… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | * it under the terms of the GNU General Public License as published by |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, but |
13 | * This program is distributed in the hope that it will be useful, |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * 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 along |
18 | * You should have received a copy of the GNU General Public License |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
… | |
… | |
213 | |
212 | |
214 | ns->reset_stats (); |
213 | ns->reset_stats (); |
215 | |
214 | |
216 | /* make sure he's a player -- needed because of class change. */ |
215 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
216 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->clone.race; |
217 | ob->race = ob->arch->race; |
219 | |
218 | |
220 | ob->carrying = sum_weight (ob); |
219 | ob->carrying = sum_weight (ob); |
221 | link_player_skills (ob); |
220 | link_player_skills (ob); |
222 | |
221 | |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 | |
223 | |
225 | assign (title, ob->arch->clone.name); |
224 | assign (title, ob->arch->object::name); |
226 | |
225 | |
227 | /* if it's a dragon player, set the correct title here */ |
226 | /* if it's a dragon player, set the correct title here */ |
228 | if (is_dragon_pl (ob)) |
227 | if (is_dragon_pl (ob)) |
229 | { |
228 | { |
230 | object *tmp, *abil = 0, *skin = 0; |
229 | object *tmp, *abil = 0, *skin = 0; |
231 | |
230 | |
232 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
233 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
234 | |
|
|
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
232 | if (tmp->type == FORCE) |
237 | if (tmp->arch->archname == dragon_ability_force) |
233 | if (tmp->arch->archname == shstr_dragon_ability_force) |
238 | abil = tmp; |
234 | abil = tmp; |
239 | else if (tmp->arch->archname == dragon_skin_force) |
235 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
240 | skin = tmp; |
236 | skin = tmp; |
241 | |
237 | |
242 | set_dragon_name (ob, abil, skin); |
238 | set_dragon_name (ob, abil, skin); |
243 | } |
239 | } |
244 | |
240 | |
… | |
… | |
288 | } |
284 | } |
289 | |
285 | |
290 | void |
286 | void |
291 | player::disconnect () |
287 | player::disconnect () |
292 | { |
288 | { |
|
|
289 | if (ob) |
|
|
290 | { |
|
|
291 | ob->close_container (); //TODO: client-specific |
|
|
292 | ob->drop_unpaid_items (); |
|
|
293 | } |
|
|
294 | |
293 | if (ns) |
295 | if (ns) |
294 | { |
296 | { |
295 | if (active) |
297 | if (active) |
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
298 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
297 | |
299 | |
… | |
… | |
300 | ns->reset_stats (); |
302 | ns->reset_stats (); |
301 | ns->pl = 0; |
303 | ns->pl = 0; |
302 | ns = 0; |
304 | ns = 0; |
303 | } |
305 | } |
304 | |
306 | |
305 | if (ob) |
307 | observe = ob; |
306 | ob->close_container (); //TODO: client-specific |
|
|
307 | |
308 | |
308 | deactivate (); |
309 | deactivate (); |
309 | } |
310 | } |
310 | |
311 | |
311 | // the need for this function can be explained |
312 | // the need for this function can be explained |
… | |
… | |
362 | if (ob) |
363 | if (ob) |
363 | { |
364 | { |
364 | ob->destroy_inv (false); |
365 | ob->destroy_inv (false); |
365 | ob->destroy (); |
366 | ob->destroy (); |
366 | } |
367 | } |
|
|
368 | |
|
|
369 | ob = observe = 0; |
367 | } |
370 | } |
368 | |
371 | |
369 | player::~player () |
372 | player::~player () |
370 | { |
373 | { |
371 | /* Clear item stack */ |
374 | /* Clear item stack */ |
… | |
… | |
398 | * Note: there MUST be at least one player archetype! |
401 | * Note: there MUST be at least one player archetype! |
399 | */ |
402 | */ |
400 | archetype * |
403 | archetype * |
401 | get_player_archetype (archetype *at) |
404 | get_player_archetype (archetype *at) |
402 | { |
405 | { |
403 | archetype *start = at; |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
404 | |
407 | |
405 | for (;;) |
408 | for (;;) |
406 | { |
409 | { |
407 | if (at == NULL || at->next == NULL) |
410 | if (++i == archetypes.end ()) |
408 | at = first_archetype; |
411 | i = archetypes.begin (); |
409 | else |
412 | else if (*i == at) |
410 | at = at->next; |
413 | cleanup ("not a single player archetype found"); |
411 | |
414 | |
412 | if (at->clone.type == PLAYER) |
415 | if ((*i)->type == PLAYER) |
413 | return at; |
416 | return *i; |
414 | |
|
|
415 | if (at == start) |
|
|
416 | { |
|
|
417 | LOG (llevError, "No Player archetypes\n"); |
|
|
418 | exit (-1); |
|
|
419 | } |
|
|
420 | } |
417 | } |
421 | } |
418 | } |
422 | |
419 | |
423 | object * |
420 | object * |
