|
|
1844 | return false; |
2045 | |
1845 | |
2046 | /* If braced, or can't move to the square, and it is not out of the |
1846 | /* 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 |
1847 | * 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 |
1848 | * 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 |
1849 | * 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 |
1850 | * 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 |
1851 | * 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 |
1852 | * quite a bit of processing. However, it probably is less than what |
2053 | * move_ob uses. |
1853 | * move_ob uses. |
2054 | */ |
1854 | */ |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1855 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1856 | |
|
|
1857 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1858 | * we find a monster - that is something we know we want to attack. |
|
|
1859 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1860 | * on the space |
|
|
1861 | */ |
|
|
1862 | object *mon; |
|
|
1863 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1864 | { |
|
|
1865 | if ((mon->flag [FLAG_ALIVE] |
|
|
1866 | || mon->type == LOCKED_DOOR |
|
|
1867 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1868 | && mon != op) |
|
|
1869 | break; |
2056 | { |
1870 | } |
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1871 | |
|
|
1872 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1873 | return false; /* into a wall */ |
|
|
1874 | |
|
|
1875 | mon = mon->head_ (); |
|
|
1876 | |
|
|
1877 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1878 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1879 | if (player_attack_door (op, mon)) |
|
|
1880 | { |
|
|
1881 | --op->contr->weapon_sp_left; |
|
|
1882 | return true; |
2058 | { |
1883 | } |
2059 | m = op->map->xy_find (nx, ny); |
1884 | |
2060 | if (!m) |
1885 | /* The following deals with possibly attacking peaceful |
2061 | return; /* Don't think this should happen */ |
1886 | * or friendly creatures. Basically, all players are considered |
|
|
1887 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1888 | * object should be pushed instead of attacked. It is assumed that |
|
|
1889 | * if you are braced, you will not attack friends accidently, |
|
|
1890 | * and thus will not push them. |
|
|
1891 | */ |
|
|
1892 | |
|
|
1893 | /* If the creature is a pet, push it even if the player is not |
|
|
1894 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1895 | * player owns it and it is either friendly or unagressive. |
|
|
1896 | */ |
|
|
1897 | if (op->type == PLAYER |
|
|
1898 | && ((mon->owner && mon->owner->contr |
|
|
1899 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1900 | || mon->owner == op) |
|
|
1901 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1902 | { |
|
|
1903 | /* If we're braced, we don't want to switch places with it */ |
|
|
1904 | if (op->contr->braced) |
|
|
1905 | return false; |
|
|
1906 | |
|
|
1907 | if (op->speed_left > 0.f) |
|
|
1908 | { |
|
|
1909 | --op->speed_left; |
|
|
1910 | |
|
|
1911 | op->play_sound (sound_find ("push_player")); |
|
|
1912 | push_ob (mon, dir, op); |
|
|
1913 | |
|
|
1914 | if (action_makes_visible (op)) |
|
|
1915 | make_visible (op); |
|
|
1916 | |
|
|
1917 | return true; |
2062 | } |
1918 | } |
2063 | else |
1919 | else |
2064 | m = op->map; |
|
|
2065 | |
|
|
2066 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2067 | return; |
1920 | return false; |
|
|
1921 | } |
2068 | |
1922 | |
2069 | mon = 0; |
1923 | bool on_battleground = op_on_battleground (op, 0, 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 | |
1924 | |
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 |
1925 | /* in certain circumstances, you shouldn't attack friendly |
2136 | * creatures. Note that if you are braced, you can't push |
1926 | * creatures. Note that if you are braced, you can't push |
2137 | * someone, but put it inside this loop so that you won't |
1927 | * someone, but put it inside this loop so that you won't |
2138 | * attack them either. |
1928 | * attack them either. |
2139 | */ |
1929 | */ |
2140 | if ((mon->type == PLAYER || mon->enemy != op) |
1930 | if ((mon->type == PLAYER || mon->enemy != op) |
2141 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1931 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2142 | && ((op->contr->peaceful |
1932 | && ((op->contr->peaceful |
2143 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1933 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2144 | && !on_battleground)) |
1934 | && !on_battleground)) |
|
|
1935 | { |
|
|
1936 | if (op->speed_left > 0.f) |
2145 | { |
1937 | { |
|
|
1938 | --op->speed_left; |
|
|
1939 | |
2146 | if (!op->contr->braced) |
1940 | if (!op->contr->braced) |
2147 | { |
1941 | { |
2148 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1942 | op->play_sound (sound_find ("push_player")); |
2149 | push_ob (mon, dir, op); |
1943 | push_ob (mon, dir, op); |
2150 | } |
1944 | } |
2151 | else |
1945 | else |
2152 | new_draw_info (0, 0, op, "You withhold your attack"); |
1946 | op->statusmsg ("You withhold your attack"); |
2153 | |
1947 | |
2154 | if (op->contr->tmp_invis || op->hide) |
1948 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2155 | make_visible (op); |
1949 | make_visible (op); |
2156 | } |
|
|
2157 | |
1950 | |
|
|
1951 | return true; |
|
|
1952 | } |
|
|
1953 | } |
2158 | /* If the object is a boulder or other rollable object, then |
1954 | /* 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. |
1955 | * roll it if not braced. You can't roll it if you are braced. |
2160 | */ |
1956 | */ |
2161 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1957 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
1958 | { |
|
|
1959 | if (op->speed_left > 0.f) |
2162 | { |
1960 | { |
|
|
1961 | --op->speed_left; |
|
|
1962 | |
2163 | recursive_roll (mon, dir, op); |
1963 | recursive_roll (mon, dir, op); |
2164 | if (action_makes_visible (op)) |
1964 | if (action_makes_visible (op)) |
2165 | make_visible (op); |
1965 | make_visible (op); |
2166 | } |
|
|
2167 | |
1966 | |
|
|
1967 | return true; |
|
|
1968 | } |
|
|
1969 | } |
2168 | /* Any generic living creature. Including things like doors. |
1970 | /* Any generic living creature. Including things like doors. |
2169 | * Way it works is like this: First, it must have some hit points |
1971 | * 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: |
1972 | * 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 |
1973 | * 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. |
1974 | * that party_number -1 is no party, so attacks can still happen. |
2173 | */ |
1975 | */ |
2174 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1976 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2175 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1977 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2176 | { |
1978 | { |
2177 | if (!op->contr->has_hit) |
1979 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2178 | { |
1980 | { |
2179 | op->contr->has_hit = 1; |
1981 | --op->contr->weapon_sp_left; |
2180 | op->speed_left += op->contr->weapon_speed () - op->speed; |
|
|
2181 | } |
|
|
2182 | |
1982 | |
2183 | skill_attack (mon, op, 0, 0, 0); |
1983 | 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 | |
1984 | |
2199 | if (action_makes_visible (op)) |
1985 | if (action_makes_visible (op)) |
2200 | make_visible (op); |
1986 | make_visible (op); |
2201 | } |
|
|
2202 | } /* if player should attack something */ |
|
|
2203 | } |
|
|
2204 | |
1987 | |
2205 | int |
1988 | return true; |
|
|
1989 | } |
|
|
1990 | } |
|
|
1991 | |
|
|
1992 | return false; |
|
|
1993 | } |
|
|
1994 | |
|
|
1995 | bool |
2206 | move_player (object *op, int dir) |
1996 | move_player (object *op, int dir) |
2207 | { |
1997 | { |
2208 | int pick; |
|
|
2209 | |
|
|
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
