1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
123 | continue; |
122 | continue; |
124 | |
123 | |
125 | if (*buf == '%') |
124 | if (*buf == '%') |
126 | { /* send one news */ |
125 | { /* send one news */ |
127 | if (size > 0) |
126 | if (size > 0) |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
129 | |
131 | |
130 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
131 | strip_endline (subject); |
133 | strip_endline (subject); |
132 | size = 0; |
134 | size = 0; |
133 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
184 | |
186 | |
185 | if (ob->map) |
187 | if (ob->map) |
186 | maplevel = ob->map->path; |
188 | maplevel = ob->map->path; |
187 | |
189 | |
188 | ob->remove (); |
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
189 | ob->map = 0; |
192 | ob->map = 0; |
190 | party = 0; |
193 | party = 0; |
191 | |
194 | |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
193 | |
196 | |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
208 | |
211 | |
209 | ns->update_look = 0; |
212 | ns->update_look = 0; |
210 | ns->look_position = 0; |
213 | ns->look_position = 0; |
211 | |
214 | |
212 | clear_los (this); |
215 | clear_los (); |
213 | |
216 | |
214 | ns->reset_stats (); |
217 | ns->reset_stats (); |
215 | |
218 | |
216 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
221 | ob->race = ob->arch->race; |
219 | |
222 | |
220 | ob->carrying = sum_weight (ob); |
223 | ob->update_weight (); |
221 | link_player_skills (ob); |
224 | link_skills (); |
222 | |
225 | |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 | |
227 | |
225 | assign (title, ob->arch->object::name); |
228 | assign (title, ob->arch->object::name); |
226 | |
229 | |
227 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
228 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
229 | { |
232 | { |
230 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
231 | |
234 | |
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) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
237 | if (tmp->arch->archname == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
238 | abil = tmp; |
238 | abil = tmp; |
239 | else if (tmp->arch->archname == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
240 | skin = tmp; |
240 | skin = tmp; |
241 | |
241 | |
242 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
243 | } |
243 | } |
244 | |
244 | |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
246 | |
246 | |
247 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
|
|
248 | |
|
|
249 | ob->update_stats (); |
|
|
250 | |
|
|
251 | ns->floorbox_update (); |
|
|
252 | esrv_send_inventory (ob, ob); |
|
|
253 | esrv_add_spells (this, 0); |
|
|
254 | |
|
|
255 | activate (); |
|
|
256 | |
|
|
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
|
259 | display_motd (ob); |
|
|
260 | |
|
|
261 | INVOKE_PLAYER (CONNECT, this); |
|
|
262 | INVOKE_PLAYER (LOGIN, this); |
|
|
263 | } |
|
|
264 | |
|
|
265 | void |
|
|
266 | player::disconnect () |
|
|
267 | { |
|
|
268 | if (ob) |
|
|
269 | { |
|
|
270 | ob->close_container (); //TODO: client-specific |
|
|
271 | ob->drop_unpaid_items (); |
|
|
272 | } |
|
|
273 | |
|
|
274 | if (ns) |
|
|
275 | { |
|
|
276 | if (active) |
|
|
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
278 | |
|
|
279 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
280 | |
|
|
281 | ns->reset_stats (); |
|
|
282 | ns->pl = 0; |
|
|
283 | ns = 0; |
|
|
284 | } |
|
|
285 | |
|
|
286 | observe = ob; |
|
|
287 | |
|
|
288 | deactivate (); |
|
|
289 | } |
|
|
290 | |
|
|
291 | // the need for this function can be explained |
|
|
292 | // by load_object not returning the object |
|
|
293 | void |
|
|
294 | player::set_object (object *op) |
|
|
295 | { |
|
|
296 | ob = observe = op; |
|
|
297 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
298 | |
|
|
299 | ob->speed = 1.0f; |
|
|
300 | ob->speed_left = 0.5f; |
|
|
301 | |
|
|
302 | ob->direction = 5; /* So player faces south */ |
248 | |
303 | |
249 | ob->flag [FLAG_READY_WEAPON] = false; |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
250 | ob->flag [FLAG_READY_SKILL] = false; |
305 | ob->flag [FLAG_READY_SKILL] = false; |
251 | ob->flag [FLAG_READY_BOW] = false; |
306 | ob->flag [FLAG_READY_BOW] = false; |
252 | |
307 | |
… | |
… | |
269 | combat_ob = op; |
324 | combat_ob = op; |
270 | break; |
325 | break; |
271 | } |
326 | } |
272 | |
327 | |
273 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
274 | ob->update_stats (); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
275 | |
|
|
276 | ns->floorbox_update (); |
|
|
277 | esrv_send_inventory (ob, ob); |
|
|
278 | esrv_add_spells (this, 0); |
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279 | |
|
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280 | activate (); |
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281 | |
|
|
282 | send_rules (ob); |
|
|
283 | send_news (ob); |
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284 | display_motd (ob); |
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285 | |
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286 | INVOKE_PLAYER (CONNECT, this); |
|
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287 | INVOKE_PLAYER (LOGIN, this); |
|
|
288 | } |
|
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289 | |
|
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290 | void |
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291 | player::disconnect () |
|
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292 | { |
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293 | if (ns) |
|
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294 | { |
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295 | if (active) |
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296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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297 | |
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298 | INVOKE_PLAYER (DISCONNECT, this); |
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299 | |
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300 | ns->reset_stats (); |
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301 | ns->pl = 0; |
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302 | ns = 0; |
|
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303 | } |
|
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304 | |
|
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305 | if (ob) |
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306 | ob->close_container (); //TODO: client-specific |
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307 | |
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308 | observe = ob; |
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309 | |
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310 | deactivate (); |
|
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311 | } |
|
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312 | |
|
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313 | // the need for this function can be explained |
|
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314 | // by load_object not returning the object |
|
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315 | void |
|
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316 | player::set_object (object *op) |
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317 | { |
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318 | ob = observe = op; |
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319 | ob->contr = this; /* this aren't yet in archetype */ |
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320 | |
|
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321 | ob->speed = 1.0f; |
|
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322 | ob->speed_left = 0.5f; |
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323 | |
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324 | ob->direction = 5; /* So player faces south */ |
|
|
325 | } |
330 | } |
326 | |
331 | |
327 | void |
332 | void |
328 | player::set_observe (object *op) |
333 | player::set_observe (object *op) |
329 | { |
334 | { |
… | |
… | |
343 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
344 | |
349 | |
345 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
346 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
347 | petmode = pet_normal; |
352 | petmode = pet_normal; |
348 | listening = 10; |
|
|
349 | usekeys = containers; |
353 | usekeys = containers; |
350 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
351 | do_los = 1; |
355 | do_los = 1; |
352 | |
356 | |
353 | weapon_sp = 1.0f; |
357 | weapon_sp = 1.0f; |
… | |
… | |
364 | if (ob) |
368 | if (ob) |
365 | { |
369 | { |
366 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
367 | ob->destroy (); |
371 | ob->destroy (); |
368 | } |
372 | } |
|
|
373 | |
|
|
374 | ob = observe = 0; |
369 | } |
375 | } |
370 | |
376 | |
371 | player::~player () |
377 | player::~player () |
372 | { |
378 | { |
373 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
400 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
401 | */ |
407 | */ |
402 | archetype * |
408 | archetype * |
403 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
404 | { |
410 | { |
|
|
411 | // archetypes could have been reloaded |
|
|
412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
|
414 | if (!nat) |
|
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415 | return at; |
|
|
416 | |
405 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
417 | archvec::iterator i = archetypes.find (nat); |
406 | |
418 | |
407 | for (;;) |
419 | for (;;) |
408 | { |
420 | { |
409 | if (++i == archetypes.end ()) |
421 | if (++i == archetypes.end ()) |
410 | i = archetypes.begin (); |
422 | i = archetypes.begin (); |
… | |
… | |
424 | unsigned lastdist; |
436 | unsigned lastdist; |
425 | rv_vector rv; |
437 | rv_vector rv; |
426 | |
438 | |
427 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
428 | { |
440 | { |
429 | /* We should not find free objects on this friendly list, but it |
|
|
430 | * does periodically happen. Given that, lets deal with it. |
|
|
431 | * While unlikely, it is possible the next object on the friendly |
|
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432 | * list is also free, so encapsulate this in a while loop. |
|
|
433 | */ |
|
|
434 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
435 | { |
|
|
436 | object *tmp = ol->ob; |
|
|
437 | |
|
|
438 | /* Can't do much more other than log the fact, because the object |
|
|
439 | * itself will have been cleared. |
|
|
440 | */ |
|
|
441 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
442 | tmp->debug_desc ()); |
|
|
443 | ol = ol->next; |
|
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444 | remove_friendly_object (tmp); |
|
|
445 | if (!ol) |
|
|
446 | return op; |
|
|
447 | } |
|
|
448 | |
|
|
449 | /* Remove special check for player from this. First, it looks to cause |
|
|
450 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
451 | * complicated method of state checking would be needed in any case - |
|
|
452 | * as it was, a clever player could type quit, and the function would |
|
|
453 | * skip them over while waiting for confirmation. Remove |
|
|
454 | * on_same_map check, as can_detect_enemy also does this |
|
|
455 | */ |
|
|
456 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
457 | continue; |
442 | continue; |
458 | |
443 | |
459 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
460 | { |
445 | { |
… | |
… | |
655 | |
640 | |
656 | return firstdir; |
641 | return firstdir; |
657 | } |
642 | } |
658 | |
643 | |
659 | void |
644 | void |
660 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
661 | { |
646 | { |
662 | object *op, *next = NULL; |
|
|
663 | |
|
|
664 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
665 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
666 | |
649 | |
667 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
668 | { |
651 | { |
669 | next = op->below; |
652 | next = op->below; |
670 | |
653 | |
671 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
672 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
677 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
678 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
679 | */ |
662 | */ |
680 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
681 | { |
664 | { |
682 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
683 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
684 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
685 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
686 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
687 | { |
672 | { |
688 | op->destroy (); |
673 | op->destroy (); |
689 | continue; |
674 | continue; |
690 | } |
675 | } |
691 | } |
676 | } |
692 | |
677 | |
693 | /* This really needs to be better - we should really give |
678 | /* Here we remove duplicated skills (as duplicated spell objects have |
694 | * a substitute spellbook. The problem is that we don't really |
679 | * _very_ confusing effects for players), which could for instance be |
695 | * have a good idea what to replace it with (need something like |
680 | * generated by bad treasurelists. - elmex |
696 | * a first level treasurelist for each skill.) |
|
|
697 | * remove duplicate skills also |
|
|
698 | */ |
681 | */ |
699 | if (op->type == SPELLBOOK || op->type == SKILL) |
682 | if (op->type == SKILL) |
700 | { |
683 | { |
701 | object *tmp; |
|
|
702 | |
|
|
703 | for (tmp = op->below; tmp; tmp = tmp->below) |
684 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
704 | if (tmp->type == op->type && tmp->name == op->name) |