424 | get_nearest_player (object *mon) |
421 | get_nearest_player (object *mon) |
… | |
… | |
428 | unsigned lastdist; |
425 | unsigned lastdist; |
429 | rv_vector rv; |
426 | rv_vector rv; |
430 | |
427 | |
431 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
432 | { |
429 | { |
433 | /* We should not find free objects on this friendly list, but it |
|
|
434 | * does periodically happen. Given that, lets deal with it. |
|
|
435 | * While unlikely, it is possible the next object on the friendly |
|
|
436 | * list is also free, so encapsulate this in a while loop. |
|
|
437 | */ |
|
|
438 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
439 | { |
|
|
440 | object *tmp = ol->ob; |
|
|
441 | |
|
|
442 | /* Can't do much more other than log the fact, because the object |
|
|
443 | * itself will have been cleared. |
|
|
444 | */ |
|
|
445 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
446 | tmp->debug_desc ()); |
|
|
447 | ol = ol->next; |
|
|
448 | remove_friendly_object (tmp); |
|
|
449 | if (!ol) |
|
|
450 | return op; |
|
|
451 | } |
|
|
452 | |
|
|
453 | /* Remove special check for player from this. First, it looks to cause |
|
|
454 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
455 | * complicated method of state checking would be needed in any case - |
|
|
456 | * as it was, a clever player could type quit, and the function would |
|
|
457 | * skip them over while waiting for confirmation. Remove |
|
|
458 | * on_same_map check, as can_detect_enemy also does this |
|
|
459 | */ |
|
|
460 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
430 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
461 | continue; |
431 | continue; |
462 | |
432 | |
463 | if (lastdist > rv.distance) |
433 | if (lastdist > rv.distance) |
464 | { |
434 | { |
… | |
… | |
943 | int x = ob->x, y = ob->y; |
913 | int x = ob->x, y = ob->y; |
944 | |
914 | |
945 | ob->remove_statbonus (); |
915 | ob->remove_statbonus (); |
946 | ob->remove (); |
916 | ob->remove (); |
947 | ob->arch = get_player_archetype (ob->arch); |
917 | ob->arch = get_player_archetype (ob->arch); |
948 | ob->arch->clone.copy_to (ob); |
918 | ob->arch->copy_to (ob); |
949 | ob->instantiate (); |
919 | ob->instantiate (); |
950 | ob->stats = ob->contr->orig_stats; |
920 | ob->stats = ob->contr->orig_stats; |
951 | ob->name = ob->name_pl = name; |
921 | ob->name = ob->name_pl = name; |
952 | ob->x = x; |
922 | ob->x = x; |
953 | ob->y = y; |
923 | ob->y = y; |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
924 | SET_ANIMATION (ob, 2); /* So player faces south */ |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
925 | insert_ob_in_map (ob, ob->map, ob, 0); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
926 | assign (ob->contr->title, ob->arch->object::name); |
957 | ob->add_statbonus (); |
927 | ob->add_statbonus (); |
958 | } |
928 | } |
959 | while (!allowed_class (ob)); |
929 | while (!allowed_class (ob)); |
960 | |
930 | |
961 | update_object (ob, UP_OBJ_FACE); |
931 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1191 | pick_up (op, tmp); |
1161 | pick_up (op, tmp); |
1192 | continue; |
1162 | continue; |
1193 | } |
1163 | } |
1194 | |
1164 | |
1195 | if (op->contr->mode & PU_READABLES) |
1165 | if (op->contr->mode & PU_READABLES) |
1196 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1166 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1197 | { |
1167 | { |
1198 | pick_up (op, tmp); |
1168 | pick_up (op, tmp); |
1199 | continue; |
1169 | continue; |
1200 | } |
1170 | } |
1201 | |
1171 | |
… | |
… | |
1434 | else |
1404 | else |
1435 | { |
1405 | { |
1436 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1406 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1437 | { |
1407 | { |
1438 | attacktype = 1 << attacknum; |
1408 | attacktype = 1 << attacknum; |
1439 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1409 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1440 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1410 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1441 | { |
1411 | { |
1442 | tmp = arrow; |
1412 | tmp = arrow; |
1443 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1413 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1444 | } |
1414 | } |
1445 | } |
1415 | } |
1446 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1416 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1447 | { |
1417 | { |
1448 | tmp = arrow; |
1418 | tmp = arrow; |
… | |
… | |
1686 | |
1656 | |
1687 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1657 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1688 | arrow->move_type = MOVE_FLY_LOW; |
1658 | arrow->move_type = MOVE_FLY_LOW; |