1998 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2211 | return 0; |
1999 | return 0; |
2212 | |
2000 | |
2213 | /* Sanity check: make sure dir is valid */ |
2001 | /* Sanity check: make sure dir is valid */ |
2214 | if ((dir < 0) || (dir >= 9)) |
2002 | if (dir < 0 || dir > 8) |
2215 | { |
2003 | { |
2216 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2004 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2217 | return 0; |
2005 | return 0; |
2218 | } |
2006 | } |
2219 | |
2007 | |
2220 | /* peterm: added following line */ |
2008 | /* peterm: added following line */ |
2221 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2009 | if (op->flag [FLAG_CONFUSED] && dir) |
2222 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2010 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2223 | |
2011 | |
2224 | op->facing = dir; |
2012 | op->facing = dir; |
2225 | |
2013 | |
2226 | if (op->hide) |
2014 | if (op->flag [FLAG_HIDDEN]) |
2227 | do_hidden_move (op); |
2015 | do_hidden_move (op); |
2228 | |
2016 | |
|
|
2017 | bool retval; |
|
|
2018 | int pick = 0; |
|
|
2019 | |
2229 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2020 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2230 | /*nop */ ; |
2021 | retval = RESULT_INT (0); |
2231 | else if (op->contr->fire_on) |
2022 | else if (op->contr->fire_on) |
2232 | fire (op, dir); |
2023 | retval = fire (op, dir); |
2233 | else |
2024 | else |
2234 | { |
2025 | { |
2235 | move_player_attack (op, dir); |
2026 | retval = move_player_attack (op, dir); |
2236 | pick = check_pick (op); |
2027 | pick = check_pick (op); |
2237 | } |
2028 | } |
2238 | |
2029 | |
2239 | /* Add special check for newcs players and fire on - this way, the |
2030 | /* Add special check for newcs players and fire on - this way, the |
2240 | * server can handle repeat firing. |
2031 | * server can handle repeat firing. |
… | |
… | |
2247 | /* Update how the player looks. Use the facing, so direction may |
2038 | /* Update how the player looks. Use the facing, so direction may |
2248 | * get reset to zero. This allows for full animation capabilities |
2039 | * get reset to zero. This allows for full animation capabilities |
2249 | * for players. |
2040 | * for players. |
2250 | */ |
2041 | */ |
2251 | animate_object (op, op->facing); |
2042 | animate_object (op, op->facing); |
2252 | return 0; |
2043 | |
|
|
2044 | return retval; |
2253 | } |
2045 | } |
2254 | |
2046 | |
2255 | /* This is similar to handle_player, below, but is only used by the |
2047 | /* This is similar to handle_player, below, but is only used by the |
2256 | * new client/server stuff. |
2048 | * new client/server stuff. |
2257 | * This is sort of special, in that the new client/server actually uses |
2049 | * This is sort of special, in that the new client/server actually uses |
2258 | * the new speed values for commands. |
2050 | * the new speed values for commands. |
2259 | * |
2051 | * |
2260 | * Returns true if there are more actions we can do. |
2052 | * Returns true if there are more actions we can do. Should not do |
|
|
2053 | * many actions in a row, as that would be too unfair to other |
|
|
2054 | * players. |
2261 | */ |
2055 | */ |
2262 | int |
2056 | bool |
2263 | handle_newcs_player (object *op) |
2057 | handle_newcs_player (object *op) |
2264 | { |
2058 | { |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2266 | { |
|
|
2267 | flee_player (op); |
|
|
2268 | |
|
|
2269 | /* If player is still scared, that is his action for this tick */ |
|
|
2270 | if (op->flag [FLAG_SCARED]) |
2059 | if (op->flag [FLAG_SCARED]) |
|
|
2060 | { |
|
|
2061 | if (op->speed_left > 0.f) |
2271 | { |
2062 | { |
2272 | --op->speed_left; |
2063 | --op->speed_left; |
|
|
2064 | flee_player (op); |
|
|
2065 | |
2273 | return 0; |
2066 | return true; |
2274 | } |
2067 | } |
|
|
2068 | else |
|
|
2069 | return false; |
2275 | } |
2070 | } |
2276 | |
2071 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2072 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2073 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2074 | * called, so we recheck it here. |
2280 | */ |
2075 | */ |
2281 | if (op->contr->ns->handle_command ()) |
2076 | if (op->contr->ns->handle_command ()) |
2282 | return 1; |
2077 | return true; |
2283 | |
2078 | |
2284 | if (op->speed_left > 0.f) |
|
|
2285 | { |
|
|
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2079 | 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); |
2080 | return move_player (op, op->direction); |
2296 | |
2081 | |
2297 | return op->speed_left > 0.f; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | return 0; |
2082 | return false; |
2302 | } |
2083 | } |
2303 | |
2084 | |
2304 | int |
2085 | static int |
2305 | save_life (object *op) |
2086 | save_life (object *op) |
2306 | { |
2087 | { |
2307 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2088 | if (!op->flag [FLAG_LIFESAVE]) |
2308 | return 0; |
2089 | return 0; |
2309 | |
2090 | |
2310 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2091 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2311 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2092 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2312 | { |
2093 | { |
2313 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2094 | 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)); |
2095 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2315 | |
2096 | |
2316 | if (op->contr) |
|
|
2317 | esrv_del_item (op->contr, tmp->count); |
|
|
2318 | |
|
|
2319 | tmp->destroy (); |
2097 | tmp->destroy (); |
2320 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2098 | op->clr_flag (FLAG_LIFESAVE); |
2321 | |
2099 | |
2322 | if (op->stats.hp < 0) |
2100 | if (op->stats.hp < 0) |
2323 | op->stats.hp = op->stats.maxhp; |
2101 | op->stats.hp = op->stats.maxhp; |
2324 | |
2102 | |
2325 | if (op->stats.food < 0) |
2103 | if (op->stats.food < 0) |
2326 | op->stats.food = 999; |
2104 | op->stats.food = MAX_FOOD; |
2327 | |
2105 | |
2328 | op->update_stats (); |
2106 | op->update_stats (); |
2329 | return 1; |
2107 | return 1; |
2330 | } |
2108 | } |
2331 | |
2109 | |
2332 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2110 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2333 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2111 | op->clr_flag (FLAG_LIFESAVE); |
2334 | enter_player_savebed (op); /* bring him home. */ |
2112 | enter_player_savebed (op); /* bring him home. */ |
2335 | return 0; |
2113 | return 0; |
2336 | } |
2114 | } |
2337 | |
2115 | |
2338 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2116 | /* 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 |
2117 | * 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 |
2118 | * function will descend into containers. op is the object to start the search |
2341 | * from. |
2119 | * from. |
2342 | */ |
2120 | */ |
|
|
2121 | static void |
|
|
2122 | drop_unpaid_items (object *op, object *env) |
|
|
2123 | { |
|
|
2124 | while (op) |
|
|
2125 | { |
|
|
2126 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2127 | |
|
|
2128 | if (op->flag [FLAG_UNPAID]) |
|
|
2129 | op->insert_at (env); |
|
|
2130 | else if (op->inv) |
|
|
2131 | drop_unpaid_items (op->inv, env); |
|
|
2132 | |
|
|
2133 | op = next; |
|
|
2134 | } |
|
|
2135 | } |
|
|
2136 | |
2343 | void |
2137 | void |
2344 | remove_unpaid_objects (object *op, object *env) |
2138 | object::drop_unpaid_items () |
2345 | { |
2139 | { |
2346 | while (op) |
2140 | if (!flag [FLAG_REMOVED]) |
2347 | { |
2141 | ::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 | } |
|
|
2363 | |
|
|
2364 | /* |
|
|
2365 | * Returns pointer a static string containing gravestone text |
|
|
2366 | * Moved from apply.c to player.c - player.c is what |
|
|
2367 | * actually uses this function. player.c may not be quite the |
|
|
2368 | * best, a misc file for object actions is probably better, |