685 | if (tmp->type == op->type && tmp->name == op->name) |
705 | break; |
|
|
706 | |
|
|
707 | if (tmp) |
|
|
708 | { |
686 | { |
709 | op->destroy (); |
687 | op->destroy (); |
|
|
688 | LOG (llevError, |
710 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
689 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
711 | continue; |
690 | break; |
712 | } |
691 | } |
713 | |
692 | |
714 | if (op->nrof > 1) |
693 | if (op->nrof > 1) |
715 | op->nrof = 1; |
694 | op->nrof = 1; |
716 | } |
695 | } |
717 | |
696 | |
718 | if (op->type == SPELLBOOK && op->inv) |
697 | if (op->type == SPELLBOOK && op->inv) |
719 | { |
|
|
720 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
698 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
721 | } |
|
|
722 | |
699 | |
723 | /* Give starting characters identified, uncursed, and undamned |
700 | /* Give starting characters identified, uncursed, and undamned |
724 | * items. Just don't identify gold or silver, or it won't be |
701 | * items. Just don't identify gold or silver, or it won't be |
725 | * merged properly. |
702 | * merged properly. |
726 | */ |
703 | */ |
727 | if (need_identify (op)) |
704 | if (need_identify (op)) |
728 | { |
705 | { |
729 | SET_FLAG (op, FLAG_IDENTIFIED); |
706 | SET_FLAG (op, FLAG_IDENTIFIED); |
730 | CLEAR_FLAG (op, FLAG_CURSED); |
707 | CLEAR_FLAG (op, FLAG_CURSED); |
731 | CLEAR_FLAG (op, FLAG_DAMNED); |
708 | CLEAR_FLAG (op, FLAG_DAMNED); |
732 | } |
709 | } |
|
|
710 | |
733 | if (op->type == SPELL) |
711 | if (op->type == SPELL) |
734 | { |
712 | { |
735 | op->destroy (); |
713 | op->destroy (); |
736 | continue; |
714 | continue; |
737 | } |
715 | } |
… | |
… | |
739 | { |
717 | { |
740 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
718 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
741 | op->stats.exp = 0; |
719 | op->stats.exp = 0; |
742 | op->level = 1; |
720 | op->level = 1; |
743 | } |
721 | } |
744 | /* lock all 'normal items by default */ |
722 | else /* lock all 'normal items by default */ |
745 | else |
|
|
746 | SET_FLAG (op, FLAG_INV_LOCKED); |
723 | SET_FLAG (op, FLAG_INV_LOCKED); |
747 | } /* for loop of objects in player inv */ |
724 | } /* for loop of objects in player inv */ |
748 | |
725 | |
749 | /* Need to set up the skill pointers */ |
726 | /* Need to set up the skill pointers */ |
750 | link_player_skills (pl); |
727 | pl->contr->link_skills (); |
751 | } |
728 | } |
752 | |
729 | |
753 | void |
730 | void |
754 | get_party_password (object *op, partylist *party) |
731 | get_party_password (object *op, partylist *party) |
755 | { |
732 | { |
… | |
… | |
856 | static void |
833 | static void |
857 | start_info (object *op) |
834 | start_info (object *op) |
858 | { |
835 | { |
859 | char buf[MAX_BUF]; |
836 | char buf[MAX_BUF]; |
860 | |
837 | |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
838 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
839 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
865 | } |
840 | } |
866 | |
841 | |
867 | /* This function takes the key that is passed, and does the |
842 | /* This function takes the key that is passed, and does the |
868 | * appropriate action with it (change race, or other things). |
843 | * appropriate action with it (change race, or other things). |
869 | * The function name is for historical reasons - now we have |
844 | * The function name is for historical reasons - now we have |
… | |
… | |
872 | */ |
847 | */ |
873 | void |
848 | void |
874 | player::chargen_race_done () |
849 | player::chargen_race_done () |
875 | { |
850 | { |
876 | /* this must before then initial items are given */ |
851 | /* this must before then initial items are given */ |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
852 | esrv_new_player (ob->contr); |
878 | |
853 | |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
854 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
880 | if (tl) |
855 | if (tl) |
881 | create_treasure (tl, ob, 0, 0, 0); |
856 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
857 | |
… | |
… | |
886 | ob->contr->ns->state = ST_PLAYING; |
861 | ob->contr->ns->state = ST_PLAYING; |
887 | |
862 | |
888 | if (ob->msg) |
863 | if (ob->msg) |
889 | ob->msg = 0; |
864 | ob->msg = 0; |
890 | |
865 | |
891 | /* We create this now because some of the unique maps will need it |
|
|
892 | * to save here. |
|
|
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
|
|
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
897 | make_path_to_file (buf); |
|
|
898 | } |
|
|
899 | |
|
|
900 | start_info (ob); |
866 | start_info (ob); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
867 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (ob, ob->randomitems); |
868 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (ob); |
|
|
904 | esrv_send_inventory (ob, ob); |
869 | esrv_send_inventory (ob, ob); |
905 | ob->update_stats (); |
870 | ob->update_stats (); |
906 | |
871 | |
907 | /* This moves the player to a different start map, if there |
872 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
873 | * is one for this race |
909 | */ |
874 | */ |
910 | if (*first_map_ext_path) |
875 | if (*first_map_ext_path) |
911 | { |
876 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
912 | object *tmp; |
|
|
913 | char mapname[MAX_BUF]; |
|
|
914 | |
|
|
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
916 | tmp = object::create (); |
|
|
917 | EXIT_PATH (tmp) = mapname; |
|
|
918 | EXIT_X (tmp) = ob->x; |
|
|
919 | EXIT_Y (tmp) = ob->y; |
|
|
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
921 | * if the map isn't there, then stay on the |
|
|
922 | * default initial map */ |
|
|
923 | tmp->destroy (); |
|
|
924 | } |
|
|
925 | else |
877 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
878 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | } |
879 | } |
928 | |
880 | |
929 | void |
881 | void |
… | |
… | |
973 | LOG (llevDebug, "Fleeing player is dead.\n"); |
925 | LOG (llevDebug, "Fleeing player is dead.\n"); |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
926 | CLEAR_FLAG (op, FLAG_SCARED); |
975 | return; |
927 | return; |
976 | } |
928 | } |
977 | |
929 | |
978 | if (op->enemy == NULL) |
930 | if (!op->enemy) |
979 | { |
931 | { |
980 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
932 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
981 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
982 | return; |
934 | return; |
983 | } |
935 | } |
984 | |
936 | |
985 | /* Seen some crashes here. Since we don't store an |
|
|
986 | * op->enemy_count, it is possible that something destroys the |
|
|
987 | * actual enemy, and the object is recycled. |
|
|
988 | */ |
|
|
989 | if (op->enemy->map == NULL) |
|
|
990 | { |
|
|
991 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
992 | op->enemy = NULL; |
|
|
993 | return; |
|
|
994 | } |
|
|
995 | |
|
|
996 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
937 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
997 | { |
938 | { |
998 | op->enemy = NULL; |
939 | op->enemy = NULL; |
999 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
1000 | return; |
941 | return; |
… | |
… | |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
944 | get_rangevector (op, op->enemy, &rv, 0); |
1004 | |
945 | |
1005 | dir = absdir (4 + rv.direction); |
946 | dir = absdir (4 + rv.direction); |
1006 | for (diff = 0; diff < 3; diff++) |
947 | for (diff = 0; diff < 3; diff++) |
1007 | { |
948 | { |
1008 | int m = 1 - (RANDOM () & 2); |
949 | int m = 1 - rndm (2) * 2; |
1009 | |
950 | |
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
951 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1011 | return; |
952 | return; |
1012 | } |
953 | } |
1013 | |
954 | |
… | |
… | |
1024 | check_pick (object *op) |
965 | check_pick (object *op) |
1025 | { |
966 | { |
1026 | object *tmp, *next; |
967 | object *tmp, *next; |
1027 | int stop = 0; |
968 | int stop = 0; |
1028 | int wvratio; |
969 | int wvratio; |
1029 | char putstring[128]; |
|
|
1030 | |
970 | |
1031 | /* if you're flying, you cna't pick up anything */ |
971 | /* if you're flying, you cna't pick up anything */ |
1032 | if (op->move_type & MOVE_FLYING) |
972 | if (op->move_type & MOVE_FLYING) |
1033 | return 1; |
973 | return 1; |
1034 | |
974 | |
1035 | next = op->below; |
975 | next = op->below; |
1036 | |
976 | |
|
|
977 | int cnt = MAX_ITEM_PER_DROP; |
|
|
978 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
979 | |
1037 | /* loop while there are items on the floor that are not marked as |
980 | /* loop while there are items on the floor that are not marked as |
1038 | * destroyed */ |
981 | * destroyed */ |
1039 | while (next && !next->destroyed ()) |
982 | while (next && !next->destroyed ()) |
1040 | { |
983 | { |
1041 | tmp = next; |
984 | tmp = next; |
1042 | next = tmp->below; |
985 | next = tmp->below; |
1043 | |
986 | |
|
|
987 | if (cnt <= 0) |
|
|
988 | { |
|
|
989 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
990 | return 0; |
|
|
991 | } |
|
|
992 | |
1044 | if (op->destroyed ()) |
993 | if (op->destroyed ()) |
1045 | return 0; |
994 | return 0; |
1046 | |
995 | |
1047 | if (!can_pick (op, tmp)) |
996 | if (!can_pick (op, tmp)) |
1048 | continue; |
997 | continue; |
1049 | |
998 | |
1050 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
999 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1051 | { |
1000 | { |
1052 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1001 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1053 | pick_up (op, tmp); |
1002 | CHK_PICK_PICKUP; |
|
|
1003 | |
1054 | continue; |
1004 | continue; |
1055 | } |
1005 | } |
1056 | |
1006 | |
1057 | /* high not bit set? We're using the old autopickup model */ |
1007 | /* pickup handling */ |
|
|
1008 | if (op->contr->mode & PU_DEBUG) |
|
|
1009 | { |
|
|
1010 | /* some debugging code to figure out item information */ |
|
|
1011 | const char *str = tmp->name |
|
|
1012 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1013 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1014 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1015 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1016 | |
|
|
1017 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1018 | } |
|
|
1019 | |
|
|
1020 | if (op->contr->mode & PU_INHIBIT) |
|
|
1021 | return 1; |
|
|
1022 | |
|
|
1023 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1024 | return 1; |
|
|
1025 | |
|
|
1026 | /* philosophy: |
|
|
1027 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1028 | * generic. This takes no game-time. For more detailed pickups |
|
|
1029 | * and selections, select-items should be used. This is a |
|
|
1030 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1031 | * example. |
|
|
1032 | * The drawback: right now it has no frontend, so you need to |
|
|
1033 | * stick the bits you want into a calculator in hex mode and then |
|
|
1034 | * convert to decimal and then 'pickup <#> |
|
|
1035 | */ |
|
|
1036 | |
|
|
1037 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1038 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1039 | * meaning if any test passes, the item gets picked up. */ |
|
|
1040 | |
|
|
1041 | /* if mode is set to pick nothing up, return */ |
|
|
1042 | if (op->contr->mode == PU_NOTHING) |
|
|
1043 | return 1; |
|
|
1044 | |
|
|
1045 | /* if mode is set to stop when encountering objects, return */ |
|
|
1046 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1047 | * anything up */ |
|
|
1048 | if (op->contr->mode & PU_STOP) |
|
|
1049 | return 0; |
|
|
1050 | |
|
|
1051 | /* useful for going into stores and not losing your settings... */ |
|
|
1052 | /* and for battles wher you don't want to get loaded down while |
|
|
1053 | * fighting */ |
|
|
1054 | if (op->contr->mode & PU_INHIBIT) |
|
|
1055 | return 1; |
|
|
1056 | |
|
|
1057 | /* prevent us from turning into auto-thieves :) */ |
|
|
1058 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1059 | continue; |
|
|
1060 | |
|
|
1061 | /* ignore known cursed objects */ |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1063 | continue; |
|
|
1064 | |
|
|
1065 | /* all food and drink if desired */ |
|
|
1066 | /* question: don't pick up known-poisonous stuff? */ |
1058 | if (!(op->contr->mode & PU_NEWMODE)) |
1067 | if (op->contr->mode & PU_FOOD) |
|
|
1068 | if (tmp->type == FOOD) |
1059 | { |
1069 | { |
1060 | switch (op->contr->mode) |
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | if (op->contr->mode & PU_DRINK) |
|
|
1075 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1076 | { |
|
|
1077 | CHK_PICK_PICKUP; |
|
|
1078 | continue; |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | if (op->contr->mode & PU_POTION) |
|
|
1082 | if (tmp->type == POTION) |
|
|
1083 | { |
|
|
1084 | CHK_PICK_PICKUP; |
|
|
1085 | continue; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1089 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1090 | if (tmp->type == SPELLBOOK) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1097 | if (tmp->type == SKILLSCROLL) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_READABLES) |
|
|
1104 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* wands/staves/rods/horns */ |
|
|
1111 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1112 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1113 | { |
|
|
1114 | CHK_PICK_PICKUP; |
|
|
1115 | continue; |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | /* pick up all magical items */ |
|
|
1119 | if (op->contr->mode & PU_MAGICAL) |
|
|
1120 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1121 | { |
|
|
1122 | CHK_PICK_PICKUP; |
|
|
1123 | continue; |
|
|
1124 | } |
|
|
1125 | |
|
|
1126 | if (op->contr->mode & PU_VALUABLES) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == MONEY || tmp->type == GEM) |