1689 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1659 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1690 | |
1660 | |
1691 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1661 | op->play_sound (sound_find ("fire_arrow")); |
1692 | m->insert (arrow, sx, sy, op); |
1662 | m->insert (arrow, sx, sy, op); |
1693 | |
1663 | |
1694 | if (!arrow->destroyed ()) |
1664 | if (!arrow->destroyed ()) |
1695 | move_arrow (arrow); |
1665 | move_arrow (arrow); |
1696 | |
1666 | |
… | |
… | |
1774 | |
1744 | |
1775 | if (item->type == WAND) |
1745 | if (item->type == WAND) |
1776 | { |
1746 | { |
1777 | if (item->stats.food <= 0) |
1747 | if (item->stats.food <= 0) |
1778 | { |
1748 | { |
1779 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1749 | op->contr->play_sound (sound_find ("wand_poof")); |
1780 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1750 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1781 | |
1751 | |
1782 | return; |
1752 | return; |
1783 | } |
1753 | } |
1784 | } |
1754 | } |
1785 | else if (item->type == ROD || item->type == HORN) |
1755 | else if (item->type == ROD || item->type == HORN) |
1786 | { |
1756 | { |
1787 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1757 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1788 | { |
1758 | { |
1789 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1759 | op->contr->play_sound (sound_find ("wand_poof")); |
1790 | |
1760 | |
1791 | if (item->type == ROD) |
1761 | if (item->type == ROD) |
1792 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1762 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1793 | else |
1763 | else |
1794 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1807 | object *tmp; |
1777 | object *tmp; |
1808 | |
1778 | |
1809 | if (item->arch) |
1779 | if (item->arch) |
1810 | { |
1780 | { |
1811 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1781 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1812 | item->face = item->arch->clone.face; |
1782 | item->face = item->arch->face; |
1813 | item->set_speed (0); |
1783 | item->set_speed (0); |
1814 | } |
1784 | } |
1815 | |
1785 | |
1816 | if ((tmp = item->in_player ())) |
1786 | if ((tmp = item->in_player ())) |
1817 | esrv_update_item (UPD_ANIM, tmp, item); |
1787 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
1983 | /* If we found a key, do some extra work */ |
1953 | /* If we found a key, do some extra work */ |
1984 | if (key) |
1954 | if (key) |
1985 | { |
1955 | { |
1986 | object *container = key->env; |
1956 | object *container = key->env; |
1987 | |
1957 | |
1988 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1989 | |
|
|
1990 | if (action_makes_visible (op)) |
1958 | if (action_makes_visible (op)) |
1991 | make_visible (op); |
1959 | make_visible (op); |
1992 | |
1960 | |
1993 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1961 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1994 | spring_trap (door->inv, op); |
1962 | spring_trap (door->inv, op); |
… | |
… | |
2107 | |
2075 | |
2108 | if (op->speed_left > 0.f) |
2076 | if (op->speed_left > 0.f) |
2109 | { |
2077 | { |
2110 | --op->speed_left; |
2078 | --op->speed_left; |
2111 | |
2079 | |
2112 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2080 | op->play_sound (sound_find ("push_player")); |
2113 | push_ob (mon, dir, op); |
2081 | push_ob (mon, dir, op); |
2114 | |
2082 | |
2115 | if (op->contr->tmp_invis || op->hide) |
2083 | if (op->contr->tmp_invis || op->hide) |
2116 | make_visible (op); |
2084 | make_visible (op); |
2117 | |
2085 | |
… | |
… | |
2136 | { |
2104 | { |
2137 | --op->speed_left; |
2105 | --op->speed_left; |
2138 | |
2106 | |
2139 | if (!op->contr->braced) |
2107 | if (!op->contr->braced) |
2140 | { |
2108 | { |
2141 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2109 | op->play_sound (sound_find ("push_player")); |
2142 | push_ob (mon, dir, op); |
2110 | push_ob (mon, dir, op); |
2143 | } |
2111 | } |
2144 | else |
2112 | else |
2145 | new_draw_info (0, 0, op, "You withhold your attack"); |
2113 | new_draw_info (0, 0, op, "You withhold your attack"); |
2146 | |
2114 | |
… | |
… | |
2289 | return 0; |
2257 | return 0; |
2290 | |
2258 | |
2291 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2259 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2292 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2260 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2293 | { |
2261 | { |
2294 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2262 | op->play_sound (sound_find ("ob_evaporate")); |
2295 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2263 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2296 | |