|
|
2369 | * but there isn't one in the server directory. |
|
|
2370 | */ |
|
|
2371 | char * |
|
|
2372 | gravestone_text (object *op) |
|
|
2373 | { |
|
|
2374 | static char buf2[MAX_BUF]; |
|
|
2375 | char buf[MAX_BUF]; |
|
|
2376 | time_t now = time (NULL); |
|
|
2377 | |
|
|
2378 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2379 | if (op->type == PLAYER) |
|
|
2380 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2381 | else |
|
|
2382 | sprintf (buf, "%s\n", &op->name); |
|
|
2383 | |
|
|
2384 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2385 | strcat (buf2, buf); |
|
|
2386 | if (op->type == PLAYER) |
|
|
2387 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2388 | else |
|
|
2389 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2390 | |
|
|
2391 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2392 | strcat (buf2, buf); |
|
|
2393 | if (op->type == PLAYER) |
|
|
2394 | { |
|
|
2395 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2396 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2397 | strcat (buf2, buf); |
|
|
2398 | } |
|
|
2399 | |
|
|
2400 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2402 | strcat (buf2, buf); |
|
|
2403 | |
|
|
2404 | return buf2; |
|
|
2405 | } |
2142 | } |
2406 | |
2143 | |
2407 | void |
2144 | void |
2408 | do_some_living (object *op) |
2145 | do_some_living (object *op) |
2409 | { |
2146 | { |
… | |
… | |
2426 | * alternate it here for it to work correctly. |
2163 | * alternate it here for it to work correctly. |
2427 | */ |
2164 | */ |
2428 | if (pticks & 2) |
2165 | if (pticks & 2) |
2429 | op->invisible--; |
2166 | op->invisible--; |
2430 | } |
2167 | } |
2431 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2168 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2432 | { |
2169 | { |
2433 | if (!op->invisible--) |
2170 | if (!op->invisible--) |
2434 | { |
2171 | { |
2435 | make_visible (op); |
2172 | make_visible (op); |
2436 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2173 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2461 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2198 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2462 | else |
2199 | else |
2463 | { |
2200 | { |
2464 | gen_grace = op->stats.maxgrace; |
2201 | gen_grace = op->stats.maxgrace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2202 | 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 | } |
2203 | } |
2509 | |
2204 | |
2510 | /* Regenerate Grace */ |
2205 | /* Regenerate Grace */ |
2511 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2206 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2512 | if (--op->last_grace < 0) |
2207 | if (--op->last_grace < 0) |
… | |
… | |
2533 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2228 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2534 | } |
2229 | } |
2535 | /* wearing stuff doesn't detract from grace generation. */ |
2230 | /* wearing stuff doesn't detract from grace generation. */ |
2536 | } |
2231 | } |
2537 | |
2232 | |
|
|
2233 | if (op->stats.food > 0) |
|
|
2234 | { |
2538 | /* Regenerate Hit Points */ |
2235 | /* Regenerate Spell Points */ |
2539 | if (--op->last_heal < 0) |
2236 | if (!op->contr->golem && --op->last_sp < 0) |
2540 | { |
|
|
2541 | if (op->stats.hp < op->stats.maxhp) |
|
|
2542 | { |
2237 | { |
2543 | op->stats.hp++; |
2238 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2544 | /* dms do not consume food */ |
2239 | |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2240 | if (op->stats.sp < op->stats.maxsp) |
2546 | { |
2241 | { |
|
|
2242 | op->stats.sp++; |
|
|
2243 | |
|
|
2244 | /* dms do not consume food */ |
|
|
2245 | if (!op->flag [FLAG_WIZ]) |
|
|
2246 | { |
2547 | op->stats.food--; |
2247 | op->stats.food--; |
|
|
2248 | |
2548 | if (op->contr->digestion < 0) |
2249 | if (op->contr->digestion < 0) |
2549 | op->stats.food += op->contr->digestion; |
2250 | op->stats.food += op->contr->digestion; |
2550 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2251 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2551 | op->stats.food = last_food; |
2252 | op->stats.food = last_food; |
|
|
2253 | } |
2552 | } |
2254 | } |
2553 | } |
|
|
2554 | |
2255 | |
2555 | if (max_hp > 1) |
2256 | if (max_sp > 1) |
2556 | { |
|
|
2557 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2558 | if (over_hp > 0) |
|
|
2559 | { |
2257 | { |
2560 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2258 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2259 | if (over_sp > 0) |
|
|
2260 | { |
|
|
2261 | if (op->stats.sp < op->stats.maxsp) |
|
|
2262 | { |
|
|
2263 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2264 | |
|
|
2265 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2266 | op->stats.sp--; |
|
|
2267 | |
|
|
2268 | if (op->stats.sp > op->stats.maxsp) |
|
|
2269 | op->stats.sp = op->stats.maxsp; |
|
|
2270 | } |
|
|
2271 | |
2561 | op->last_heal = 0; |
2272 | op->last_sp = 0; |
|
|
2273 | } |
|
|
2274 | else |
|
|
2275 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2562 | } |
2276 | } |
2563 | else |
2277 | else |
|
|
2278 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2279 | } |
|
|
2280 | |
|
|
2281 | /* Regenerate Hit Points */ |
|
|
2282 | if (--op->last_heal < 0) |
|
|
2283 | { |
|
|
2284 | if (op->stats.hp < op->stats.maxhp) |
2564 | { |
2285 | { |
2565 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2286 | op->stats.hp++; |
|
|
2287 | |
|
|
2288 | /* dms do not consume food */ |
|
|
2289 | if (!op->flag [FLAG_WIZ]) |
|
|
2290 | { |
|
|
2291 | op->stats.food--; |
|
|
2292 | |
|
|
2293 | if (op->contr->digestion < 0) |
|
|
2294 | op->stats.food += op->contr->digestion; |
|
|
2295 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2296 | op->stats.food = last_food; |
|
|
2297 | } |
2566 | } |
2298 | } |
|
|
2299 | |
|
|
2300 | if (max_hp > 1) |
|
|
2301 | { |
|
|
2302 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2303 | |
|
|
2304 | if (over_hp > 0) |
|
|
2305 | { |
|
|
2306 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2307 | op->last_heal = 0; |
|
|
2308 | } |
|
|
2309 | else |
|
|
2310 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2567 | } |
2311 | } |
2568 | else |
2312 | else |
2569 | { |
|
|
2570 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2313 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2571 | } |
2314 | } |
2572 | } |
2315 | } |
2573 | |
2316 | |
2574 | /* Digestion */ |
2317 | /* Digestion */ |
2575 | if (--op->last_eat < 0) |
2318 | if (--op->last_eat < 0) |
2576 | { |
2319 | { |
2577 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2320 | int bonus = max (0, op->contr->digestion), |
|
|
2321 | penalty = max (0, -op->contr->digestion); |
2578 | |
2322 | |
2579 | if (op->contr->gen_hp > 0) |
|
|
2580 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2323 | 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 | |
2324 | |
2584 | /* dms do not consume food */ |
2325 | /* dms do not consume food */ |
2585 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2326 | if (!op->flag [FLAG_WIZ]) |
2586 | op->stats.food--; |
2327 | op->stats.food--; |
2587 | } |
2328 | } |
2588 | |
2329 | |
2589 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2330 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2590 | { |
2331 | { |
2591 | object *tmp, *flesh = 0; |
2332 | object *flesh = 0; |
2592 | |
2333 | |
2593 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2334 | for_inv_removable (op, tmp) |
2594 | { |
2335 | { |
2595 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2336 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2337 | continue; |
|
|
2338 | |
|
|
2339 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2596 | { |
2340 | { |
2597 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2341 | op->statusmsg ("You blindly grab for a bite of food. " |
2598 | { |