1061 | { |
1129 | { |
1062 | case 0: |
1130 | CHK_PICK_PICKUP; |
1063 | return 1; /* don't pick up */ |
1131 | continue; |
1064 | case 1: |
|
|
1065 | pick_up (op, tmp); |
|
|
1066 | return 1; |
|
|
1067 | case 2: |
|
|
1068 | pick_up (op, tmp); |
|
|
1069 | return 0; |
|
|
1070 | case 3: |
|
|
1071 | return 0; /* stop before pickup */ |
|
|
1072 | case 4: |
|
|
1073 | pick_up (op, tmp); |
|
|
1074 | break; |
|
|
1075 | case 5: |
|
|
1076 | pick_up (op, tmp); |
|
|
1077 | stop = 1; |
|
|
1078 | break; |
|
|
1079 | case 6: |
|
|
1080 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1081 | pick_up (op, tmp); |
|
|
1082 | break; |
|
|
1083 | |
|
|
1084 | case 7: |
|
|
1085 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1086 | pick_up (op, tmp); |
|
|
1087 | break; |
|
|
1088 | |
|
|
1089 | default: |
|
|
1090 | /* use value density */ |
|
|
1091 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1092 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1093 | pick_up (op, tmp); |
|
|
1094 | } |
1132 | } |
1095 | } |
1133 | } |
1096 | else |
1134 | |
1097 | { /* old model */ |
1135 | /* rings & amulets - talismans seems to be typed AMULET */ |
1098 | /* NEW pickup handling */ |
|
|
1099 | if (op->contr->mode & PU_DEBUG) |
1136 | if (op->contr->mode & PU_JEWELS) |
|
|
1137 | if (tmp->type == RING || tmp->type == AMULET) |
1100 | { |
1138 | { |
1101 | /* some debugging code to figure out item information */ |
1139 | CHK_PICK_PICKUP; |
1102 | if (tmp->name != NULL) |
|
|
1103 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1104 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1105 | else |
|
|
1106 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1107 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1108 | |
|
|
1109 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1110 | } |
|
|
1111 | |
|
|
1112 | /* philosophy: |
|
|
1113 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1114 | * generic. This takes no game-time. For more detailed pickups |
|
|
1115 | * and selections, select-items should be used. This is a |
|
|
1116 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1117 | * example. |
|
|
1118 | * The drawback: right now it has no frontend, so you need to |
|
|
1119 | * stick the bits you want into a calculator in hex mode and then |
|
|
1120 | * convert to decimal and then 'pickup <#> |
|
|
1121 | */ |
|
|
1122 | |
|
|
1123 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1124 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1125 | * meaning if any test passes, the item gets picked up. */ |
|
|
1126 | |
|
|
1127 | /* if mode is set to pick nothing up, return */ |
|
|
1128 | |
|
|
1129 | if (op->contr->mode & PU_NOTHING) |
|
|
1130 | return 1; |
|
|
1131 | |
|
|
1132 | /* if mode is set to stop when encountering objects, return */ |
|
|
1133 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1134 | * anything up */ |
|
|
1135 | |
|
|
1136 | if (op->contr->mode & PU_STOP) |
|
|
1137 | return 0; |
|
|
1138 | |
|
|
1139 | /* useful for going into stores and not losing your settings... */ |
|
|
1140 | /* and for battles wher you don't want to get loaded down while |
|
|
1141 | * fighting */ |
|
|
1142 | if (op->contr->mode & PU_INHIBIT) |
|
|
1143 | return 1; |
|
|
1144 | |
|
|
1145 | /* prevent us from turning into auto-thieves :) */ |
|
|
1146 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1147 | continue; |
1140 | continue; |
|
|
1141 | } |
1148 | |
1142 | |
1149 | /* ignore known cursed objects */ |
1143 | /* we don't forget dragon food */ |
1150 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1144 | if (op->contr->mode & PU_FLESH) |
|
|
1145 | if (tmp->type == FLESH) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
1151 | continue; |
1148 | continue; |
|
|
1149 | } |
1152 | |
1150 | |
1153 | /* all food and drink if desired */ |
1151 | /* bows and arrows. Bows are good for selling! */ |
1154 | /* question: don't pick up known-poisonous stuff? */ |
1152 | if (op->contr->mode & PU_BOW) |
|
|
1153 | if (tmp->type == BOW) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_ARROW) |
|
|
1160 | if (tmp->type == ARROW) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* all kinds of armor etc. */ |
|
|
1167 | if (op->contr->mode & PU_ARMOUR) |
|
|
1168 | if (tmp->type == ARMOUR) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | if (op->contr->mode & PU_HELMET) |
|
|
1175 | if (tmp->type == HELMET) |
|
|
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_SHIELD) |
|
|
1182 | if (tmp->type == SHIELD) |
|
|
1183 | { |
|
|
1184 | CHK_PICK_PICKUP; |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
1155 | if (op->contr->mode & PU_FOOD) |
1188 | if (op->contr->mode & PU_BOOTS) |
1156 | if (tmp->type == FOOD) |
1189 | if (tmp->type == BOOTS) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_GLOVES) |
|
|
1196 | if (tmp->type == GLOVES) |
|
|
1197 | { |
|
|
1198 | CHK_PICK_PICKUP; |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | if (op->contr->mode & PU_CLOAK) |
|
|
1203 | if (tmp->type == CLOAK) |
|
|
1204 | { |
|
|
1205 | CHK_PICK_PICKUP; |
|
|
1206 | continue; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* hoping to catch throwing daggers here */ |
|
|
1210 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1211 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1212 | { |
|
|
1213 | CHK_PICK_PICKUP; |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* careful: chairs and tables are weapons! */ |
|
|
1218 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1219 | { |
|
|
1220 | if (tmp->type == WEAPON) |
|
|
1221 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1157 | { |
1222 | { |
1158 | pick_up (op, tmp); |
1223 | CHK_PICK_PICKUP; |
1159 | continue; |
1224 | continue; |
1160 | } |
1225 | } |
|
|
1226 | } |
1161 | |
1227 | |
|
|
1228 | /* misc stuff that's useful */ |
1162 | if (op->contr->mode & PU_DRINK) |
1229 | if (op->contr->mode & PU_KEY) |
1163 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1230 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1164 | { |
1231 | { |
1165 | pick_up (op, tmp); |
1232 | CHK_PICK_PICKUP; |
1166 | continue; |
1233 | continue; |
1167 | } |
1234 | } |
1168 | |
1235 | |
|
|
1236 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1237 | * pickups */ |
1169 | if (op->contr->mode & PU_POTION) |
1238 | if (op->contr->mode & PU_RATIO) |
1170 | if (tmp->type == POTION) |
1239 | { |
|
|
1240 | /* use value density to decide what else to grab */ |
|
|
1241 | /* >=7 was >= op->contr->mode */ |
|
|
1242 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1171 | { |
1243 | */ |
1172 | pick_up (op, tmp); |
|
|
1173 | continue; |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1177 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1178 | if (tmp->type == SPELLBOOK) |
|
|
1179 | { |
|
|
1180 | pick_up (op, tmp); |
|
|
1181 | continue; |
|
|
1182 | } |
|
|
1183 | |
|
|
1184 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1185 | if (tmp->type == SKILLSCROLL) |
|
|
1186 | { |
|
|
1187 | pick_up (op, tmp); |
|
|
1188 | continue; |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | if (op->contr->mode & PU_READABLES) |
|
|
1192 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1193 | { |
|
|
1194 | pick_up (op, tmp); |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | /* wands/staves/rods/horns */ |
|
|
1199 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1200 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1201 | { |
|
|
1202 | pick_up (op, tmp); |
|
|
1203 | continue; |
|
|
1204 | } |
|
|
1205 | |
|
|
1206 | /* pick up all magical items */ |
|
|
1207 | if (op->contr->mode & PU_MAGICAL) |
1244 | wvratio = op->contr->mode & PU_RATIO; |
1208 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1245 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1209 | { |
|
|
1210 | pick_up (op, tmp); |
|
|
1211 | continue; |
|
|
1212 | } |
|
|
1213 | |
|
|
1214 | if (op->contr->mode & PU_VALUABLES) |
|
|
1215 | { |
1246 | { |
1216 | if (tmp->type == MONEY || tmp->type == GEM) |
1247 | #if 0 |
|
|
1248 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1249 | if (tmp->name != NULL) |
1217 | { |
1250 | { |
1218 | pick_up (op, tmp); |
1251 | fprintf (stderr, "%s", tmp->name); |
1219 | continue; |
|
|
1220 | } |
1252 | } |
1221 | } |
|
|
1222 | |
|
|
1223 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1224 | if (op->contr->mode & PU_JEWELS) |
|
|
1225 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1226 | { |
|
|
1227 | pick_up (op, tmp); |
|
|
1228 | continue; |
|
|
1229 | } |
|
|
1230 | |
|
|
1231 | /* we don't forget dragon food */ |
|
|
1232 | if (op->contr->mode & PU_FLESH) |
|
|
1233 | if (tmp->type == FLESH) |
|
|
1234 | { |
|
|
1235 | pick_up (op, tmp); |
|
|
1236 | continue; |
|
|
1237 | } |
|
|
1238 | |
|
|
1239 | /* bows and arrows. Bows are good for selling! */ |
|
|
1240 | if (op->contr->mode & PU_BOW) |
|
|
1241 | if (tmp->type == BOW) |
|
|
1242 | { |
|
|
1243 | pick_up (op, tmp); |
|
|
1244 | continue; |
|
|
1245 | } |
|
|
1246 | |
|
|
1247 | if (op->contr->mode & PU_ARROW) |
|
|
1248 | if (tmp->type == ARROW) |
|
|
1249 | { |
|
|
1250 | pick_up (op, tmp); |
|
|
1251 | continue; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* all kinds of armor etc. */ |
|
|
1255 | if (op->contr->mode & PU_ARMOUR) |
|
|
1256 | if (tmp->type == ARMOUR) |
|
|
1257 | { |
|
|
1258 | pick_up (op, tmp); |
|
|
1259 | continue; |
|
|
1260 | } |
|
|
1261 | |
|
|
1262 | if (op->contr->mode & PU_HELMET) |
|
|
1263 | if (tmp->type == HELMET) |
|
|
1264 | { |
|
|
1265 | pick_up (op, tmp); |
|
|
1266 | continue; |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | if (op->contr->mode & PU_SHIELD) |
|
|
1270 | if (tmp->type == SHIELD) |
|
|
1271 | { |
|
|
1272 | pick_up (op, tmp); |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_BOOTS) |
|
|
1277 | if (tmp->type == BOOTS) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (op->contr->mode & PU_GLOVES) |
|
|
1284 | if (tmp->type == GLOVES) |
|
|
1285 | { |
|
|
1286 | pick_up (op, tmp); |
|
|
1287 | continue; |
|
|
1288 | } |
|
|
1289 | |
|
|
1290 | if (op->contr->mode & PU_CLOAK) |
|
|
1291 | if (tmp->type == CLOAK) |
|
|
1292 | { |
|
|
1293 | pick_up (op, tmp); |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | /* hoping to catch throwing daggers here */ |
|
|
1298 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1299 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1300 | { |
|
|
1301 | pick_up (op, tmp); |
|
|
1302 | continue; |
|
|
1303 | } |
|
|
1304 | |
|
|
1305 | /* careful: chairs and tables are weapons! */ |
|
|
1306 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1307 | { |
|
|
1308 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1309 | { |
|
|
1310 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1311 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1312 | { |
|
|
1313 | pick_up (op, tmp); |
|
|
1314 | continue; |
|
|
1315 | } |
|
|
1316 | } |
|
|
1317 | |
|
|
1318 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1319 | { |
|
|
1320 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1321 | { |
|
|
1322 | pick_up (op, tmp); |
|
|
1323 | continue; |
|
|
1324 | } |
|
|
1325 | } |
|
|
1326 | } |
|
|
1327 | |
|
|
1328 | /* misc stuff that's useful */ |
|
|
1329 | if (op->contr->mode & PU_KEY) |
|
|
1330 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1331 | { |
|
|
1332 | pick_up (op, tmp); |
|
|
1333 | continue; |
|
|
1334 | } |
|
|
1335 | |
|
|
1336 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1337 | * pickups */ |
|
|
1338 | if (op->contr->mode & PU_RATIO) |
|
|
1339 | { |
|
|
1340 | /* use value density to decide what else to grab */ |
|
|
1341 | /* >=7 was >= op->contr->mode */ |
|
|
1342 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1343 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1344 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1345 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1346 | { |
|
|
1347 | pick_up (op, tmp); |
|
|
1348 | #if 0 |
|
|
1349 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1350 | if (tmp->name != NULL) |
|
|
1351 | { |
|
|
1352 | fprintf (stderr, "%s", tmp->name); |
|
|
1353 | } |
|
|
1354 | else |
1253 | else |
1355 | fprintf (stderr, "%s", tmp->arch->archname); |
1254 | fprintf (stderr, "%s", tmp->arch->archname); |
1356 | fprintf (stderr, ",%d] = ", tmp->type); |
1255 | fprintf (stderr, ",%d] = ", tmp->type); |
1357 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1256 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1358 | #endif |
1257 | #endif |
|
|
1258 | CHK_PICK_PICKUP; |
1359 | continue; |
1259 | continue; |
1360 | } |
|
|
1361 | } |
1260 | } |
1362 | } /* the new pickup model */ |
1261 | } /* the new pickup model */ |
1363 | } |
1262 | } |
1364 | |
1263 | |
1365 | return !stop; |
1264 | return !stop; |
… | |
… | |
1371 | * found object is returned. |
1270 | * found object is returned. |
1372 | */ |
1271 | */ |
1373 | object * |
1272 | object * |
1374 | find_arrow (object *op, const char *type) |
1273 | find_arrow (object *op, const char *type) |
1375 | { |
1274 | { |
1376 | object *tmp = 0; |
|
|
1377 | |
|
|
1378 | for (op = op->inv; op; op = op->below) |
1275 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1379 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1380 | tmp = find_arrow (op, type); |
|
|
1381 | else if (op->type == ARROW && op->race == type) |
1276 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1277 | return splay (tmp); |
|
|
1278 | |
|
|
1279 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1280 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1281 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1282 | { |
|
|
1283 | splay (tmp); |