2264 | |
2297 | if (op->contr) |
2265 | if (op->contr) |
2298 | esrv_del_item (op->contr, tmp->count); |
2266 | esrv_del_item (op->contr, tmp->count); |
2299 | |
2267 | |
… | |
… | |
2319 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2287 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2320 | * back in the map (location and map determined by values of env). This |
2288 | * back in the map (location and map determined by values of env). This |
2321 | * function will descend into containers. op is the object to start the search |
2289 | * function will descend into containers. op is the object to start the search |
2322 | * from. |
2290 | * from. |
2323 | */ |
2291 | */ |
2324 | void |
2292 | static void |
2325 | remove_unpaid_objects (object *op, object *env) |
2293 | drop_unpaid_items (object *op, object *env) |
2326 | { |
2294 | { |
2327 | while (op) |
2295 | while (op) |
2328 | { |
2296 | { |
2329 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2297 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2330 | |
2298 | |
… | |
… | |
2334 | esrv_del_item (env->contr, op->count); |
2302 | esrv_del_item (env->contr, op->count); |
2335 | |
2303 | |
2336 | op->insert_at (env); |
2304 | op->insert_at (env); |
2337 | } |
2305 | } |
2338 | else if (op->inv) |
2306 | else if (op->inv) |
2339 | remove_unpaid_objects (op->inv, env); |
2307 | drop_unpaid_items (op->inv, env); |
2340 | |
2308 | |
2341 | op = next; |
2309 | op = next; |
2342 | } |
2310 | } |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | void |
|
|
2314 | object::drop_unpaid_items () |
|
|
2315 | { |
|
|
2316 | if (!flag [FLAG_REMOVED]) |
|
|
2317 | ::drop_unpaid_items (inv, this); |
2343 | } |
2318 | } |
2344 | |
2319 | |
2345 | /* |
2320 | /* |
2346 | * Returns pointer a static string containing gravestone text |
2321 | * Returns pointer a static string containing gravestone text |
2347 | * Moved from apply.c to player.c - player.c is what |
2322 | * Moved from apply.c to player.c - player.c is what |
… | |
… | |
2442 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2417 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2443 | else |
2418 | else |
2444 | { |
2419 | { |
2445 | gen_grace = op->stats.maxgrace; |
2420 | gen_grace = op->stats.maxgrace; |
2446 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2421 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2447 | } |
|
|
2448 | |
|
|
2449 | /* Regenerate Spell Points */ |
|
|
2450 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2451 | { |
|
|
2452 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2453 | if (op->stats.sp < op->stats.maxsp) |
|
|
2454 | { |
|
|
2455 | op->stats.sp++; |
|
|
2456 | /* dms do not consume food */ |
|
|
2457 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2458 | { |
|
|
2459 | op->stats.food--; |
|
|
2460 | if (op->contr->digestion < 0) |
|
|
2461 | op->stats.food += op->contr->digestion; |
|
|
2462 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2463 | op->stats.food = last_food; |
|
|
2464 | } |
|
|
2465 | } |
|
|
2466 | |
|
|
2467 | if (max_sp > 1) |
|
|
2468 | { |
|
|
2469 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2470 | if (over_sp > 0) |
|
|
2471 | { |
|
|
2472 | if (op->stats.sp < op->stats.maxsp) |
|
|
2473 | { |
|
|
2474 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2475 | |
|
|
2476 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2477 | op->stats.sp--; |
|
|
2478 | |
|
|
2479 | if (op->stats.sp > op->stats.maxsp) |
|
|
2480 | op->stats.sp = op->stats.maxsp; |
|
|
2481 | } |
|
|
2482 | op->last_sp = 0; |
|
|
2483 | } |
|
|
2484 | else |
|
|
2485 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2486 | } |
|
|
2487 | else |
|
|
2488 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2489 | } |
2422 | } |
2490 | |
2423 | |
2491 | /* Regenerate Grace */ |
2424 | /* Regenerate Grace */ |
2492 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2425 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2493 | if (--op->last_grace < 0) |
2426 | if (--op->last_grace < 0) |
… | |
… | |
2514 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2447 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2515 | } |
2448 | } |
2516 | /* wearing stuff doesn't detract from grace generation. */ |
2449 | /* wearing stuff doesn't detract from grace generation. */ |
2517 | } |
2450 | } |
2518 | |
2451 | |
|
|
2452 | if (op->stats.food > 0) |
|
|
2453 | { |
2519 | /* Regenerate Hit Points */ |
2454 | /* Regenerate Spell Points */ |
2520 | if (--op->last_heal < 0) |
2455 | if (!op->contr->golem && --op->last_sp < 0) |
2521 | { |
|
|
2522 | if (op->stats.hp < op->stats.maxhp) |
|
|
2523 | { |
2456 | { |