2342 | "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."); |
2343 | op->apply (tmp); |
2600 | manual_apply (op, tmp, 0); |
2344 | |
2601 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2345 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2602 | break; |
2346 | break; |
2603 | } |
2347 | } |
2604 | else if (tmp->type == FLESH) |
2348 | else if (tmp->type == FLESH) |
2605 | flesh = tmp; |
2349 | flesh = tmp; |
2606 | } /* End if paid for object */ |
2350 | } |
2607 | } /* end of for loop */ |
|
|
2608 | |
2351 | |
2609 | /* If player is still starving, it means they don't have any food, so |
2352 | /* If player is still starving, it means they don't have any food, so |
2610 | * eat flesh instead. |
2353 | * eat flesh instead. |
2611 | */ |
2354 | */ |
2612 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2355 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2613 | { |
2356 | { |
2614 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2357 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2358 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2615 | manual_apply (op, flesh, 0); |
2359 | op->apply (flesh); |
2616 | } |
2360 | } |
|
|
2361 | |
|
|
2362 | // If player is still starving, alert him! |
|
|
2363 | if (op->stats.food < 0) |
|
|
2364 | op->failmsg ("You are starving! " |
|
|
2365 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2366 | } |
|
|
2367 | |
|
|
2368 | if (op->stats.food < 0) |
2617 | } |
2369 | { |
|
|
2370 | op->stats.hp += op->stats.food; |
|
|
2371 | op->stats.food = 0; |
2618 | |
2372 | |
2619 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2373 | if (op->stats.hp < 0) |
2620 | op->stats.food++, op->stats.hp--; |
2374 | { |
|
|
2375 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2376 | op->contr->killer->destroy (); |
|
|
2377 | } |
|
|
2378 | } |
2621 | |
2379 | |
|
|
2380 | /* killer should be set here already */ |
2622 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2381 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2623 | kill_player (op); |
2382 | kill_player (op); |
2624 | } |
2383 | } |
2625 | } |
2384 | } |
2626 | |
2385 | |
2627 | /* If the player should die (lack of hp, food, etc), we call this. |
2386 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2630 | * file. |
2389 | * file. |
2631 | */ |
2390 | */ |
2632 | void |
2391 | void |
2633 | kill_player (object *op) |
2392 | kill_player (object *op) |
2634 | { |
2393 | { |
2635 | char buf[MAX_BUF]; |
|
|
2636 | int x, y; |
2394 | int x, y; |
2637 | |
|
|
2638 | //int i; |
|
|
2639 | maptile *map; /* this is for resurrection */ |
2395 | 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; |
2396 | int will_kill_again; |
2647 | archetype *at; |
2397 | archetype *at; |
2648 | object *tmp; |
2398 | object *tmp; |
2649 | |
2399 | |
2650 | if (save_life (op)) |
2400 | if (save_life (op)) |
2651 | return; |
2401 | return; |
2652 | |
2402 | |
|
|
2403 | dynbuf_text deathtab; |
|
|
2404 | |
|
|
2405 | /* restore player */ |
|
|
2406 | at = archetype::find (shstr_poisoning); |
|
|
2407 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2408 | { |
|
|
2409 | tmp->destroy (); |
|
|
2410 | deathtab << "Your body feels cleansed...\r"; |
|
|
2411 | } |
|
|
2412 | |
|
|
2413 | at = archetype::find (shstr_confusion); |
|
|
2414 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2415 | { |
|
|
2416 | tmp->destroy (); |
|
|
2417 | deathtab << "Your mind feels clearer...\r"; |
|
|
2418 | } |
|
|
2419 | |
|
|
2420 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2421 | |
|
|
2422 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2423 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2424 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2425 | max_it (op->stats.food , 200); |
|
|
2426 | |
|
|
2427 | // remove all spell effects that are active |
|
|
2428 | // to avoid long-term effects such as word-of-recall |
|
|
2429 | for (object *item = op->inv; item; ) |
|
|
2430 | { |
|
|
2431 | object *next = item->below; |
|
|
2432 | |
|
|
2433 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2434 | item->destroy (); |
|
|
2435 | |
|
|
2436 | item = next; |
|
|
2437 | } |
2653 | |
2438 | |
2654 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2439 | /* 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. |
2440 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2656 | * Look at op_on_battleground() for more info --AndreasV |
2441 | * Look at op_on_battleground() for more info --AndreasV |
2657 | */ |
2442 | */ |
2658 | if (op_on_battleground (op, &x, &y)) |
2443 | if (op_on_battleground (op, &x, &y)) |
2659 | { |
2444 | { |
2660 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2445 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2661 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2662 | |
|
|
2663 | /* restore player */ |
|
|
2664 | at = archetype::find ("poisoning"); |
|
|
2665 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2666 | { |
|
|
2667 | tmp->destroy (); |
|
|
2668 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2669 | } |
|
|
2670 | |
|
|
2671 | at = archetype::find ("confusion"); |
|
|
2672 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2673 | { |
|
|
2674 | tmp->destroy (); |
|
|
2675 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2676 | } |
|
|
2677 | |
|
|
2678 | cure_disease (op, 0); /* remove any disease */ |
|
|
2679 | op->stats.hp = op->stats.maxhp; |
|
|
2680 | if (op->stats.food <= 0) |
|
|
2681 | op->stats.food = 999; |
|
|
2682 | |
2446 | |
2683 | /* create a bodypart-trophy to make the winner happy */ |
2447 | /* create a bodypart-trophy to make the winner happy */ |
2684 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2448 | object *tmp = archetype::find (shstr_finger)->instance (); |
2685 | { |
2449 | |
2686 | sprintf (buf, "%s's finger", &op->name); |
2450 | tmp->name = format ("%s's finger" , &op->name); |
2687 | tmp->name = buf; |
2451 | tmp->name_pl = format ("%s's fingers", &op->name); |
2688 | sprintf (buf, " This finger has been cut off %s\n" |
2452 | tmp->msg = format ( |
2689 | " the %s, when he was defeated at\n level %d by %s.\n", |
2453 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2690 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2454 | &op->name, op->contr->title, |
2691 | tmp->msg = buf; |
2455 | (int)op->level, |
|
|
2456 | op->contr->killer_name () |
|
|
2457 | ); |
2692 | tmp->value = 0, tmp->type = 0; |
2458 | tmp->value = 0, tmp->type = 0; |
2693 | tmp->materialname = "organics"; |
2459 | tmp->material = name_to_material (shstr_organic); |
2694 | tmp->insert_at (op, tmp); |
2460 | tmp->insert_at (op, tmp); |
2695 | } |
|
|
2696 | |
2461 | |
2697 | /* teleport defeated player to new destination */ |
2462 | /* teleport defeated player to new destination */ |
2698 | transfer_ob (op, x, y, 0, NULL); |
2463 | transfer_ob (op, x, y, 0, NULL); |
2699 | op->contr->braced = 0; |
2464 | op->contr->braced = 0; |
|
|
2465 | |
|
|
2466 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2700 | return; |
2467 | return; |
2701 | } |
2468 | } |
2702 | |
2469 | |
|
|
2470 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2471 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2472 | |
2703 | INVOKE_PLAYER (DEATH, op->contr); |
2473 | INVOKE_PLAYER (DEATH, op->contr); |
2704 | |
2474 | |
2705 | command_kill_pets (op, 0); |
2475 | command_kill_pets (op, 0); |
2706 | |
2476 | |
2707 | if (op->stats.food < 0) |
2477 | 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 | |
2478 | |
2717 | /* save the map location for corpse, gravestone */ |
2479 | /* save the map location for corpse, gravestone */ |
2718 | x = op->x; |
2480 | x = op->x; |
2719 | y = op->y; |
2481 | y = op->y; |
2720 | map = op->map; |
2482 | map = op->map; |
… | |
… | |
2748 | |
2510 | |
2749 | lost_a_stat = 0; |
2511 | lost_a_stat = 0; |
2750 | |
2512 | |
2751 | for (z = 0; z < num_stats_lose; z++) |