1382 | return op; |
1284 | return arrow; |
|
|
1285 | } |
1383 | |
1286 | |
1384 | return tmp; |
1287 | return 0; |
1385 | } |
1288 | } |
1386 | |
1289 | |
1387 | /* |
1290 | /* |
1388 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1291 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1389 | * against the target. A full test is not performed, simply a basic test |
1292 | * against the target. A full test is not performed, simply a basic test |
1390 | * of resistances. The archer is making a quick guess at what he sees down |
1293 | * of resistances. The archer is making a quick guess at what he sees down |
1391 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1294 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1392 | */ |
1295 | */ |
1393 | object * |
1296 | object * |
1394 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1297 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1395 | { |
1298 | { |
1396 | object *tmp = NULL, *arrow, *ntmp; |
1299 | object *tmp = NULL, *arrow, *ntmp; |
1397 | int attacknum, attacktype, betterby = 0, i; |
1300 | int attacknum, attacktype, betterby = 0, i; |
1398 | |
1301 | |
1399 | if (!type) |
1302 | if (!type) |
… | |
… | |
1403 | { |
1306 | { |
1404 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1307 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1405 | { |
1308 | { |
1406 | i = 0; |
1309 | i = 0; |
1407 | ntmp = find_better_arrow (arrow, target, type, &i); |
1310 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1311 | |
1408 | if (i > betterby) |
1312 | if (i > betterby) |
1409 | { |
1313 | { |
1410 | tmp = ntmp; |
1314 | tmp = ntmp; |
1411 | betterby = i; |
1315 | betterby = i; |
1412 | } |
1316 | } |
1413 | } |
1317 | } |
1414 | else if (arrow->type == ARROW && arrow->race == type) |
1318 | else if (arrow->type == ARROW && arrow->race == type) |
1415 | { |
1319 | { |
1416 | /* allways prefer assasination/slaying */ |
1320 | /* allways prefer assasination/slaying */ |
1417 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1321 | if (target->race && arrow->slaying.contains (target->race)) |
1418 | { |
1322 | { |
1419 | if (arrow->attacktype & AT_DEATH) |
1323 | if (arrow->attacktype & AT_DEATH) |
1420 | { |
1324 | { |
1421 | *better = 100; |
1325 | *better = 100; |
1422 | return arrow; |
1326 | return arrow; |
… | |
… | |
1437 | { |
1341 | { |
1438 | tmp = arrow; |
1342 | tmp = arrow; |
1439 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1343 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1440 | } |
1344 | } |
1441 | } |
1345 | } |
|
|
1346 | |
1442 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1347 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1443 | { |
1348 | { |
1444 | tmp = arrow; |
1349 | tmp = arrow; |
1445 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1350 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1446 | } |
1351 | } |
|
|
1352 | |
1447 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1353 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1448 | { |
1354 | { |
1449 | tmp = arrow; |
1355 | tmp = arrow; |
1450 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1356 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1451 | } |
1357 | } |
1452 | } |
1358 | } |
1453 | } |
1359 | } |
1454 | } |
1360 | } |
|
|
1361 | |
1455 | if (tmp == NULL && arrow == NULL) |
1362 | if (tmp == NULL && arrow == NULL) |
1456 | return find_arrow (op, type); |
1363 | return find_arrow (op, type); |
1457 | |
1364 | |
1458 | *better = betterby; |
1365 | *better = betterby; |
1459 | return tmp; |
1366 | return tmp; |
… | |
… | |
1464 | * op = the shooter |
1371 | * op = the shooter |
1465 | * type = bow->race |
1372 | * type = bow->race |
1466 | * dir = fire direction |
1373 | * dir = fire direction |
1467 | */ |
1374 | */ |
1468 | object * |
1375 | object * |
1469 | pick_arrow_target (object *op, const char *type, int dir) |
1376 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1470 | { |
1377 | { |
1471 | object *tmp = NULL; |
1378 | object *tmp = NULL; |
1472 | maptile *m; |
1379 | maptile *m; |
1473 | int i, mflags, found, number; |
1380 | int i, mflags, found, number; |
1474 | sint16 x, y; |
1381 | sint16 x, y; |
… | |
… | |
1489 | for (i = 0, found = 0; i < 20; i++) |
1396 | for (i = 0, found = 0; i < 20; i++) |
1490 | { |
1397 | { |
1491 | x += freearr_x[dir]; |
1398 | x += freearr_x[dir]; |
1492 | y += freearr_y[dir]; |
1399 | y += freearr_y[dir]; |
1493 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1400 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1401 | |
1494 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1402 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1495 | { |
1403 | { |
1496 | tmp = NULL; |
1404 | tmp = 0; |
1497 | break; |
1405 | break; |
1498 | } |
1406 | } |
1499 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1407 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1500 | { |
1408 | { |
1501 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1409 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1502 | * perhaps a bad assumption. |
1410 | * perhaps a bad assumption. |
1503 | */ |
1411 | */ |
1504 | tmp = NULL; |
1412 | tmp = 0; |
1505 | break; |
1413 | break; |
1506 | } |
1414 | } |
|
|
1415 | |
1507 | if (mflags & P_IS_ALIVE) |
1416 | if (mflags & P_IS_ALIVE) |
1508 | { |
|
|
1509 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1417 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1510 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1418 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1511 | { |
|
|
1512 | found++; |
|
|
1513 | break; |
|
|
1514 | } |
|
|
1515 | if (found) |
|
|
1516 | break; |
1419 | break; |
1517 | } |
|
|
1518 | } |
1420 | } |
1519 | if (tmp == NULL) |
1421 | |
|
|
1422 | if (!tmp) |
1520 | return find_arrow (op, type); |
1423 | return find_arrow (op, type); |
1521 | |
1424 | |
1522 | if (tmp->head) |
1425 | if (tmp->head) |
1523 | tmp = tmp->head; |
1426 | tmp = tmp->head; |
1524 | |
1427 | |
… | |
… | |
1564 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1467 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1565 | return 0; |
1468 | return 0; |
1566 | } |
1469 | } |
1567 | |
1470 | |
1568 | // optimisation: move object to top so we will find it quickly again |
1471 | // optimisation: move object to top so we will find it quickly again |
1569 | if (bow->below) |
1472 | splay (bow); |
1570 | { |
|
|
1571 | bow->remove (); |
|
|
1572 | op->insert (bow); |
|
|
1573 | } |
|
|
1574 | |
|
|
1575 | } |
1473 | } |
1576 | |
1474 | |
1577 | if (!bow->race || !bow->skill) |
1475 | if (!bow->race || !bow->skill) |
1578 | { |
1476 | { |
1579 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1477 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1605 | } |
1503 | } |
1606 | |
1504 | |
1607 | /* this should not happen, but sometimes does */ |
1505 | /* this should not happen, but sometimes does */ |
1608 | if (arrow->nrof == 0) |
1506 | if (arrow->nrof == 0) |
1609 | { |
1507 | { |
|
|
1508 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1610 | arrow->destroy (); |
1509 | arrow->destroy (); |
1611 | return 0; |
1510 | return 0; |
1612 | } |
1511 | } |
1613 | |
1512 | |
1614 | left = arrow; /* these are arrows left to the player */ |
1513 | left = arrow; /* these are arrows left to the player */ |
1615 | arrow = get_split_ob (arrow, 1); |
1514 | arrow = arrow->split (); |
1616 | if (!arrow) |
1515 | if (!arrow) |
1617 | { |
1516 | { |
1618 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1517 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1619 | return 0; |
1518 | return 0; |
1620 | } |
1519 | } |
… | |
… | |
1624 | arrow->direction = dir; |
1523 | arrow->direction = dir; |
1625 | |
1524 | |
1626 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1525 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1627 | arrow->stats.hp = arrow->stats.dam; |
1526 | arrow->stats.hp = arrow->stats.dam; |
1628 | arrow->stats.grace = arrow->attacktype; |
1527 | arrow->stats.grace = arrow->attacktype; |
1629 | |
1528 | arrow->custom_name = arrow->slaying; |
1630 | if (arrow->slaying) |
|
|
1631 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1632 | |
1529 | |
1633 | #if 0 |
1530 | #if 0 |
1634 | if (player *pl = op->contr) |
1531 | if (player *pl = op->contr) |
1635 | { |
1532 | { |
1636 | float speed = pl->weapon_sp; |
1533 | float speed = pl->weapon_sp; |
… | |
… | |
1682 | |
1579 | |
1683 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1580 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1684 | arrow->move_type = MOVE_FLY_LOW; |
1581 | arrow->move_type = MOVE_FLY_LOW; |
1685 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1582 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1686 | |
1583 | |
1687 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1584 | op->play_sound (sound_find ("fire_arrow")); |
1688 | m->insert (arrow, sx, sy, op); |
1585 | m->insert (arrow, sx, sy, op); |
1689 | |
1586 | |
1690 | if (!arrow->destroyed ()) |
1587 | if (!arrow->destroyed ()) |
1691 | move_arrow (arrow); |
1588 | move_arrow (arrow); |
1692 | |
|
|
1693 | if (op->type == PLAYER) |
|
|
1694 | { |
|
|
1695 | if (left->destroyed ()) |
|
|
1696 | esrv_del_item (op->contr, left->count); |
|
|
1697 | else |
|
|
1698 | esrv_send_item (op, left); |
|
|
1699 | } |
|
|
1700 | |
1589 | |
1701 | return 1; |
1590 | return 1; |
1702 | } |
1591 | } |
1703 | |
1592 | |
1704 | /* Special fire code for players - this takes into |
1593 | /* Special fire code for players - this takes into |
… | |
… | |
1709 | * hence the function name. |
1598 | * hence the function name. |
1710 | */ |
1599 | */ |
1711 | int |
1600 | int |
1712 | player_fire_bow (object *op, int dir) |
1601 | player_fire_bow (object *op, int dir) |
1713 | { |
1602 | { |
1714 | int ret = 0, wcmod = 0; |
1603 | int ret; |
1715 | |
1604 | |
1716 | if (op->contr->bowtype == bow_bestarrow) |
1605 | if (op->contr->bowtype == bow_bestarrow) |
1717 | { |
1606 | { |
1718 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1607 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1719 | } |
1608 | } |
1720 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1609 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1721 | { |
1610 | { |
1722 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1611 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1723 | wcmod = -1; |
|
|
1724 | |
|
|
1725 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1612 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1726 | } |
1613 | } |
1727 | else if (op->contr->bowtype == bow_threewide) |
1614 | else if (op->contr->bowtype == bow_threewide) |
1728 | { |
1615 | { |
1729 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1616 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1730 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1617 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1731 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1618 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1732 | } |
1619 | } |
1733 | else if (op->contr->bowtype == bow_spreadshot) |
1620 | else if (op->contr->bowtype == bow_spreadshot) |
1734 | { |
1621 | { |
1735 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1622 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1736 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1623 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1737 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1624 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1738 | } |
1625 | } |
1739 | else |
1626 | else |
1740 | { |
1627 | { |
… | |
… | |
1770 | |
1657 | |
1771 | if (item->type == WAND) |
1658 | if (item->type == WAND) |
1772 | { |
1659 | { |
1773 | if (item->stats.food <= 0) |
1660 | if (item->stats.food <= 0) |
1774 | { |
1661 | { |
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1662 | op->contr->play_sound (sound_find ("wand_poof")); |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1663 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1777 | |
1664 | |
1778 | return; |
1665 | return; |
1779 | } |
1666 | } |
1780 | } |
1667 | } |
1781 | else if (item->type == ROD || item->type == HORN) |
1668 | else if (item->type == ROD || item->type == HORN) |
1782 | { |
1669 | { |
1783 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1670 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1671 | |
|
|
1672 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1673 | // for a rod or horn, this fixes some broken rods. |
|
|
1674 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1784 | { |
1675 | { |
1785 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1676 | op->contr->play_sound (sound_find ("wand_poof")); |
1786 | |
1677 | |
1787 | if (item->type == ROD) |
1678 | if (item->type == ROD) |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1679 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1789 | else |
1680 | else |
1790 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1681 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1793 | } |
1684 | } |
1794 | } |
1685 | } |
1795 | |
1686 | |
1796 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1687 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1797 | { |
1688 | { |
1798 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1689 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1690 | |
1799 | if (item->type == WAND) |
1691 | if (item->type == WAND) |
1800 | { |
1692 | { |
1801 | if (!(--item->stats.food)) |
1693 | if (!(--item->stats.food)) |
1802 | { |
1694 | { |
1803 | object *tmp; |
1695 | object *tmp; |
… | |
… | |
1807 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1699 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1808 | item->face = item->arch->face; |