2524 | op->stats.hp++; |
2457 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2525 | /* dms do not consume food */ |
2458 | |
2526 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2459 | if (op->stats.sp < op->stats.maxsp) |
2527 | { |
2460 | { |
|
|
2461 | op->stats.sp++; |
|
|
2462 | |
|
|
2463 | /* dms do not consume food */ |
|
|
2464 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2465 | { |
2528 | op->stats.food--; |
2466 | op->stats.food--; |
|
|
2467 | |
2529 | if (op->contr->digestion < 0) |
2468 | if (op->contr->digestion < 0) |
2530 | op->stats.food += op->contr->digestion; |
2469 | op->stats.food += op->contr->digestion; |
2531 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2470 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2532 | op->stats.food = last_food; |
2471 | op->stats.food = last_food; |
|
|
2472 | } |
2533 | } |
2473 | } |
2534 | } |
|
|
2535 | |
2474 | |
2536 | if (max_hp > 1) |
2475 | if (max_sp > 1) |
2537 | { |
|
|
2538 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2539 | if (over_hp > 0) |
|
|
2540 | { |
2476 | { |
2541 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2477 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2478 | if (over_sp > 0) |
|
|
2479 | { |
|
|
2480 | if (op->stats.sp < op->stats.maxsp) |
|
|
2481 | { |
|
|
2482 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2483 | |
|
|
2484 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2485 | op->stats.sp--; |
|
|
2486 | |
|
|
2487 | if (op->stats.sp > op->stats.maxsp) |
|
|
2488 | op->stats.sp = op->stats.maxsp; |
|
|
2489 | } |
|
|
2490 | |
2542 | op->last_heal = 0; |
2491 | op->last_sp = 0; |
|
|
2492 | } |
|
|
2493 | else |
|
|
2494 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2543 | } |
2495 | } |
2544 | else |
2496 | else |
|
|
2497 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2498 | } |
|
|
2499 | |
|
|
2500 | /* Regenerate Hit Points */ |
|
|
2501 | if (--op->last_heal < 0) |
|
|
2502 | { |
|
|
2503 | if (op->stats.hp < op->stats.maxhp) |
2545 | { |
2504 | { |
2546 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2505 | op->stats.hp++; |
|
|
2506 | |
|
|
2507 | /* dms do not consume food */ |
|
|
2508 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2509 | { |
|
|
2510 | op->stats.food--; |
|
|
2511 | |
|
|
2512 | if (op->contr->digestion < 0) |
|
|
2513 | op->stats.food += op->contr->digestion; |
|
|
2514 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2515 | op->stats.food = last_food; |
|
|
2516 | } |
2547 | } |
2517 | } |
|
|
2518 | |
|
|
2519 | if (max_hp > 1) |
|
|
2520 | { |
|
|
2521 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2522 | |
|
|
2523 | if (over_hp > 0) |
|
|
2524 | { |
|
|
2525 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2526 | op->last_heal = 0; |
|
|
2527 | } |
|
|
2528 | else |
|
|
2529 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2548 | } |
2530 | } |
2549 | else |
2531 | else |
2550 | { |
|
|
2551 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2532 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2552 | } |
2533 | } |
2553 | } |
2534 | } |
2554 | |
2535 | |
2555 | /* Digestion */ |
2536 | /* Digestion */ |
2556 | if (--op->last_eat < 0) |
2537 | if (--op->last_eat < 0) |
2557 | { |
2538 | { |
2558 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2539 | int bonus = max (0, op->contr->digestion), |
|
|
2540 | penalty = max (0, -op->contr->digestion); |
2559 | |
2541 | |
2560 | if (op->contr->gen_hp > 0) |
|
|
2561 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2542 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2562 | else |
|
|
2563 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2564 | |
2543 | |
2565 | /* dms do not consume food */ |
2544 | /* dms do not consume food */ |
2566 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2567 | op->stats.food--; |
2546 | op->stats.food--; |
2568 | } |
2547 | } |
… | |
… | |
2595 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2574 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2596 | manual_apply (op, flesh, 0); |
2575 | manual_apply (op, flesh, 0); |
2597 | } |
2576 | } |
2598 | } |
2577 | } |
2599 | |
2578 | |
2600 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2579 | if (op->stats.food < 0) |
2601 | op->stats.food++, op->stats.hp--; |
2580 | { |
|
|
2581 | op->stats.hp += op->stats.food; |
|
|
2582 | op->stats.food = 0; |
|
|
2583 | } |
2602 | |
2584 | |
2603 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2585 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2604 | kill_player (op); |
2586 | kill_player (op); |
2605 | } |
2587 | } |
2606 | } |
2588 | } |
… | |
… | |
2628 | archetype *at; |
2610 | archetype *at; |