2513 | for (z = 0; z < num_stats_lose; z++) |
2752 | { |
2514 | { |
2753 | i = RANDOM () % NUM_STATS; |
2515 | i = rndm (NUM_STATS); |
2754 | |
2516 | |
2755 | if (settings.stat_loss_on_death) |
2517 | if (settings.stat_loss_on_death) |
2756 | { |
2518 | { |
2757 | /* Pick a random stat and take a point off it. Tell the player |
2519 | /* Pick a random stat and take a point off it. Tell the player |
2758 | * what he lost. |
2520 | * what he lost. |
… | |
… | |
2765 | lost_a_stat = 1; |
2527 | lost_a_stat = 1; |
2766 | } |
2528 | } |
2767 | else |
2529 | else |
2768 | { |
2530 | { |
2769 | /* deplete a stat */ |
2531 | /* deplete a stat */ |
2770 | archetype *deparch = archetype::find ("depletion"); |
2532 | archetype *deparch = archetype::find (shstr_depletion); |
2771 | object *dep; |
2533 | object *dep; |
2772 | |
2534 | |
2773 | dep = present_arch_in_ob (deparch, op); |
2535 | dep = present_arch_in_ob (deparch, op); |
2774 | if (!dep) |
2536 | if (!dep) |
2775 | { |
2537 | { |
2776 | dep = arch_to_object (deparch); |
2538 | dep = deparch->instance (); |
2777 | insert_ob_in_ob (dep, op); |
2539 | insert_ob_in_ob (dep, op); |
2778 | } |
2540 | } |
2779 | lose_this_stat = 1; |
2541 | lose_this_stat = 1; |
2780 | if (settings.balanced_stat_loss) |
2542 | if (settings.balanced_stat_loss) |
2781 | { |
2543 | { |
… | |
… | |
2809 | } |
2571 | } |
2810 | } |
2572 | } |
2811 | |
2573 | |
2812 | if (lose_this_stat) |
2574 | if (lose_this_stat) |
2813 | { |
2575 | { |
2814 | this_stat = get_attr_value (&(dep->stats), i); |
2576 | this_stat = get_attr_value (&dep->stats, i); |
2815 | /* We could try to do something clever like find another |
2577 | /* We could try to do something clever like find another |
2816 | * stat to reduce if this fails. But chances are, if |
2578 | * stat to reduce if this fails. But chances are, if |
2817 | * stats have been depleted to -50, all are pretty low |
2579 | * stats have been depleted to -50, all are pretty low |
2818 | * and should be roughly the same, so it shouldn't make a |
2580 | * and should be roughly the same, so it shouldn't make a |
2819 | * difference. |
2581 | * difference. |
2820 | */ |
2582 | */ |
2821 | if (this_stat >= -50) |
2583 | if (this_stat >= -50) |
2822 | { |
2584 | { |
2823 | change_attr_value (&(dep->stats), i, -1); |
2585 | change_attr_value (&(dep->stats), i, -1); |
2824 | SET_FLAG (dep, FLAG_APPLIED); |
2586 | dep->set_flag (FLAG_APPLIED); |
2825 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2587 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2826 | op->update_stats (); |
2588 | op->update_stats (); |
2827 | lost_a_stat = 1; |
2589 | lost_a_stat = 1; |
2828 | } |
2590 | } |
2829 | } |
2591 | } |
2830 | } |
2592 | } |
2831 | } |
2593 | } |
|
|
2594 | |
2832 | /* If no stat lost, tell the player. */ |
2595 | /* If no stat lost, tell the player. */ |
2833 | if (!lost_a_stat) |
2596 | if (!lost_a_stat) |
2834 | { |
2597 | { |
2835 | /* determine_god() seems to not work sometimes... why is this? |
2598 | /* determine_god() seems to not work sometimes... why is this? |
2836 | Should I be using something else? GD */ |
2599 | Should I be using something else? GD */ |
2837 | const char *god = determine_god (op); |
2600 | shstr_tmp god = determine_god (op); |
2838 | |
2601 | |
2839 | if (god && (strcmp (god, "none"))) |
2602 | if (god != shstr_none) |
2840 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2603 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2841 | else |
2604 | else |
2842 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2605 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2843 | } |
2606 | } |
2844 | #else |
2607 | #else |
2845 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2608 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2846 | #endif |
2609 | #endif |
2847 | |
2610 | |
2848 | /* Put a gravestone up where the character 'almost' died. List the |
2611 | /* Put a gravestone up where the character 'almost' died. List the |
2849 | * exp loss on the stone. |
2612 | * exp loss on the stone. |
2850 | */ |
2613 | */ |
2851 | tmp = arch_to_object (archetype::find ("gravestone")); |
2614 | tmp = archetype::find (shstr_gravestone)->instance (); |
2852 | sprintf (buf, "%s's gravestone", &op->name); |
2615 | tmp->name = format ("%s's gravestone", &op->name); |
2853 | tmp->name = buf; |
2616 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2854 | sprintf (buf, "%s's gravestones", &op->name); |
2617 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2855 | tmp->name_pl = buf; |
2618 | &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; |
2619 | tmp->x = op->x, tmp->y = op->y; |
2859 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2620 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2860 | |
2621 | |
2861 | /**************************************/ |
2622 | /**************************************/ |
2862 | /* */ |
2623 | /* */ |
2863 | /* Subtract the experience points, */ |
2624 | /* Subtract the experience points, */ |
2864 | /* if we died cause of food, give us */ |
|
|
2865 | /* food, and reset HP's... */ |
|
|
2866 | /* */ |
2625 | /* */ |
2867 | /**************************************/ |
2626 | /**************************************/ |
2868 | |
2627 | |
2869 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2870 | /* restore player */ |
|
|
2871 | at = archetype::find ("poisoning"); |
|
|
2872 | tmp = present_arch_in_ob (at, op); |
|
|
2873 | |
|
|
2874 | if (tmp) |
|
|
2875 | { |
|
|
2876 | tmp->destroy (); |
|
|
2877 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2878 | } |
|
|
2879 | |
|
|
2880 | at = archetype::find ("confusion"); |
|
|
2881 | tmp = present_arch_in_ob (at, op); |
|
|
2882 | if (tmp) |
|
|
2883 | { |
|
|
2884 | tmp->destroy (); |
|
|
2885 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2886 | } |
|
|
2887 | |
|
|
2888 | cure_disease (op, 0); /* remove any disease */ |
|
|
2889 | |
|
|
2890 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2628 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2891 | apply_death_exp_penalty (op); |
2629 | apply_death_exp_penalty (op); |
2892 | if (op->stats.food < 100) |
|
|
2893 | op->stats.food = 900; |
|
|
2894 | op->stats.hp = op->stats.maxhp; |
|
|
2895 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2896 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2897 | |
2630 | |
2898 | /* |
2631 | /* |
2899 | * Check to see if the player has any unpaid items. If so, remove them |
2632 | * Check to see if the player has any unpaid items. If so, remove them |
2900 | * and put them back in the map. |
2633 | * and put them back in the map. |
2901 | */ |
2634 | */ |
2902 | remove_unpaid_objects (op->inv, op); |
2635 | op->drop_unpaid_items (); |
2903 | |
2636 | |
2904 | /****************************************/ |
2637 | /****************************************/ |
2905 | /* */ |
2638 | /* */ |
2906 | /* Move player to his current respawn- */ |
2639 | /* Move player to his current respawn- */ |
2907 | /* position (usually last savebed) */ |
2640 | /* position (usually last savebed) */ |
… | |
… | |
2929 | |
2662 | |
2930 | force = get_archetype (FORCE_NAME); |
2663 | force = get_archetype (FORCE_NAME); |
2931 | /* 50 ticks should be enough time for the spell to abate */ |
2664 | /* 50 ticks should be enough time for the spell to abate */ |
2932 | force->speed = 0.1f; |
2665 | force->speed = 0.1f; |
2933 | force->speed_left = -5.f; |
2666 | force->speed_left = -5.f; |
2934 | SET_FLAG (force, FLAG_APPLIED); |
2667 | force->set_flag (FLAG_APPLIED); |
2935 | for (at = 0; at < NROFATTACKS; at++) |
2668 | for (at = 0; at < NROFATTACKS; at++) |
2936 | if (will_kill_again & (1 << at)) |
2669 | if (will_kill_again & (1 << at)) |
2937 | force->resist[at] = 100; |
2670 | force->resist[at] = 100; |
2938 | |
2671 | |
2939 | insert_ob_in_ob (force, op); |
2672 | insert_ob_in_ob (force, op); |
2940 | op->update_stats (); |