1700 | item->face = item->arch->face; |
1809 | item->set_speed (0); |
1701 | item->set_speed (0); |
1810 | } |
1702 | } |
1811 | |
1703 | |
1812 | if ((tmp = item->in_player ())) |
1704 | if (object *pl = item->visible_to ()) |
1813 | esrv_update_item (UPD_ANIM, tmp, item); |
1705 | esrv_update_item (UPD_ANIM, pl, item); |
1814 | } |
1706 | } |
1815 | } |
1707 | } |
1816 | else if (item->type == ROD || item->type == HORN) |
1708 | else if (item->type == ROD || item->type == HORN) |
1817 | drain_rod_charge (item); |
1709 | drain_rod_charge (item); |
1818 | } |
1710 | } |
… | |
… | |
1823 | bool |
1715 | bool |
1824 | fire (object *op, int dir) |
1716 | fire (object *op, int dir) |
1825 | { |
1717 | { |
1826 | int spellcost = 0; |
1718 | int spellcost = 0; |
1827 | |
1719 | |
1828 | /* check for loss of invisiblity/hide */ |
|
|
1829 | if (action_makes_visible (op)) |
|
|
1830 | make_visible (op); |
|
|
1831 | |
|
|
1832 | player *pl = op->contr; |
1720 | player *pl = op->contr; |
1833 | |
1721 | |
1834 | if (pl->golem) |
1722 | if (pl->golem) |
1835 | { |
1723 | { |
1836 | control_golem (op->contr->golem, dir); |
1724 | control_golem (op->contr->golem, dir); |
… | |
… | |
1838 | } |
1726 | } |
1839 | |
1727 | |
1840 | object *ob = pl->ranged_ob; |
1728 | object *ob = pl->ranged_ob; |
1841 | |
1729 | |
1842 | if (!ob) |
1730 | if (!ob) |
1843 | return false; |
|
|
1844 | |
|
|
1845 | if (!op->change_weapon (ob)) |
|
|
1846 | return false; |
1731 | return false; |
1847 | |
1732 | |
1848 | if (op->speed_left > 0.f) |
1733 | if (op->speed_left > 0.f) |
1849 | --op->speed_left; |
1734 | --op->speed_left; |
1850 | else |
1735 | else |
1851 | return false; |
1736 | return false; |
1852 | |
1737 | |
|
|
1738 | if (!op->change_weapon (ob)) |
|
|
1739 | return false; |
|
|
1740 | |
|
|
1741 | /* check for loss of invisiblity/hide */ |
|
|
1742 | if (action_makes_visible (op)) |
|
|
1743 | make_visible (op); |
|
|
1744 | |
1853 | switch (ob->type) |
1745 | switch (ob->type) |
1854 | { |
1746 | { |
1855 | case BOW: |
1747 | case BOW: |
1856 | player_fire_bow (op, dir); |
1748 | player_fire_bow (op, dir); |
1857 | break; |
1749 | break; |
1858 | |
1750 | |
1859 | case SPELL: |
1751 | case SPELL: |
1860 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1752 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1861 | break; |
1753 | break; |
1862 | |
1754 | |
1863 | case BUILDER: |
1755 | case BUILDER: |
1864 | apply_map_builder (op, dir); |
1756 | apply_map_builder (op, dir); |
1865 | break; |
1757 | break; |
… | |
… | |
1949 | * Change the color so that the message doesn't disappear with |
1841 | * Change the color so that the message doesn't disappear with |
1950 | * all the others. |
1842 | * all the others. |
1951 | */ |
1843 | */ |
1952 | if (pl->contr->usekeys == key_inventory || |
1844 | if (pl->contr->usekeys == key_inventory || |
1953 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1845 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1954 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1846 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1955 | { |
1847 | { |
1956 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1848 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1957 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1849 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1958 | return NULL; |
1850 | return NULL; |
1959 | } |
1851 | } |
… | |
… | |
1979 | /* If we found a key, do some extra work */ |
1871 | /* If we found a key, do some extra work */ |
1980 | if (key) |
1872 | if (key) |
1981 | { |
1873 | { |
1982 | object *container = key->env; |
1874 | object *container = key->env; |
1983 | |
1875 | |
1984 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1985 | |
|
|
1986 | if (action_makes_visible (op)) |
1876 | if (action_makes_visible (op)) |
1987 | make_visible (op); |
1877 | make_visible (op); |
1988 | |
1878 | |
1989 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1879 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1990 | spring_trap (door->inv, op); |
1880 | spring_trap (door->inv, op); |
1991 | |
1881 | |
1992 | if (door->type == DOOR) |
1882 | if (door->type == DOOR) |
1993 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1883 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1994 | else if (door->type == LOCKED_DOOR) |
1884 | else if (door->type == LOCKED_DOOR) |
1995 | { |
1885 | { |
1996 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1886 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1997 | remove_door2 (door); /* remove door without violence ;-) */ |
1887 | remove_door2 (door); /* remove door without violence ;-) */ |
1998 | } |
1888 | } |
1999 | |
1889 | |
2000 | /* Do this after we print the message */ |
1890 | /* Do this after we print the message */ |
2001 | decrease_ob (key); /* Use up one of the keys */ |
1891 | key->decrease (); /* Use up one of the keys */ |
2002 | /* Need to update the weight the container the key was in */ |
|
|
2003 | if (container != op) |
|
|
2004 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2005 | |
1892 | |
2006 | return 1; /* Nothing more to do below */ |
1893 | return 1; /* Nothing more to do below */ |
2007 | } |
1894 | } |
2008 | else if (door->type == LOCKED_DOOR) |
1895 | else if (door->type == LOCKED_DOOR) |
2009 | { |
1896 | { |
2010 | /* Might as well return now - no other way to open this */ |
1897 | /* Might as well return now - no other way to open this */ |
2011 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1898 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2012 | return 1; |
1899 | return 1; |
2013 | } |
1900 | } |
2014 | |
1901 | |
2015 | return 0; |
1902 | return 0; |
2016 | } |
1903 | } |
… | |
… | |
2103 | |
1990 | |
2104 | if (op->speed_left > 0.f) |
1991 | if (op->speed_left > 0.f) |
2105 | { |
1992 | { |
2106 | --op->speed_left; |
1993 | --op->speed_left; |
2107 | |
1994 | |
2108 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1995 | op->play_sound (sound_find ("push_player")); |
2109 | push_ob (mon, dir, op); |
1996 | push_ob (mon, dir, op); |
2110 | |
1997 | |
2111 | if (op->contr->tmp_invis || op->hide) |
1998 | if (action_makes_visible (op)) |
2112 | make_visible (op); |
1999 | make_visible (op); |
2113 | |
2000 | |
2114 | return true; |
2001 | return true; |
2115 | } |
2002 | } |
2116 | else |
2003 | else |
… | |
… | |
2132 | { |
2019 | { |
2133 | --op->speed_left; |
2020 | --op->speed_left; |
2134 | |
2021 | |
2135 | if (!op->contr->braced) |
2022 | if (!op->contr->braced) |
2136 | { |
2023 | { |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2024 | op->play_sound (sound_find ("push_player")); |
2138 | push_ob (mon, dir, op); |
2025 | push_ob (mon, dir, op); |
2139 | } |
2026 | } |
2140 | else |
2027 | else |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
2028 | op->statusmsg ("You withhold your attack"); |
2142 | |
2029 | |
2143 | if (op->contr->tmp_invis || op->hide) |
2030 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2144 | make_visible (op); |
2031 | make_visible (op); |
2145 | |
2032 | |
2146 | return true; |
2033 | return true; |
2147 | } |
2034 | } |
2148 | } |
2035 | } |
… | |
… | |
2190 | bool |
2077 | bool |
2191 | move_player (object *op, int dir) |
2078 | move_player (object *op, int dir) |
2192 | { |
2079 | { |
2193 | int pick; |
2080 | int pick; |
2194 | |
2081 | |
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2082 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2196 | return 0; |
2083 | return 0; |
2197 | |
2084 | |
2198 | /* Sanity check: make sure dir is valid */ |
2085 | /* Sanity check: make sure dir is valid */ |
2199 | if ((dir < 0) || (dir >= 9)) |
2086 | if ((dir < 0) || (dir >= 9)) |
2200 | { |
2087 | { |
… | |
… | |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2093 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2094 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2208 | |
2095 | |
2209 | op->facing = dir; |
2096 | op->facing = dir; |
2210 | |
2097 | |
2211 | if (op->hide) |
2098 | if (op->flag [FLAG_HIDDEN]) |
2212 | do_hidden_move (op); |
2099 | do_hidden_move (op); |
2213 | |
2100 | |
2214 | bool retval; |
2101 | bool retval; |
2215 | |
2102 | |
2216 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2103 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2285 | return 0; |
2172 | return 0; |
2286 | |
2173 | |
2287 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2174 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2288 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2175 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2289 | { |
2176 | { |
2290 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2177 | op->play_sound (sound_find ("ob_evaporate")); |
2291 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2178 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2292 | |
|
|
2293 | if (op->contr) |
|
|
2294 | esrv_del_item (op->contr, tmp->count); |
|
|
2295 | |
2179 | |
2296 | tmp->destroy (); |
2180 | tmp->destroy (); |
2297 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2181 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2298 | |
2182 | |
2299 | if (op->stats.hp < 0) |
2183 | if (op->stats.hp < 0) |
… | |
… | |
2312 | return 0; |
2196 | return 0; |
2313 | } |
2197 | } |
2314 | |
2198 | |
2315 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2199 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2316 | * back in the map (location and map determined by values of env). This |
2200 | * back in the map (location and map determined by values of env). This |
2317 | * function will descend into containers. op is the object to start the search |
2201 | * function will descend into containers. op is the object to start the search |
2318 | * from. |
2202 | * from. |
2319 | */ |
2203 | */ |
|
|
2204 | static void |
|
|
2205 | drop_unpaid_items (object *op, object *env) |
|
|
2206 | { |
|
|
2207 | while (op) |
|
|
2208 | { |
|
|
2209 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2210 | |
|
|
2211 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2212 | op->insert_at (env); |
|
|
2213 | else if (op->inv) |
|
|
2214 | drop_unpaid_items (op->inv, env); |
|
|
2215 | |
|
|
2216 | op = next; |
|
|
2217 | } |
|
|
2218 | } |
|
|
2219 | |
2320 | void |
2220 | void |
2321 | remove_unpaid_objects (object *op, object *env) |
2221 | object::drop_unpaid_items () |
2322 | { |
2222 | { |
2323 | while (op) |
2223 | if (!flag [FLAG_REMOVED]) |
2324 | { |
2224 | ::drop_unpaid_items (inv, this); |
2325 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2326 | |
|
|
2327 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2328 | { |
|
|
2329 | if (env->type == PLAYER) |
|
|
2330 | esrv_del_item (env->contr, op->count); |
|
|
2331 | |
|
|
2332 | op->insert_at (env); |
|
|
2333 | } |
|
|
2334 | else if (op->inv) |
|
|
2335 | remove_unpaid_objects (op->inv, env); |
|
|
2336 | |
|
|
2337 | op = next; |
|
|
2338 | } |
|
|
2339 | } |
2225 | } |
2340 | |
2226 | |
2341 | /* |
2227 | /* |
2342 | * Returns pointer a static string containing gravestone text |
2228 | * Returns pointer a static string containing gravestone text |
2343 | * Moved from apply.c to player.c - player.c is what |
2229 | * Moved from apply.c to player.c - player.c is what |
2344 | * actually uses this function. player.c may not be quite the |
2230 | * actually uses this function. player.c may not be quite the |
2345 | * best, a misc file for object actions is probably better, |
2231 | * best, a misc file for object actions is probably better, |
2346 | * but there isn't one in the server directory. |
2232 | * but there isn't one in the server directory. |
2347 | */ |
2233 | */ |
2348 | char * |
2234 | const char * |
2349 | gravestone_text (object *op) |
2235 | gravestone_text (object *op) |
2350 | { |
2236 | { |
2351 | static char buf2[MAX_BUF]; |
2237 | static dynbuf_text buf; |
2352 | char buf[MAX_BUF]; |
|
|
2353 | time_t now = time (NULL); |
|
|
2354 | |
2238 | |
2355 | strcpy (buf2, " R.I.P.\n\n"); |
2239 | buf << "---- R.I.P. ----\n\n" |
|
|
2240 | << op->name; |
|
|
2241 | |
2356 | if (op->type == PLAYER) |
2242 | if (op->type == PLAYER) |
2357 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2243 | buf << " the " << op->contr->title; |
2358 | else |
|
|
2359 | sprintf (buf, "%s\n", &op->name); |
|
|
2360 | |
2244 | |
2361 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2245 | buf << "\n\n"; |
2362 | strcat (buf2, buf); |
2246 | |
|
|
2247 | buf << "who was level "; |
|
|
2248 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2249 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2250 | |
2363 | if (op->type == PLAYER) |
2251 | if (op->type == PLAYER) |
2364 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2252 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2365 | else |
|
|
2366 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2367 | |
2253 | |
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2369 | strcat (buf2, buf); |
|
|
2370 | if (op->type == PLAYER) |
|
|
2371 | { |
2254 | { |
2372 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2255 | static char buf2[128]; |
2373 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2256 | time_t now = time (NULL); |
2374 | strcat (buf2, buf); |
|
|
2375 | } |
|
|
2376 | |
|
|
2377 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2257 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2378 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2258 | buf << buf2; |
2379 | strcat (buf2, buf); |
2259 | } |
2380 | |
2260 | |
2381 | return buf2; |
2261 | return buf; |
2382 | } |
2262 | } |
2383 | |
2263 | |
2384 | void |
2264 | void |
2385 | do_some_living (object *op) |
2265 | do_some_living (object *op) |
2386 | { |