2629 | object *tmp; |
2611 | object *tmp; |
2630 | |
2612 | |
2631 | if (save_life (op)) |
2613 | if (save_life (op)) |
2632 | return; |
2614 | return; |
2633 | |
|
|
2634 | |
2615 | |
2635 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2616 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2636 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2617 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2637 | * Look at op_on_battleground() for more info --AndreasV |
2618 | * Look at op_on_battleground() for more info --AndreasV |
2638 | */ |
2619 | */ |
… | |
… | |
2691 | strcpy (op->contr->killer, "starvation"); |
2672 | strcpy (op->contr->killer, "starvation"); |
2692 | } |
2673 | } |
2693 | else |
2674 | else |
2694 | sprintf (buf, "%s died.", &op->name); |
2675 | sprintf (buf, "%s died.", &op->name); |
2695 | |
2676 | |
2696 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2677 | op->contr->play_sound (sound_find ("player_dies")); |
2697 | |
2678 | |
2698 | /* save the map location for corpse, gravestone */ |
2679 | /* save the map location for corpse, gravestone */ |
2699 | x = op->x; |
2680 | x = op->x; |
2700 | y = op->y; |
2681 | y = op->y; |
2701 | map = op->map; |
2682 | map = op->map; |
… | |
… | |
2878 | |
2859 | |
2879 | /* |
2860 | /* |
2880 | * Check to see if the player has any unpaid items. If so, remove them |
2861 | * Check to see if the player has any unpaid items. If so, remove them |
2881 | * and put them back in the map. |
2862 | * and put them back in the map. |
2882 | */ |
2863 | */ |
2883 | remove_unpaid_objects (op->inv, op); |
2864 | op->drop_unpaid_items (); |
2884 | |
2865 | |
2885 | /****************************************/ |
2866 | /****************************************/ |
2886 | /* */ |
2867 | /* */ |
2887 | /* Move player to his current respawn- */ |
2868 | /* Move player to his current respawn- */ |
2888 | /* position (usually last savebed) */ |
2869 | /* position (usually last savebed) */ |
… | |
… | |
3028 | void |
3009 | void |
3029 | make_visible (object *op) |
3010 | make_visible (object *op) |
3030 | { |
3011 | { |
3031 | op->hide = 0; |
3012 | op->hide = 0; |
3032 | op->invisible = 0; |
3013 | op->invisible = 0; |
|
|
3014 | |
3033 | if (op->type == PLAYER) |
3015 | if (op->type == PLAYER) |
3034 | { |
3016 | { |
3035 | op->contr->tmp_invis = 0; |
3017 | op->contr->tmp_invis = 0; |
3036 | op->contr->invis_race = 0; |
3018 | op->contr->invis_race = 0; |
3037 | } |
3019 | } |
… | |
… | |
3040 | } |
3022 | } |
3041 | |
3023 | |
3042 | int |
3024 | int |
3043 | is_true_undead (object *op) |
3025 | is_true_undead (object *op) |
3044 | { |
3026 | { |
3045 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3027 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3046 | return 1; |
3028 | return 1; |
3047 | |
3029 | |
3048 | return 0; |
3030 | return 0; |
3049 | } |
3031 | } |
3050 | |
3032 | |
3051 | /* look at the surrounding terrain to determine |
3033 | /* look at the surrounding terrain to determine |
3052 | * the hideability of this object. Positive levels |
3034 | * the hideability of this object. Positive levels |
3053 | * indicate greater hideability. |
3035 | * indicate greater hideability. |
3054 | */ |
3036 | */ |
3055 | |
|
|
3056 | int |
3037 | int |
3057 | hideability (object *ob) |
3038 | hideability (object *ob) |
3058 | { |
3039 | { |
3059 | int i, level = 0, mflag; |
3040 | int i, level = 0, mflag; |
3060 | sint16 x, y; |
3041 | sint16 x, y; |
… | |
… | |
3185 | * object op. This function works fine for monsters, |
3166 | * object op. This function works fine for monsters, |
3186 | * but we dont worry if the object isnt the top one in |
3167 | * but we dont worry if the object isnt the top one in |
3187 | * a pile (say a coin under a table would return "viewable" |
3168 | * a pile (say a coin under a table would return "viewable" |
3188 | * by this routine). Another question, should we be |
3169 | * by this routine). Another question, should we be |
3189 | * concerned with the direction the player is looking |
3170 | * concerned with the direction the player is looking |
3190 | * in? Realistically, most of use cant see stuff behind |
3171 | * in? Realistically, most of us can't see stuff behind |
3191 | * our backs...on the other hand, does the "facing" direction |
3172 | * our backs...on the other hand, does the "facing" direction |
3192 | * imply the way your head, or body is facing? Its possible |
3173 | * imply the way your head, or body is facing? It's possible |
3193 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3174 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3194 | * -b.t. |
3175 | * -b.t. |