2673 | op->update_stats (); |
2941 | |
|
|
2942 | } |
2674 | } |
2943 | |
2675 | |
2944 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2676 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2945 | } |
2677 | } |
2946 | |
2678 | |
2947 | void |
2679 | static void |
2948 | loot_object (object *op) |
2680 | loot_object (object *op) |
2949 | { /* Grab and destroy some treasure */ |
2681 | { /* Grab and destroy some treasure */ |
2950 | object *tmp, *tmp2, *next; |
2682 | object *tmp, *tmp2, *next; |
2951 | |
2683 | |
2952 | op->close_container (); /* close open sack first */ |
2684 | op->close_container (); /* close open sack first */ |
… | |
… | |
2962 | tmp->x = op->x, tmp->y = op->y; |
2694 | tmp->x = op->x, tmp->y = op->y; |
2963 | |
2695 | |
2964 | if (tmp->type == CONTAINER) |
2696 | if (tmp->type == CONTAINER) |
2965 | loot_object (tmp); /* empty container to ground */ |
2697 | loot_object (tmp); /* empty container to ground */ |
2966 | |
2698 | |
2967 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2699 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2968 | { |
2700 | { |
2969 | if (tmp->nrof > 1) |
2701 | if (tmp->nrof > 1) |
2970 | { |
2702 | { |
2971 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2703 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2972 | tmp2->destroy (); |
|
|
2973 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2704 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2974 | } |
2705 | } |
2975 | else |
2706 | else |
2976 | tmp->destroy (); |
2707 | tmp->destroy (); |
2977 | } |
2708 | } |
… | |
… | |
2984 | * fix_weight(): Check recursively the weight of all players, and fix |
2715 | * fix_weight(): Check recursively the weight of all players, and fix |
2985 | * what needs to be fixed. Refresh windows and fix speed if anything |
2716 | * what needs to be fixed. Refresh windows and fix speed if anything |
2986 | * was changed. |
2717 | * was changed. |
2987 | */ |
2718 | */ |
2988 | void |
2719 | void |
2989 | fix_weight (void) |
2720 | fix_weight () |
2990 | { |
2721 | { |
2991 | for_all_players (pl) |
2722 | for_all_players (pl) |
2992 | { |
2723 | { |
2993 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2724 | sint32 old = pl->ob->carrying; |
2994 | |
2725 | |
2995 | if (old == sum) |
2726 | pl->ob->update_weight (); |
2996 | continue; |
2727 | |
|
|
2728 | if (old != pl->ob->carrying) |
|
|
2729 | { |
2997 | pl->ob->update_stats (); |
2730 | pl->ob->update_stats (); |
2998 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2731 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2732 | } |
2999 | } |
2733 | } |
3000 | } |
2734 | } |
3001 | |
2735 | |
3002 | void |
2736 | void |
3003 | fix_luck (void) |
2737 | fix_luck () |
3004 | { |
2738 | { |
3005 | for_all_players (pl) |
2739 | for_all_players (pl) |
3006 | if (!pl->ob->contr->ns->state) |
2740 | if (!pl->ob->contr->ns->state) |
3007 | pl->ob->change_luck (0); |
2741 | pl->ob->change_luck (0); |
3008 | } |
2742 | } |
… | |
… | |
3045 | } |
2779 | } |
3046 | |
2780 | |
3047 | void |
2781 | void |
3048 | make_visible (object *op) |
2782 | make_visible (object *op) |
3049 | { |
2783 | { |
3050 | op->hide = 0; |
2784 | op->flag [FLAG_HIDDEN] = 0; |
3051 | op->invisible = 0; |
2785 | op->invisible = 0; |
|
|
2786 | |
3052 | if (op->type == PLAYER) |
2787 | if (op->type == PLAYER) |
3053 | { |
2788 | { |
3054 | op->contr->tmp_invis = 0; |
2789 | op->contr->tmp_invis = 0; |
3055 | op->contr->invis_race = 0; |
2790 | op->contr->invis_race = 0; |
3056 | } |
2791 | } |
… | |
… | |
3059 | } |
2794 | } |
3060 | |
2795 | |
3061 | int |
2796 | int |
3062 | is_true_undead (object *op) |
2797 | is_true_undead (object *op) |
3063 | { |
2798 | { |
3064 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2799 | if (op->arch->flag [FLAG_UNDEAD]) |
3065 | return 1; |
2800 | return 1; |
3066 | |
2801 | |
3067 | return 0; |
2802 | return 0; |
3068 | } |
2803 | } |
3069 | |
2804 | |
3070 | /* look at the surrounding terrain to determine |
2805 | /* look at the surrounding terrain to determine |
3071 | * the hideability of this object. Positive levels |
2806 | * the hideability of this object. Positive levels |
3072 | * indicate greater hideability. |
2807 | * indicate greater hideability. |
3073 | */ |
2808 | */ |
3074 | |
|
|
3075 | int |
2809 | int |
3076 | hideability (object *ob) |
2810 | hideability (object *ob) |
3077 | { |
2811 | { |
3078 | int i, level = 0, mflag; |
2812 | int i, level = 0, mflag; |
3079 | sint16 x, y; |
2813 | sint16 x, y; |
3080 | |
2814 | |
3081 | if (!ob || !ob->map) |
2815 | if (!ob || !ob->map) |
3082 | return 0; |
2816 | return 0; |
3083 | |
2817 | |
3084 | /* so, on normal lighted maps, its hard to hide */ |
2818 | /* so, on normal lighted maps, its hard to hide */ |
3085 | level = ob->map->darkness - 2; |
2819 | level = ob->map->darklevel () - 2; |
3086 | |
2820 | |
3087 | /* this also picks up whether the object is glowing. |
2821 | /* this also picks up whether the object is glowing. |
3088 | * If you carry a light on a non-dark map, its not |
2822 | * If you carry a light on a non-dark map, its not |
3089 | * as bad as carrying a light on a pitch dark map */ |
2823 | * as bad as carrying a light on a pitch dark map */ |
3090 | if (has_carried_lights (ob)) |
2824 | if (ob->has_carried_lights ()) |
3091 | level = -(10 + (2 * ob->map->darkness)); |
2825 | level = -(10 + (2 * ob->map->darklevel ())); |
3092 | |
2826 | |
3093 | /* scan through all nearby squares for terrain to hide in */ |
2827 | /* 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]) |
2828 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2829 | i <= SIZEOFFREE1; |
|
|
2830 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3095 | { |
2831 | { |
3096 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2832 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3097 | if (mflag & P_OUT_OF_MAP) |
2833 | if (mflag & P_OUT_OF_MAP) |
3098 | { |
|
|
3099 | continue; |
2834 | continue; |
3100 | } |
2835 | |
3101 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2836 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3102 | level += 2; |
2837 | level += 2; |
3103 | else /* open terrain! */ |
2838 | else /* open terrain! */ |
3104 | level -= 1; |
2839 | level -= 1; |
3105 | } |
2840 | } |
… | |
… | |
3113 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2848 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3114 | * every time they move - as we subtract off 'invisibility' |
2849 | * every time they move - as we subtract off 'invisibility' |
3115 | * AND, for players, if they move into a ridiculously unhideable |
2850 | * AND, for players, if they move into a ridiculously unhideable |
3116 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2851 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3117 | */ |
2852 | */ |
3118 | |
|
|
3119 | void |
2853 | void |
3120 | do_hidden_move (object *op) |
2854 | do_hidden_move (object *op) |
3121 | { |
2855 | { |
3122 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2856 | int hide = 0; |
3123 | object *skop; |
|
|
3124 | |
2857 | |
3125 | if (!op || !op->map) |
2858 | if (!op || !op->map) |
3126 | return; |
2859 | return; |
3127 | |
2860 | |
3128 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2861 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2862 | int num = random_roll (0, 19, op, PREFER_LOW); |
3129 | |
2863 | |
3130 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2864 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3131 | if (op->type == PLAYER && op->contr->run_on) |
2865 | if (op->type == PLAYER && op->contr->run_on) |
3132 | if (!skop || num >= skop->level) |
2866 | if (!skop || num >= skop->level) |
3133 | { |
2867 | { |
… | |
… | |
3143 | num -= hide; |
2877 | num -= hide; |
3144 | |
2878 | |
3145 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2879 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3146 | { |