2266 | { |
… | |
… | |
2438 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2318 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2439 | else |
2319 | else |
2440 | { |
2320 | { |
2441 | gen_grace = op->stats.maxgrace; |
2321 | gen_grace = op->stats.maxgrace; |
2442 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2322 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2443 | } |
|
|
2444 | |
|
|
2445 | /* Regenerate Spell Points */ |
|
|
2446 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2447 | { |
|
|
2448 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2449 | if (op->stats.sp < op->stats.maxsp) |
|
|
2450 | { |
|
|
2451 | op->stats.sp++; |
|
|
2452 | /* dms do not consume food */ |
|
|
2453 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2454 | { |
|
|
2455 | op->stats.food--; |
|
|
2456 | if (op->contr->digestion < 0) |
|
|
2457 | op->stats.food += op->contr->digestion; |
|
|
2458 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2459 | op->stats.food = last_food; |
|
|
2460 | } |
|
|
2461 | } |
|
|
2462 | |
|
|
2463 | if (max_sp > 1) |
|
|
2464 | { |
|
|
2465 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2466 | if (over_sp > 0) |
|
|
2467 | { |
|
|
2468 | if (op->stats.sp < op->stats.maxsp) |
|
|
2469 | { |
|
|
2470 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2471 | |
|
|
2472 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2473 | op->stats.sp--; |
|
|
2474 | |
|
|
2475 | if (op->stats.sp > op->stats.maxsp) |
|
|
2476 | op->stats.sp = op->stats.maxsp; |
|
|
2477 | } |
|
|
2478 | op->last_sp = 0; |
|
|
2479 | } |
|
|
2480 | else |
|
|
2481 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2482 | } |
|
|
2483 | else |
|
|
2484 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2485 | } |
2323 | } |
2486 | |
2324 | |
2487 | /* Regenerate Grace */ |
2325 | /* Regenerate Grace */ |
2488 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2326 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2489 | if (--op->last_grace < 0) |
2327 | if (--op->last_grace < 0) |
… | |
… | |
2510 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2348 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2511 | } |
2349 | } |
2512 | /* wearing stuff doesn't detract from grace generation. */ |
2350 | /* wearing stuff doesn't detract from grace generation. */ |
2513 | } |
2351 | } |
2514 | |
2352 | |
|
|
2353 | if (op->stats.food > 0) |
|
|
2354 | { |
2515 | /* Regenerate Hit Points */ |
2355 | /* Regenerate Spell Points */ |
2516 | if (--op->last_heal < 0) |
2356 | if (!op->contr->golem && --op->last_sp < 0) |
2517 | { |
|
|
2518 | if (op->stats.hp < op->stats.maxhp) |
|
|
2519 | { |
2357 | { |
2520 | op->stats.hp++; |
2358 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2521 | /* dms do not consume food */ |
2359 | |
2522 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2360 | if (op->stats.sp < op->stats.maxsp) |
2523 | { |
2361 | { |
|
|
2362 | op->stats.sp++; |
|
|
2363 | |
|
|
2364 | /* dms do not consume food */ |
|
|
2365 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2366 | { |
2524 | op->stats.food--; |
2367 | op->stats.food--; |
|
|
2368 | |
2525 | if (op->contr->digestion < 0) |
2369 | if (op->contr->digestion < 0) |
2526 | op->stats.food += op->contr->digestion; |
2370 | op->stats.food += op->contr->digestion; |
2527 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2371 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2528 | op->stats.food = last_food; |
2372 | op->stats.food = last_food; |
|
|
2373 | } |
2529 | } |
2374 | } |
2530 | } |
|
|
2531 | |
2375 | |
2532 | if (max_hp > 1) |
2376 | if (max_sp > 1) |
2533 | { |
|
|
2534 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2535 | if (over_hp > 0) |
|
|
2536 | { |
2377 | { |
2537 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2378 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2379 | if (over_sp > 0) |
|
|
2380 | { |
|
|
2381 | if (op->stats.sp < op->stats.maxsp) |
|
|
2382 | { |
|
|
2383 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2384 | |
|
|
2385 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2386 | op->stats.sp--; |
|
|
2387 | |
|
|
2388 | if (op->stats.sp > op->stats.maxsp) |
|
|
2389 | op->stats.sp = op->stats.maxsp; |
|
|
2390 | } |
|
|
2391 | |
2538 | op->last_heal = 0; |
2392 | op->last_sp = 0; |
|
|
2393 | } |
|
|
2394 | else |
|
|
2395 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2539 | } |
2396 | } |
2540 | else |
2397 | else |
|
|
2398 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2399 | } |
|
|
2400 | |
|
|
2401 | /* Regenerate Hit Points */ |
|
|
2402 | if (--op->last_heal < 0) |
|
|
2403 | { |
|
|
2404 | if (op->stats.hp < op->stats.maxhp) |
2541 | { |
2405 | { |
2542 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2406 | op->stats.hp++; |
|
|
2407 | |
|
|
2408 | /* dms do not consume food */ |
|
|
2409 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2410 | { |
|
|
2411 | op->stats.food--; |
|
|
2412 | |
|
|
2413 | if (op->contr->digestion < 0) |
|
|
2414 | op->stats.food += op->contr->digestion; |
|
|
2415 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2416 | op->stats.food = last_food; |
|
|
2417 | } |
2543 | } |
2418 | } |
|
|
2419 | |
|
|
2420 | if (max_hp > 1) |
|
|
2421 | { |
|
|
2422 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2423 | |
|
|
2424 | if (over_hp > 0) |
|
|
2425 | { |
|
|
2426 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2427 | op->last_heal = 0; |
|
|
2428 | } |
|
|
2429 | else |
|
|
2430 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2544 | } |
2431 | } |
2545 | else |
2432 | else |
2546 | { |
|
|
2547 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2433 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2548 | } |
2434 | } |
2549 | } |
2435 | } |
2550 | |
2436 | |
2551 | /* Digestion */ |
2437 | /* Digestion */ |
2552 | if (--op->last_eat < 0) |
2438 | if (--op->last_eat < 0) |
2553 | { |
2439 | { |
2554 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2440 | int bonus = max (0, op->contr->digestion), |
|
|
2441 | penalty = max (0, -op->contr->digestion); |
2555 | |
2442 | |
2556 | if (op->contr->gen_hp > 0) |
|
|
2557 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2443 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2558 | else |
|
|
2559 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2560 | |
2444 | |
2561 | /* dms do not consume food */ |
2445 | /* dms do not consume food */ |
2562 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2446 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2563 | op->stats.food--; |
2447 | op->stats.food--; |
2564 | } |
2448 | } |
2565 | |
2449 | |
2566 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2450 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2567 | { |
2451 | { |
2568 | object *tmp, *flesh = 0; |
2452 | object *flesh = 0; |
2569 | |
2453 | |
2570 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2454 | for_inv_removable (op, tmp) |
2571 | { |
2455 | { |
2572 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2456 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2457 | continue; |
|
|
2458 | |
|
|
2459 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2573 | { |
2460 | { |
2574 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2461 | op->statusmsg ("You blindly grab for a bite of food. " |
2575 | { |
2462 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2577 | manual_apply (op, tmp, 0); |
2463 | manual_apply (op, tmp, 0); |
|
|
2464 | |
2578 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2465 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2579 | break; |
2466 | break; |
2580 | } |
2467 | } |
2581 | else if (tmp->type == FLESH) |
2468 | else if (tmp->type == FLESH) |
2582 | flesh = tmp; |
2469 | flesh = tmp; |
2583 | } /* End if paid for object */ |
2470 | } |
2584 | } /* end of for loop */ |
|
|
2585 | |
2471 | |
2586 | /* If player is still starving, it means they don't have any food, so |
2472 | /* If player is still starving, it means they don't have any food, so |
2587 | * eat flesh instead. |
2473 | * eat flesh instead. |
2588 | */ |
2474 | */ |
2589 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2475 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2590 | { |
2476 | { |
2591 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2477 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2478 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2592 | manual_apply (op, flesh, 0); |
2479 | manual_apply (op, flesh, 0); |
2593 | } |
2480 | } |
|
|
2481 | |
|
|
2482 | // If player is still starving, alert him! |
|
|
2483 | if (op->stats.food < 0) |
|
|
2484 | op->failmsg ("You are starving! " |
|
|
2485 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2486 | } |
|
|
2487 | |
|
|
2488 | if (op->stats.food < 0) |
2594 | } |
2489 | { |
|
|
2490 | op->stats.hp += op->stats.food; |
|
|
2491 | op->stats.food = 0; |
2595 | |
2492 | |
2596 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2493 | if (op->stats.hp < 0) |
2597 | op->stats.food++, op->stats.hp--; |
2494 | { |
|
|
2495 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2496 | op->contr->killer->destroy (); |
|
|
2497 | } |
|
|
2498 | } |
2598 | |
2499 | |
|
|
2500 | /* killer should be set here already */ |
2599 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2501 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2600 | kill_player (op); |
2502 | kill_player (op); |
2601 | } |
2503 | } |
2602 | } |
2504 | } |
2603 | |
2505 | |
… | |
… | |
2607 | * file. |
2509 | * file. |
2608 | */ |
2510 | */ |
2609 | void |
2511 | void |
2610 | kill_player (object *op) |
2512 | kill_player (object *op) |
2611 | { |
2513 | { |
2612 | char buf[MAX_BUF]; |
|
|
2613 | int x, y; |
2514 | int x, y; |
2614 | |
|
|
2615 | //int i; |
|
|
2616 | maptile *map; /* this is for resurrection */ |
2515 | maptile *map; /* this is for resurrection */ |
2617 | |
|
|
2618 | /* int z; |
|
|
2619 | int num_stats_lose; |
|
|
2620 | int lost_a_stat; |
|
|
2621 | int lose_this_stat; |
|
|
2622 | int this_stat; */ |
|
|
2623 | int will_kill_again; |
2516 | int will_kill_again; |
2624 | archetype *at; |
2517 | archetype *at; |
2625 | object *tmp; |
2518 | object *tmp; |
2626 | |
2519 | |
2627 | if (save_life (op)) |
2520 | if (save_life (op)) |
2628 | return; |
2521 | return; |
2629 | |
2522 | |
|
|
2523 | dynbuf_text deathtab; |
|
|
2524 | |
|
|
2525 | /* restore player */ |
|
|
2526 | at = archetype::find ("poisoning"); |
|
|
2527 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2528 | { |
|
|
2529 | tmp->destroy (); |
|
|
2530 | deathtab << "Your body feels cleansed...\r"; |
|
|
2531 | } |
|
|
2532 | |
|
|
2533 | at = archetype::find ("confusion"); |
|
|
2534 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2535 | { |
|
|
2536 | tmp->destroy (); |
|
|
2537 | deathtab << "Your mind feels clearer...\r"; |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2541 | |
|
|
2542 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2543 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2544 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2545 | |
|
|
2546 | if (op->stats.food <= 0) |
|
|
2547 | op->stats.food = 999; |
|
|
2548 | |
|
|
2549 | // remove all spell effects that are active |
|
|
2550 | // to avoid long-term effects such as word-of-recall |
|
|
2551 | for (object *item = op->inv; item; ) |
|
|
2552 | { |
|
|
2553 | object *next = item->below; |
|
|
2554 | |
|
|
2555 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2556 | item->destroy (); |
|
|
2557 | |
|
|
2558 | item = next; |
|
|
2559 | } |
2630 | |
2560 | |
2631 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2561 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2632 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2562 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2633 | * Look at op_on_battleground() for more info --AndreasV |
2563 | * Look at op_on_battleground() for more info --AndreasV |
2634 | */ |
2564 | */ |
2635 | if (op_on_battleground (op, &x, &y)) |
2565 | if (op_on_battleground (op, &x, &y)) |
2636 | { |
2566 | { |
2637 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2567 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2638 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2639 | |
|
|
2640 | /* restore player */ |
|
|
2641 | at = archetype::find ("poisoning"); |
|
|
2642 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2643 | { |
|
|
2644 | tmp->destroy (); |
|
|
2645 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2646 | } |
|
|
2647 | |
|
|
2648 | at = archetype::find ("confusion"); |
|
|
2649 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2650 | { |
|
|
2651 | tmp->destroy (); |
|
|
2652 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2653 | } |
|
|
2654 | |
|
|
2655 | cure_disease (op, 0); /* remove any disease */ |
|
|
2656 | op->stats.hp = op->stats.maxhp; |
|
|
2657 | if (op->stats.food <= 0) |
|
|
2658 | op->stats.food = 999; |
|
|
2659 | |
2568 | |
2660 | /* create a bodypart-trophy to make the winner happy */ |
2569 | /* create a bodypart-trophy to make the winner happy */ |
2661 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2570 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2662 | { |
2571 | { |
2663 | sprintf (buf, "%s's finger", &op->name); |
2572 | tmp->name = format ("%s's finger" , &op->name); |
2664 | tmp->name = buf; |
2573 | tmp->name_pl = format ("%s's fingers", &op->name); |
2665 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2666 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2667 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2668 | tmp->msg = buf; |
2574 | tmp->msg = format ( |
|
|
2575 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2576 | &op->name, op->contr->title, |