3195 | * This function is now map tiling safe. |
3176 | * This function is now map tiling safe. |
3196 | */ |
3177 | */ |
3197 | |
|
|
3198 | int |
3178 | int |
3199 | player_can_view (object *pl, object *op) |
3179 | player_can_view (object *pl, object *op) |
3200 | { |
3180 | { |
3201 | rv_vector rv; |
3181 | rv_vector rv; |
3202 | int dx, dy; |
3182 | int dx, dy; |
… | |
… | |
3214 | |
3194 | |
3215 | get_rangevector (pl, op, &rv, 0x1); |
3195 | get_rangevector (pl, op, &rv, 0x1); |
3216 | |
3196 | |
3217 | /* starting with the 'head' part, lets loop |
3197 | /* starting with the 'head' part, lets loop |
3218 | * through the object and find if it has any |
3198 | * through the object and find if it has any |
3219 | * part that is in the los array but isnt on |
3199 | * part that is in the los array but isn't on |
3220 | * a blocked los square. |
3200 | * a blocked los square. |
3221 | * we use the archetype to figure out offsets. |
3201 | * we use the archetype to figure out offsets. |
3222 | */ |
3202 | */ |
3223 | while (op) |
3203 | while (op) |
3224 | { |
3204 | { |
3225 | dx = rv.distance_x + op->arch->clone.x; |
3205 | dx = rv.distance_x + op->arch->x; |
3226 | dy = rv.distance_y + op->arch->clone.y; |
3206 | dy = rv.distance_y + op->arch->y; |
3227 | |
3207 | |
3228 | /* only the viewable area the player sees is updated by LOS |
3208 | /* only the viewable area the player sees is updated by LOS |
3229 | * code, so we need to restrict ourselves to that range of values |
3209 | * code, so we need to restrict ourselves to that range of values |
3230 | * for any meaningful values. |
3210 | * for any meaningful values. |
3231 | */ |
3211 | */ |
3232 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3212 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3233 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3213 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3234 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3214 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3235 | return 1; |
3215 | return 1; |
|
|
3216 | |
3236 | op = op->more; |
3217 | op = op->more; |
3237 | } |
3218 | } |
|
|
3219 | |
3238 | return 0; |
3220 | return 0; |
3239 | } |
3221 | } |
3240 | |
3222 | |
3241 | /* routine for both players and monsters. We call this when |
3223 | /* routine for both players and monsters. We call this when |
3242 | * there is a possibility for our action distrubing our hiding |
3224 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3245 | * return 0. |
3227 | * return 0. |
3246 | */ |
3228 | */ |
3247 | int |
3229 | int |
3248 | action_makes_visible (object *op) |
3230 | action_makes_visible (object *op) |
3249 | { |
3231 | { |
3250 | |
|
|
3251 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3232 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3252 | { |
3233 | { |
3253 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3234 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3254 | return 0; |
3235 | return 0; |
3255 | |
3236 | |
… | |
… | |
3261 | { |
3242 | { |
3262 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3243 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3263 | return 1; |
3244 | return 1; |
3264 | } |
3245 | } |
3265 | } |
3246 | } |
|
|
3247 | |
3266 | return 0; |
3248 | return 0; |
3267 | } |
3249 | } |
3268 | |
3250 | |
3269 | /* op_on_battleground - checks if the given object op (usually |
3251 | /* op_on_battleground - checks if the given object op (usually |
3270 | * a player) is standing on a valid battleground-tile, |
3252 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3275 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3257 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3276 | */ |
3258 | */ |
3277 | int |
3259 | int |
3278 | op_on_battleground (object *op, int *x, int *y) |
3260 | op_on_battleground (object *op, int *x, int *y) |
3279 | { |
3261 | { |
3280 | object *tmp; |
|
|
3281 | |
|
|
3282 | /* A battleground-tile needs the following attributes to be valid: |
3262 | /* A battleground-tile needs the following attributes to be valid: |
3283 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3263 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3284 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3264 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3285 | * and the exit-coordinates sp/hp must both be > 0. |
3265 | * and the exit-coordinates sp/hp must both be > 0. |
3286 | * => The intention here is to prevent abuse of the battleground- |
3266 | * => The intention here is to prevent abuse of the battleground- |
3287 | * feature (like pickable or hidden battleground tiles). */ |
3267 | * feature (like pickable or hidden battleground tiles). */ |