2880 | { |
3147 | make_visible (op); |
2881 | make_visible (op); |
|
|
2882 | |
3148 | if (op->type == PLAYER) |
2883 | if (op->type == PLAYER) |
3149 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2884 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3150 | } |
2885 | } |
3151 | else if (op->type == PLAYER && skop) |
2886 | else if (op->type == PLAYER && skop) |
3152 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2887 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3167 | |
2902 | |
3168 | if (who->type == PLAYER) |
2903 | if (who->type == PLAYER) |
3169 | player = 1; |
2904 | player = 1; |
3170 | |
2905 | |
3171 | else |
2906 | else |
3172 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2907 | friendly = who->flag [FLAG_FRIENDLY]; |
3173 | |
2908 | |
3174 | /* search adjacent squares */ |
2909 | /* search adjacent squares */ |
3175 | for (i = 1; i < 9; i++) |
2910 | for (i = 1; i < 9; i++) |
3176 | { |
2911 | { |
3177 | x = who->x + freearr_x[i]; |
2912 | x = who->x + freearr_x[i]; |
… | |
… | |
3186 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2921 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3187 | continue; |
2922 | continue; |
3188 | |
2923 | |
3189 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2924 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3190 | { |
2925 | { |
3191 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2926 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3192 | return 1; |
2927 | return 1; |
3193 | else if (tmp->type == PLAYER) |
2928 | else if (tmp->type == PLAYER) |
3194 | { |
2929 | { |
3195 | /*don't let a hidden DM prevent you from hiding */ |
2930 | /*don't let a hidden DM prevent you from hiding */ |
3196 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2931 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3197 | return 1; |
2932 | return 1; |
3198 | } |
2933 | } |
3199 | } |
2934 | } |
3200 | } |
2935 | } |
3201 | return 0; |
2936 | return 0; |
… | |
… | |
3205 | * object op. This function works fine for monsters, |
2940 | * object op. This function works fine for monsters, |
3206 | * but we dont worry if the object isnt the top one in |
2941 | * but we dont worry if the object isnt the top one in |
3207 | * a pile (say a coin under a table would return "viewable" |
2942 | * a pile (say a coin under a table would return "viewable" |
3208 | * by this routine). Another question, should we be |
2943 | * by this routine). Another question, should we be |
3209 | * concerned with the direction the player is looking |
2944 | * concerned with the direction the player is looking |
3210 | * in? Realistically, most of use cant see stuff behind |
2945 | * in? Realistically, most of us can't see stuff behind |
3211 | * our backs...on the other hand, does the "facing" direction |
2946 | * our backs...on the other hand, does the "facing" direction |
3212 | * imply the way your head, or body is facing? Its possible |
2947 | * 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. |
2948 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3214 | * -b.t. |
2949 | * -b.t. |
3215 | * This function is now map tiling safe. |
2950 | * This function is now map tiling safe. |
3216 | */ |
2951 | */ |
3217 | |
|
|
3218 | int |
2952 | int |
3219 | player_can_view (object *pl, object *op) |
2953 | player_can_view (object *pl, object *op) |
3220 | { |
2954 | { |
3221 | rv_vector rv; |
2955 | rv_vector rv; |
3222 | int dx, dy; |
2956 | int dx, dy; |
… | |
… | |
3234 | |
2968 | |
3235 | get_rangevector (pl, op, &rv, 0x1); |
2969 | get_rangevector (pl, op, &rv, 0x1); |
3236 | |
2970 | |
3237 | /* starting with the 'head' part, lets loop |
2971 | /* starting with the 'head' part, lets loop |
3238 | * through the object and find if it has any |
2972 | * through the object and find if it has any |
3239 | * part that is in the los array but isnt on |
2973 | * part that is in the los array but isn't on |
3240 | * a blocked los square. |
2974 | * a blocked los square. |
3241 | * we use the archetype to figure out offsets. |
2975 | * we use the archetype to figure out offsets. |
3242 | */ |
2976 | */ |
3243 | while (op) |
2977 | while (op) |
3244 | { |
2978 | { |
3245 | dx = rv.distance_x + op->arch->clone.x; |
2979 | dx = rv.distance_x + op->arch->x; |
3246 | dy = rv.distance_y + op->arch->clone.y; |
2980 | dy = rv.distance_y + op->arch->y; |
3247 | |
2981 | |
3248 | /* only the viewable area the player sees is updated by LOS |
2982 | 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; |
2983 | return 1; |
|
|
2984 | |
3256 | op = op->more; |
2985 | op = op->more; |
3257 | } |
2986 | } |
3258 | return 0; |
|
|
3259 | } |
|
|
3260 | |
2987 | |
3261 | /* routine for both players and monsters. We call this when |
|
|
3262 | * there is a possibility for our action distrubing our hiding |
|
|
3263 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3264 | * effected by this. If we arent invisible to begin with, we |
|
|
3265 | * return 0. |
|
|
3266 | */ |
|
|
3267 | int |
|
|
3268 | action_makes_visible (object *op) |
|
|
3269 | { |
|
|
3270 | |
|
|
3271 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3272 | { |
|
|
3273 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3274 | return 0; |
|
|
3275 | |
|
|
3276 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3277 | return 0; |
|
|
3278 | |
|
|
3279 | /* If monsters, they should become visible */ |
|
|
3280 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3281 | { |
|
|
3282 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3283 | return 1; |
|
|
3284 | } |
|
|
3285 | } |
|
|
3286 | return 0; |
2988 | return 0; |
3287 | } |
2989 | } |
3288 | |
2990 | |
3289 | /* op_on_battleground - checks if the given object op (usually |
2991 | /* op_on_battleground - checks if the given object op (usually |
3290 | * a player) is standing on a valid battleground-tile, |
2992 | * 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 |
2997 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3296 | */ |
2998 | */ |
3297 | int |
2999 | int |
3298 | op_on_battleground (object *op, int *x, int *y) |
3000 | op_on_battleground (object *op, int *x, int *y) |
3299 | { |
3001 | { |
3300 | object *tmp; |
|
|
3301 | |
|
|
3302 | /* A battleground-tile needs the following attributes to be valid: |
3002 | /* 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), |
3003 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3304 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3004 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3305 | * and the exit-coordinates sp/hp must both be > 0. |
3005 | * and the exit-coordinates sp/hp must both be > 0. |
3306 | * => The intention here is to prevent abuse of the battleground- |
3006 | * => The intention here is to prevent abuse of the battleground- |
3307 | * feature (like pickable or hidden battleground tiles). */ |
3007 | * feature (like pickable or hidden battleground tiles). */ |
3308 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3008 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3309 | { |
3009 | { |
3310 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3010 | if (tmp->flag [FLAG_IS_FLOOR]) |
3311 | { |
3011 | { |
3312 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3012 | if (tmp->flag [FLAG_NO_PICK] |
3313 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3013 | && tmp->type == BATTLEGROUND |
|
|
3014 | && tmp->name == shstr_battleground |
|
|
3015 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3314 | { |
3016 | { |
3315 | /*before we assign the exit, check if this is a teambattle */ |
3017 | /* before we assign the exit, check if this is a teambattle */ |
3316 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3018 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3317 | { |
|
|
3318 | object *invtmp; |
|
|
3319 | |
|
|