|
|
2577 | (int)op->level, |
|
|
2578 | op->contr->killer_name () |
|
|
2579 | ); |
2669 | tmp->value = 0, tmp->type = 0; |
2580 | tmp->value = 0, tmp->type = 0; |
2670 | tmp->materialname = "organics"; |
2581 | tmp->materialname = "organics"; |
2671 | tmp->insert_at (op, tmp); |
2582 | tmp->insert_at (op, tmp); |
2672 | } |
2583 | } |
2673 | |
2584 | |
2674 | /* teleport defeated player to new destination */ |
2585 | /* teleport defeated player to new destination */ |
2675 | transfer_ob (op, x, y, 0, NULL); |
2586 | transfer_ob (op, x, y, 0, NULL); |
2676 | op->contr->braced = 0; |
2587 | op->contr->braced = 0; |
|
|
2588 | |
|
|
2589 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2677 | return; |
2590 | return; |
2678 | } |
2591 | } |
2679 | |
2592 | |
|
|
2593 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2594 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2595 | |
2680 | INVOKE_PLAYER (DEATH, op->contr); |
2596 | INVOKE_PLAYER (DEATH, op->contr); |
2681 | |
2597 | |
2682 | command_kill_pets (op, 0); |
2598 | command_kill_pets (op, 0); |
2683 | |
2599 | |
2684 | if (op->stats.food < 0) |
2600 | op->contr->play_sound (sound_find ("player_dies")); |
2685 | { |
|
|
2686 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2687 | strcpy (op->contr->killer, "starvation"); |
|
|
2688 | } |
|
|
2689 | else |
|
|
2690 | sprintf (buf, "%s died.", &op->name); |
|
|
2691 | |
|
|
2692 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2693 | |
2601 | |
2694 | /* save the map location for corpse, gravestone */ |
2602 | /* save the map location for corpse, gravestone */ |
2695 | x = op->x; |
2603 | x = op->x; |
2696 | y = op->y; |
2604 | y = op->y; |
2697 | map = op->map; |
2605 | map = op->map; |
… | |
… | |
2725 | |
2633 | |
2726 | lost_a_stat = 0; |
2634 | lost_a_stat = 0; |
2727 | |
2635 | |
2728 | for (z = 0; z < num_stats_lose; z++) |
2636 | for (z = 0; z < num_stats_lose; z++) |
2729 | { |
2637 | { |
2730 | i = RANDOM () % NUM_STATS; |
2638 | i = rndm (NUM_STATS); |
2731 | |
2639 | |
2732 | if (settings.stat_loss_on_death) |
2640 | if (settings.stat_loss_on_death) |
2733 | { |
2641 | { |
2734 | /* Pick a random stat and take a point off it. Tell the player |
2642 | /* Pick a random stat and take a point off it. Tell the player |
2735 | * what he lost. |
2643 | * what he lost. |
… | |
… | |
2786 | } |
2694 | } |
2787 | } |
2695 | } |
2788 | |
2696 | |
2789 | if (lose_this_stat) |
2697 | if (lose_this_stat) |
2790 | { |
2698 | { |
2791 | this_stat = get_attr_value (&(dep->stats), i); |
2699 | this_stat = get_attr_value (&dep->stats, i); |
2792 | /* We could try to do something clever like find another |
2700 | /* We could try to do something clever like find another |
2793 | * stat to reduce if this fails. But chances are, if |
2701 | * stat to reduce if this fails. But chances are, if |
2794 | * stats have been depleted to -50, all are pretty low |
2702 | * stats have been depleted to -50, all are pretty low |
2795 | * and should be roughly the same, so it shouldn't make a |
2703 | * and should be roughly the same, so it shouldn't make a |
2796 | * difference. |
2704 | * difference. |
… | |
… | |
2804 | lost_a_stat = 1; |
2712 | lost_a_stat = 1; |
2805 | } |
2713 | } |
2806 | } |
2714 | } |
2807 | } |
2715 | } |
2808 | } |
2716 | } |
|
|
2717 | |
2809 | /* If no stat lost, tell the player. */ |
2718 | /* If no stat lost, tell the player. */ |
2810 | if (!lost_a_stat) |
2719 | if (!lost_a_stat) |
2811 | { |
2720 | { |
2812 | /* determine_god() seems to not work sometimes... why is this? |
2721 | /* determine_god() seems to not work sometimes... why is this? |
2813 | Should I be using something else? GD */ |
2722 | Should I be using something else? GD */ |
2814 | const char *god = determine_god (op); |
2723 | shstr_tmp god = determine_god (op); |
2815 | |
2724 | |
2816 | if (god && (strcmp (god, "none"))) |
2725 | if (god != shstr_none) |
2817 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2726 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2818 | else |
2727 | else |
2819 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2728 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2820 | } |
2729 | } |
2821 | #else |
2730 | #else |
2822 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2731 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2823 | #endif |
2732 | #endif |
2824 | |
2733 | |
2825 | /* Put a gravestone up where the character 'almost' died. List the |
2734 | /* Put a gravestone up where the character 'almost' died. List the |
2826 | * exp loss on the stone. |
2735 | * exp loss on the stone. |
2827 | */ |
2736 | */ |
2828 | tmp = arch_to_object (archetype::find ("gravestone")); |
2737 | tmp = arch_to_object (archetype::find ("gravestone")); |
2829 | sprintf (buf, "%s's gravestone", &op->name); |
2738 | tmp->name = format ("%s's gravestone", &op->name); |
2830 | tmp->name = buf; |
2739 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2831 | sprintf (buf, "%s's gravestones", &op->name); |
2740 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2832 | tmp->name_pl = buf; |
2741 | &op->name, op->contr->title, op->contr->killer_name ()); |
2833 | 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); |
|
|
2834 | tmp->msg = buf; |
|
|
2835 | tmp->x = op->x, tmp->y = op->y; |
2742 | tmp->x = op->x, tmp->y = op->y; |
2836 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2743 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2837 | |
2744 | |
2838 | /**************************************/ |
2745 | /**************************************/ |
2839 | /* */ |
2746 | /* */ |
2840 | /* Subtract the experience points, */ |
2747 | /* Subtract the experience points, */ |
2841 | /* if we died cause of food, give us */ |
|
|
2842 | /* food, and reset HP's... */ |
|
|
2843 | /* */ |
2748 | /* */ |
2844 | /**************************************/ |
2749 | /**************************************/ |
2845 | |
2750 | |
2846 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2847 | /* restore player */ |
|
|
2848 | at = archetype::find ("poisoning"); |
|
|
2849 | tmp = present_arch_in_ob (at, op); |
|
|
2850 | |
|
|
2851 | if (tmp) |
|
|
2852 | { |
|
|
2853 | tmp->destroy (); |
|
|
2854 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2855 | } |
|
|
2856 | |
|
|
2857 | at = archetype::find ("confusion"); |
|
|
2858 | tmp = present_arch_in_ob (at, op); |
|
|
2859 | if (tmp) |
|
|
2860 | { |
|
|
2861 | tmp->destroy (); |
|
|
2862 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2863 | } |
|
|
2864 | |
|
|
2865 | cure_disease (op, 0); /* remove any disease */ |
|
|
2866 | |
|
|
2867 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2751 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2868 | apply_death_exp_penalty (op); |
2752 | apply_death_exp_penalty (op); |
2869 | if (op->stats.food < 100) |
|
|
2870 | op->stats.food = 900; |
|
|
2871 | op->stats.hp = op->stats.maxhp; |
|
|
2872 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2873 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2874 | |
2753 | |
2875 | /* |
2754 | /* |
2876 | * Check to see if the player has any unpaid items. If so, remove them |
2755 | * Check to see if the player has any unpaid items. If so, remove them |
2877 | * and put them back in the map. |
2756 | * and put them back in the map. |
2878 | */ |
2757 | */ |
2879 | remove_unpaid_objects (op->inv, op); |
2758 | op->drop_unpaid_items (); |
2880 | |
2759 | |
2881 | /****************************************/ |
2760 | /****************************************/ |
2882 | /* */ |
2761 | /* */ |
2883 | /* Move player to his current respawn- */ |
2762 | /* Move player to his current respawn- */ |
2884 | /* position (usually last savebed) */ |
2763 | /* position (usually last savebed) */ |
… | |
… | |
2913 | if (will_kill_again & (1 << at)) |
2792 | if (will_kill_again & (1 << at)) |
2914 | force->resist[at] = 100; |
2793 | force->resist[at] = 100; |
2915 | |
2794 | |
2916 | insert_ob_in_ob (force, op); |
2795 | insert_ob_in_ob (force, op); |
2917 | op->update_stats (); |
2796 | op->update_stats (); |
2918 | |
|
|
2919 | } |
2797 | } |
2920 | |
2798 | |
2921 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2799 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2922 | } |
2800 | } |
2923 | |
2801 | |
2924 | void |
2802 | void |
2925 | loot_object (object *op) |
2803 | loot_object (object *op) |
2926 | { /* Grab and destroy some treasure */ |
2804 | { /* Grab and destroy some treasure */ |
… | |
… | |
2943 | |
2821 | |
2944 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2822 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2945 | { |
2823 | { |
2946 | if (tmp->nrof > 1) |
2824 | if (tmp->nrof > 1) |
2947 | { |
2825 | { |
2948 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2826 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2949 | tmp2->destroy (); |
|
|
2950 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2827 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2951 | } |
2828 | } |
2952 | else |
2829 | else |
2953 | tmp->destroy (); |
2830 | tmp->destroy (); |
2954 | } |
2831 | } |
… | |
… | |
2965 | void |
2842 | void |
2966 | fix_weight (void) |
2843 | fix_weight (void) |
2967 | { |
2844 | { |
2968 | for_all_players (pl) |
2845 | for_all_players (pl) |
2969 | { |
2846 | { |
2970 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2847 | sint32 old = pl->ob->carrying; |
2971 | |
2848 | |
2972 | if (old == sum) |
2849 | pl->ob->update_weight (); |
2973 | continue; |
2850 | |
|
|
2851 | if (old != pl->ob->carrying) |
|
|
2852 | { |
2974 | pl->ob->update_stats (); |
2853 | pl->ob->update_stats (); |
2975 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2854 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2855 | } |
2976 | } |
2856 | } |
2977 | } |
2857 | } |
2978 | |
2858 | |
2979 | void |
2859 | void |
2980 | fix_luck (void) |
2860 | fix_luck (void) |
… | |
… | |
3022 | } |
2902 | } |
3023 | |
2903 | |
3024 | void |
2904 | void |
3025 | make_visible (object *op) |
2905 | make_visible (object *op) |
3026 | { |
2906 | { |
3027 | op->hide = 0; |
2907 | op->flag [FLAG_HIDDEN] = 0; |
3028 | op->invisible = 0; |
2908 | op->invisible = 0; |
|
|
2909 | |
3029 | if (op->type == PLAYER) |
2910 | if (op->type == PLAYER) |
3030 | { |
2911 | { |
3031 | op->contr->tmp_invis = 0; |
2912 | op->contr->tmp_invis = 0; |
3032 | op->contr->invis_race = 0; |
2913 | op->contr->invis_race = 0; |
3033 | } |
2914 | } |
… | |
… | |
3046 | |
2927 | |
3047 | /* look at the surrounding terrain to determine |
2928 | /* look at the surrounding terrain to determine |
3048 | * the hideability of this object. Positive levels |
2929 | * the hideability of this object. Positive levels |
3049 | * indicate greater hideability. |
2930 | * indicate greater hideability. |
3050 | */ |
2931 | */ |
3051 | |
|
|
3052 | int |
2932 | int |
3053 | hideability (object *ob) |
2933 | hideability (object *ob) |
3054 | { |
2934 | { |
3055 | int i, level = 0, mflag; |
2935 | int i, level = 0, mflag; |
3056 | sint16 x, y; |
2936 | sint16 x, y; |
3057 | |
2937 | |
3058 | if (!ob || !ob->map) |
2938 | if (!ob || !ob->map) |
3059 | return 0; |
2939 | return 0; |
3060 | |
2940 | |
3061 | /* so, on normal lighted maps, its hard to hide */ |
2941 | /* so, on normal lighted maps, its hard to hide */ |
3062 | level = ob->map->darkness - 2; |
2942 | level = ob->map->darklevel () - 2; |
3063 | |
2943 | |
3064 | /* this also picks up whether the object is glowing. |
2944 | /* this also picks up whether the object is glowing. |
3065 | * If you carry a light on a non-dark map, its not |
2945 | * If you carry a light on a non-dark map, its not |
3066 | * as bad as carrying a light on a pitch dark map */ |
2946 | * as bad as carrying a light on a pitch dark map */ |
3067 | if (has_carried_lights (ob)) |
2947 | if (ob->has_carried_lights ()) |
3068 | level = -(10 + (2 * ob->map->darkness)); |
2948 | level = -(10 + (2 * ob->map->darklevel ())); |
3069 | |
2949 | |
3070 | /* scan through all nearby squares for terrain to hide in */ |
2950 | /* scan through all nearby squares for terrain to hide in */ |
3071 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2951 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2952 | i <= SIZEOFFREE1; |
|
|
2953 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3072 | { |
2954 | { |
3073 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2955 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3074 | if (mflag & P_OUT_OF_MAP) |
2956 | if (mflag & P_OUT_OF_MAP) |
3075 | { |
|
|
3076 | continue; |
2957 | continue; |
3077 | } |
2958 | |
3078 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2959 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3079 | level += 2; |
2960 | level += 2; |
3080 | else /* open terrain! */ |
2961 | else /* open terrain! */ |
3081 | level -= 1; |
2962 | level -= 1; |
3082 | } |
2963 | } |
… | |
… | |
3093 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2974 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3094 | */ |
2975 | */ |
3095 | void |
2976 | void |
3096 | do_hidden_move (object *op) |
2977 | do_hidden_move (object *op) |
3097 | { |
2978 | { |
3098 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2979 | int hide = 0; |
3099 | object *skop; |
|
|
3100 | |
2980 | |
3101 | if (!op || !op->map) |
2981 | if (!op || !op->map) |
3102 | return; |
2982 | return; |
3103 | |
2983 | |
3104 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2984 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2985 | int num = random_roll (0, 19, op, PREFER_LOW); |
3105 | |
2986 | |
3106 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2987 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3107 | if (op->type == PLAYER && op->contr->run_on) |