3288 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3268 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3289 | { |
3269 | { |
3290 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3270 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3291 | { |
3271 | { |
3292 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3272 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3293 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3273 | && tmp->type == BATTLEGROUND |
|
|
3274 | && tmp->name == shstr_battleground |
|
|
3275 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3294 | { |
3276 | { |
3295 | /*before we assign the exit, check if this is a teambattle */ |
3277 | /* before we assign the exit, check if this is a teambattle */ |
3296 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3278 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3297 | { |
3279 | { |
3298 | object *invtmp; |
|
|
3299 | |
|
|
3300 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3280 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3301 | { |
3281 | { |
3302 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3282 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3303 | { |
3283 | { |
3304 | if (x != NULL && y != NULL) |
3284 | if (x && y) |
3305 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3285 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3286 | |
3306 | return 1; |
3287 | return 1; |
3307 | } |
3288 | } |
3308 | } |
3289 | } |
3309 | } |
3290 | } |
|
|
3291 | |
3310 | if (x != NULL && y != NULL) |
3292 | if (x && y) |
3311 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3293 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3294 | |
3312 | return 1; |
3295 | return 1; |
3313 | } |
3296 | } |
3314 | } |
3297 | } |
3315 | } |
3298 | } |
|
|
3299 | |
3316 | /* If we got here, did not find a battleground */ |
3300 | /* If we got here, did not find a battleground */ |
3317 | return 0; |
3301 | return 0; |
3318 | } |
3302 | } |
3319 | |
3303 | |
3320 | /* |
3304 | /* |
… | |
… | |
3336 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3320 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3337 | int i = 0, j = 0; |
3321 | int i = 0, j = 0; |
3338 | |
3322 | |
3339 | /* get the appropriate treasurelist */ |
3323 | /* get the appropriate treasurelist */ |
3340 | if (atnr == ATNR_FIRE) |
3324 | if (atnr == ATNR_FIRE) |
3341 | trlist = treasurelist::find ("dragon_ability_fire"); |
3325 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3342 | else if (atnr == ATNR_COLD) |
3326 | else if (atnr == ATNR_COLD) |
3343 | trlist = treasurelist::find ("dragon_ability_cold"); |
3327 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3344 | else if (atnr == ATNR_ELECTRICITY) |
3328 | else if (atnr == ATNR_ELECTRICITY) |
3345 | trlist = treasurelist::find ("dragon_ability_elec"); |
3329 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3346 | else if (atnr == ATNR_POISON) |
3330 | else if (atnr == ATNR_POISON) |
3347 | trlist = treasurelist::find ("dragon_ability_poison"); |
3331 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3348 | |
3332 | |
3349 | if (trlist == NULL || who->type != PLAYER) |
3333 | if (trlist == NULL || who->type != PLAYER) |
3350 | return; |
3334 | return; |
3351 | |
3335 | |
3352 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3336 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3356 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3340 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3357 | return; |
3341 | return; |
3358 | } |
3342 | } |
3359 | |
3343 | |
3360 | /* everything seems okay - now bring on the gift: */ |
3344 | /* everything seems okay - now bring on the gift: */ |
3361 | item = &(tr->item->clone); |
3345 | item = tr->item; |
3362 | |
3346 | |
3363 | if (item->type == SPELL) |
3347 | if (item->type == SPELL) |
3364 | { |
3348 | { |
3365 | if (check_spell_known (who, item->name)) |
3349 | if (check_spell_known (who, item->name)) |
3366 | return; |
3350 | return; |
… | |
… | |
3425 | { |
3409 | { |
3426 | /* forces in the treasurelist can alter the player's stats */ |
3410 | /* forces in the treasurelist can alter the player's stats */ |
3427 | object *skin; |
3411 | object *skin; |
3428 | |
3412 | |
3429 | /* first get the dragon skin force */ |
3413 | /* first get the dragon skin force */ |
3430 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3431 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3414 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3432 | ; |
3415 | ; |
3433 | |
3416 | |
3434 | if (!skin) |
3417 | if (!skin) |
3435 | return; |
3418 | return; |
3436 | |
3419 | |