3320 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3019 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3020 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3321 | { |
3021 | { |
3322 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3323 | { |
|
|
3324 | if (x != NULL && y != NULL) |
3022 | if (x && y) |
3325 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3023 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3024 | |
3326 | return 1; |
3025 | return 1; |
3327 | } |
|
|
3328 | } |
3026 | } |
3329 | } |
3027 | |
3330 | if (x != NULL && y != NULL) |
3028 | if (x && y) |
3331 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3029 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3030 | |
3332 | return 1; |
3031 | return 1; |
3333 | } |
3032 | } |
3334 | } |
3033 | } |
3335 | } |
3034 | } |
|
|
3035 | |
3336 | /* If we got here, did not find a battleground */ |
3036 | /* If we got here, did not find a battleground */ |
3337 | return 0; |
3037 | return 0; |
3338 | } |
3038 | } |
3339 | |
3039 | |
3340 | /* |
3040 | /* |
… | |
… | |
3356 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3056 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3357 | int i = 0, j = 0; |
3057 | int i = 0, j = 0; |
3358 | |
3058 | |
3359 | /* get the appropriate treasurelist */ |
3059 | /* get the appropriate treasurelist */ |
3360 | if (atnr == ATNR_FIRE) |
3060 | if (atnr == ATNR_FIRE) |
3361 | trlist = treasurelist::find ("dragon_ability_fire"); |
3061 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3362 | else if (atnr == ATNR_COLD) |
3062 | else if (atnr == ATNR_COLD) |
3363 | trlist = treasurelist::find ("dragon_ability_cold"); |
3063 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3364 | else if (atnr == ATNR_ELECTRICITY) |
3064 | else if (atnr == ATNR_ELECTRICITY) |
3365 | trlist = treasurelist::find ("dragon_ability_elec"); |
3065 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3366 | else if (atnr == ATNR_POISON) |
3066 | else if (atnr == ATNR_POISON) |
3367 | trlist = treasurelist::find ("dragon_ability_poison"); |
3067 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3368 | |
3068 | |
3369 | if (trlist == NULL || who->type != PLAYER) |
3069 | if (trlist == NULL || who->type != PLAYER) |
3370 | return; |
3070 | return; |
3371 | |
3071 | |
3372 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3072 | 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]); */ |
3076 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3377 | return; |
3077 | return; |
3378 | } |
3078 | } |
3379 | |
3079 | |
3380 | /* everything seems okay - now bring on the gift: */ |
3080 | /* everything seems okay - now bring on the gift: */ |
3381 | item = &(tr->item->clone); |
3081 | item = tr->item; |
3382 | |
3082 | |
3383 | if (item->type == SPELL) |
3083 | if (item->type == SPELL) |
3384 | { |
3084 | { |
3385 | if (check_spell_known (who, item->name)) |
3085 | if (check_spell_known (who, item->name)) |
3386 | return; |
3086 | return; |
… | |
… | |
3445 | { |
3145 | { |
3446 | /* forces in the treasurelist can alter the player's stats */ |
3146 | /* forces in the treasurelist can alter the player's stats */ |
3447 | object *skin; |
3147 | object *skin; |
3448 | |
3148 | |
3449 | /* first get the dragon skin force */ |
3149 | /* 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) |
3150 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3452 | ; |
3151 | ; |
3453 | |
3152 | |
3454 | if (!skin) |
3153 | if (!skin) |
3455 | return; |
3154 | return; |
3456 | |
3155 | |
… | |
… | |
3470 | else |
3169 | else |
3471 | j = 1; |
3170 | j = 1; |
3472 | strcat (buf, spellpathnames[i]); |
3171 | strcat (buf, spellpathnames[i]); |
3473 | } |
3172 | } |
3474 | } |
3173 | } |
|
|
3174 | |
3475 | strcat (buf, "."); |
3175 | strcat (buf, "."); |
3476 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3176 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3477 | } |
3177 | } |
3478 | |
3178 | |
3479 | /* evtl. adding flags: */ |
3179 | /* evtl. adding flags: */ |
3480 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3180 | if (item->flag [FLAG_XRAYS]) |
3481 | SET_FLAG (skin, FLAG_XRAYS); |
3181 | skin->set_flag (FLAG_XRAYS); |
3482 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3182 | if (item->flag [FLAG_STEALTH]) |
3483 | SET_FLAG (skin, FLAG_STEALTH); |
3183 | skin->set_flag (FLAG_STEALTH); |
3484 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3184 | if (item->flag [FLAG_SEE_IN_DARK]) |
3485 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3185 | skin->set_flag (FLAG_SEE_IN_DARK); |
3486 | |
3186 | |
3487 | /* print message if there is one */ |
3187 | /* print message if there is one */ |
3488 | if (item->msg != NULL) |
3188 | if (item->msg != NULL) |
3489 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3189 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3490 | } |
3190 | } |
3491 | else |
3191 | else |
3492 | { |
3192 | { |
3493 | /* generate misc. treasure */ |
3193 | /* generate misc. treasure */ |
3494 | tmp = arch_to_object (tr->item); |
3194 | tmp = tr->item->instance (); |
3495 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3195 | 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); |
3196 | who->insert (tmp); |
3497 | if (who->type == PLAYER) |
|
|
3498 | esrv_send_item (who, tmp); |
|
|
3499 | } |
3197 | } |
3500 | } |
3198 | } |
3501 | |
3199 | |
3502 | /** |
3200 | //-GPL |
3503 | * Unready an object for a player. This function does nothing if the object was |
|
|
3504 | * not readied. |
|
|
3505 | */ |
|
|
3506 | void |
|
|
3507 | player_unready_range_ob (player *pl, object *ob) |
|
|
3508 | { |
|
|
3509 | if (pl->ob->current_weapon == ob) |
|
|
3510 | pl->ob->current_weapon = 0; |
|
|
3511 | |
|
|
3512 | if (pl->combat_ob == ob) |
|
|
3513 | pl->combat_ob = 0; |
|
|
3514 | |
|
|
3515 | if (pl->ranged_ob == ob) |
|
|
3516 | pl->ranged_ob = 0; |
|
|
3517 | } |
|
|
3518 | |
3201 | |
3519 | sint8 |
3202 | sint8 |
3520 | player::visibility_at (maptile *map, int x, int y) const |
3203 | player::darkness_at (maptile *map, int x, int y) const |
3521 | { |
3204 | { |
3522 | if (!ns) |
3205 | if (!ns) |
3523 | return 0; |
3206 | return LOS_BLOCKED; |
3524 | |
3207 | |
3525 | int dx, dy; |
3208 | int dx, dy; |
3526 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3209 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3210 | return LOS_BLOCKED; |
|
|
3211 | |
|
|
3212 | x += dx - ns->current_x; |
|
|
3213 | y += dy - ns->current_y; |
|
|
3214 | |
|
|
3215 | return blocked_los (x, y); |
|
|
3216 | } |
|
|
3217 | |
|
|
3218 | void |
|
|
3219 | player::infobox (const char *title, const char *msg, int color) |
|
|
3220 | { |
|
|
3221 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3222 | } |
|
|
3223 | |
|
|
3224 | void |
|
|
3225 | player::statusmsg (const char *msg, int color) |
|
|
3226 | { |
|
|
3227 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3228 | } |
|
|
3229 | |
|
|
3230 | void |
|
|
3231 | player::failmsg (const char *msg, int color) |
|
|
3232 | { |
|
|
3233 | play_sound (sound_find ("generic_failure")); |
|
|
3234 | statusmsg (msg, color); |
|
|
3235 | } |
|
|
3236 | |
|
|
3237 | void |
|
|
3238 | object::failmsgf (const char *format, ...) |
|
|
3239 | { |
|
|
3240 | if (!contr) |
3527 | return 0; |
3241 | return; |
3528 | |
3242 | |
3529 | x += dx - ns->current_x + ns->mapx / 2; |
3243 | va_list ap; |
3530 | y += dy - ns->current_y + ns->mapy / 2; |
3244 | va_start (ap, format); |
3531 | |
3245 | contr->failmsg (vformat (format, ap)); |
3532 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3246 | va_end (ap); |
3533 | return 0; |
|
|
3534 | |
|
|
3535 | return 100 - blocked_los [x][y]; |
|
|
3536 | } |
3247 | } |
|
|
3248 | |
|
|
3249 | void |
|
|
3250 | player::failmsgf (const char *format, ...) |
|
|
3251 | { |
|
|
3252 | va_list ap; |
|
|
3253 | va_start (ap, format); |
|
|
3254 | failmsg (vformat (format, ap)); |
|
|
3255 | va_end (ap); |
|
|
3256 | } |
|
|
3257 | |