2988 | if (op->type == PLAYER && op->contr->run_on) |
3108 | if (!skop || num >= skop->level) |
2989 | if (!skop || num >= skop->level) |
3109 | { |
2990 | { |
… | |
… | |
3119 | num -= hide; |
3000 | num -= hide; |
3120 | |
3001 | |
3121 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3002 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3122 | { |
3003 | { |
3123 | make_visible (op); |
3004 | make_visible (op); |
|
|
3005 | |
3124 | if (op->type == PLAYER) |
3006 | if (op->type == PLAYER) |
3125 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3007 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3126 | } |
3008 | } |
3127 | else if (op->type == PLAYER && skop) |
3009 | else if (op->type == PLAYER && skop) |
3128 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3010 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3181 | * object op. This function works fine for monsters, |
3063 | * object op. This function works fine for monsters, |
3182 | * but we dont worry if the object isnt the top one in |
3064 | * but we dont worry if the object isnt the top one in |
3183 | * a pile (say a coin under a table would return "viewable" |
3065 | * a pile (say a coin under a table would return "viewable" |
3184 | * by this routine). Another question, should we be |
3066 | * by this routine). Another question, should we be |
3185 | * concerned with the direction the player is looking |
3067 | * concerned with the direction the player is looking |
3186 | * in? Realistically, most of use cant see stuff behind |
3068 | * in? Realistically, most of us can't see stuff behind |
3187 | * our backs...on the other hand, does the "facing" direction |
3069 | * our backs...on the other hand, does the "facing" direction |
3188 | * imply the way your head, or body is facing? Its possible |
3070 | * imply the way your head, or body is facing? It's possible |
3189 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3071 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3190 | * -b.t. |
3072 | * -b.t. |
3191 | * This function is now map tiling safe. |
3073 | * This function is now map tiling safe. |
3192 | */ |
3074 | */ |
3193 | |
|
|
3194 | int |
3075 | int |
3195 | player_can_view (object *pl, object *op) |
3076 | player_can_view (object *pl, object *op) |
3196 | { |
3077 | { |
3197 | rv_vector rv; |
3078 | rv_vector rv; |
3198 | int dx, dy; |
3079 | int dx, dy; |
… | |
… | |
3210 | |
3091 | |
3211 | get_rangevector (pl, op, &rv, 0x1); |
3092 | get_rangevector (pl, op, &rv, 0x1); |
3212 | |
3093 | |
3213 | /* starting with the 'head' part, lets loop |
3094 | /* starting with the 'head' part, lets loop |
3214 | * through the object and find if it has any |
3095 | * through the object and find if it has any |
3215 | * part that is in the los array but isnt on |
3096 | * part that is in the los array but isn't on |
3216 | * a blocked los square. |
3097 | * a blocked los square. |
3217 | * we use the archetype to figure out offsets. |
3098 | * we use the archetype to figure out offsets. |
3218 | */ |
3099 | */ |
3219 | while (op) |
3100 | while (op) |
3220 | { |
3101 | { |
3221 | dx = rv.distance_x + op->arch->x; |
3102 | dx = rv.distance_x + op->arch->x; |
3222 | dy = rv.distance_y + op->arch->y; |
3103 | dy = rv.distance_y + op->arch->y; |
3223 | |
3104 | |
3224 | /* only the viewable area the player sees is updated by LOS |
3105 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3225 | * code, so we need to restrict ourselves to that range of values |
|
|
3226 | * for any meaningful values. |
|
|
3227 | */ |
|
|
3228 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3229 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3230 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3231 | return 1; |
3106 | return 1; |
|
|
3107 | |
3232 | op = op->more; |
3108 | op = op->more; |
3233 | } |
3109 | } |
|
|
3110 | |
3234 | return 0; |
3111 | return 0; |
3235 | } |
3112 | } |
3236 | |
3113 | |
3237 | /* routine for both players and monsters. We call this when |
3114 | /* routine for both players and monsters. We call this when |
3238 | * there is a possibility for our action distrubing our hiding |
3115 | * there is a possibility for our action distrubing our hiding |
3239 | * place or invisiblity spell. Artefact invisiblity is not |
3116 | * place or invisiblity spell. Artefact invisiblity causes |
3240 | * effected by this. If we arent invisible to begin with, we |
3117 | * "noise" instead. If we arent invisible to begin with, we |
3241 | * return 0. |
3118 | * return 0. |
3242 | */ |
3119 | */ |
3243 | int |
3120 | int |
3244 | action_makes_visible (object *op) |
3121 | action_makes_visible (object *op) |
3245 | { |
3122 | { |
3246 | |
|
|
3247 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3123 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3248 | { |
3124 | { |
3249 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3125 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3126 | { |
|
|
3127 | // artefact invisibility is permanent, but we still make noise |
|
|
3128 | // this is important for game-balance. |
|
|
3129 | if (op->contr) |
|
|
3130 | op->make_noise (); |
|
|
3131 | |
3250 | return 0; |
3132 | return 0; |
|
|
3133 | } |
3251 | |
3134 | |
3252 | if (op->contr && op->contr->tmp_invis == 0) |
3135 | if (op->contr && op->contr->tmp_invis == 0) |
3253 | return 0; |
3136 | return 0; |
3254 | |
3137 | |
3255 | /* If monsters, they should become visible */ |
3138 | /* If monsters, they should become visible */ |
3256 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3139 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3257 | { |
3140 | { |
3258 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3141 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3259 | return 1; |
3142 | return 1; |
3260 | } |
3143 | } |
3261 | } |
3144 | } |
|
|
3145 | |
3262 | return 0; |
3146 | return 0; |
3263 | } |
3147 | } |
3264 | |
3148 | |
3265 | /* op_on_battleground - checks if the given object op (usually |
3149 | /* op_on_battleground - checks if the given object op (usually |
3266 | * a player) is standing on a valid battleground-tile, |
3150 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3271 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3155 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3272 | */ |
3156 | */ |
3273 | int |
3157 | int |
3274 | op_on_battleground (object *op, int *x, int *y) |
3158 | op_on_battleground (object *op, int *x, int *y) |
3275 | { |
3159 | { |
3276 | object *tmp; |
|
|
3277 | |
|
|
3278 | /* A battleground-tile needs the following attributes to be valid: |
3160 | /* A battleground-tile needs the following attributes to be valid: |
3279 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3161 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3280 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3162 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3281 | * and the exit-coordinates sp/hp must both be > 0. |
3163 | * and the exit-coordinates sp/hp must both be > 0. |
3282 | * => The intention here is to prevent abuse of the battleground- |
3164 | * => The intention here is to prevent abuse of the battleground- |
3283 | * feature (like pickable or hidden battleground tiles). */ |
3165 | * feature (like pickable or hidden battleground tiles). */ |
3284 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3166 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3285 | { |
3167 | { |
3286 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3168 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3287 | { |
3169 | { |
3288 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3170 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3289 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3171 | && tmp->type == BATTLEGROUND |
|
|
3172 | && tmp->name == shstr_battleground |
|
|
3173 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3290 | { |
3174 | { |
3291 | /*before we assign the exit, check if this is a teambattle */ |
3175 | /* before we assign the exit, check if this is a teambattle */ |
3292 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3176 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3293 | { |
3177 | { |
3294 | object *invtmp; |
|
|
3295 | |
|
|
3296 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3178 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3297 | { |
3179 | { |
3298 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3180 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3299 | { |
3181 | { |
3300 | if (x != NULL && y != NULL) |
3182 | if (x && y) |
3301 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3183 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3184 | |
3302 | return 1; |
3185 | return 1; |
3303 | } |
3186 | } |
3304 | } |
3187 | } |
3305 | } |
3188 | } |
|
|
3189 | |
3306 | if (x != NULL && y != NULL) |
3190 | if (x && y) |
3307 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3191 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3192 | |
3308 | return 1; |
3193 | return 1; |
3309 | } |
3194 | } |
3310 | } |
3195 | } |
3311 | } |
3196 | } |
|
|
3197 | |
3312 | /* If we got here, did not find a battleground */ |
3198 | /* If we got here, did not find a battleground */ |
3313 | return 0; |
3199 | return 0; |
3314 | } |
3200 | } |
3315 | |
3201 | |
3316 | /* |
3202 | /* |
… | |
… | |
3332 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3218 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3333 | int i = 0, j = 0; |
3219 | int i = 0, j = 0; |
3334 | |
3220 | |
3335 | /* get the appropriate treasurelist */ |
3221 | /* get the appropriate treasurelist */ |
3336 | if (atnr == ATNR_FIRE) |
3222 | if (atnr == ATNR_FIRE) |
3337 | trlist = treasurelist::find ("dragon_ability_fire"); |
3223 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3338 | else if (atnr == ATNR_COLD) |
3224 | else if (atnr == ATNR_COLD) |
3339 | trlist = treasurelist::find ("dragon_ability_cold"); |
3225 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3340 | else if (atnr == ATNR_ELECTRICITY) |
3226 | else if (atnr == ATNR_ELECTRICITY) |
3341 | trlist = treasurelist::find ("dragon_ability_elec"); |
3227 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3342 | else if (atnr == ATNR_POISON) |
3228 | else if (atnr == ATNR_POISON) |
3343 | trlist = treasurelist::find ("dragon_ability_poison"); |
3229 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3344 | |
3230 | |
3345 | if (trlist == NULL || who->type != PLAYER) |
3231 | if (trlist == NULL || who->type != PLAYER) |
3346 | return; |
3232 | return; |
3347 | |
3233 | |
3348 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3234 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3421 | { |
3307 | { |
3422 | /* forces in the treasurelist can alter the player's stats */ |
3308 | /* forces in the treasurelist can alter the player's stats */ |
3423 | object *skin; |
3309 | object *skin; |
3424 | |
3310 | |
3425 | /* first get the dragon skin force */ |
3311 | /* first get the dragon skin force */ |
3426 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3427 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3312 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3428 | ; |
3313 | ; |
3429 | |
3314 | |
3430 | if (!skin) |
3315 | if (!skin) |
3431 | return; |
3316 | return; |
3432 | |
3317 | |
… | |
… | |
3467 | else |
3352 | else |
3468 | { |
3353 | { |
3469 | /* generate misc. treasure */ |
3354 | /* generate misc. treasure */ |
3470 | tmp = arch_to_object (tr->item); |
3355 | tmp = arch_to_object (tr->item); |
3471 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3356 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3472 | tmp = insert_ob_in_ob (tmp, who); |
3357 | who->insert (tmp); |
3473 | if (who->type == PLAYER) |
|
|
3474 | esrv_send_item (who, tmp); |
|
|
3475 | } |
3358 | } |
3476 | } |
3359 | } |
3477 | |
3360 | |
3478 | /** |
3361 | /** |
3479 | * Unready an object for a player. This function does nothing if the object was |
3362 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3491 | if (pl->ranged_ob == ob) |
3374 | if (pl->ranged_ob == ob) |
3492 | pl->ranged_ob = 0; |
3375 | pl->ranged_ob = 0; |
3493 | } |
3376 | } |
3494 | |
3377 | |
3495 | sint8 |
3378 | sint8 |
3496 | player::visibility_at (maptile *map, int x, int y) const |
3379 | player::darkness_at (maptile *map, int x, int y) const |
3497 | { |
3380 | { |
3498 | if (!ns) |
3381 | if (!ns) |
3499 | return 0; |
3382 | return LOS_BLOCKED; |
3500 | |
3383 | |
3501 | int dx, dy; |
3384 | int dx, dy; |
3502 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3385 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3503 | return 0; |
3386 | return LOS_BLOCKED; |
3504 | |
3387 | |
3505 | x += dx - ns->current_x + ns->mapx / 2; |
3388 | x += dx - ns->current_x; |
3506 | y += dy - ns->current_y + ns->mapy / 2; |
3389 | y += dy - ns->current_y; |
3507 | |
3390 | |
3508 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3509 | return 0; |
|
|
3510 | |
|
|
3511 | return 100 - blocked_los [x][y]; |
3391 | return blocked_los (x, y); |
3512 | } |
3392 | } |
|
|
3393 | |
|
|
3394 | void |
|
|
3395 | player::infobox (const char *title, const char *msg, int color) |
|
|
3396 | { |
|
|
3397 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3398 | } |
|
|
3399 | |
|
|
3400 | void |
|
|
3401 | player::statusmsg (const char *msg, int color) |
|
|
3402 | { |
|
|
3403 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3404 | } |
|
|
3405 | |
|
|
3406 | void |
|
|
3407 | player::failmsg (const char *msg, int color) |
|
|
3408 | { |
|
|
3409 | play_sound (sound_find ("generic_failure")); |
|
|
3410 | statusmsg (msg, color); |
|
|
3411 | } |
|
|
3412 | |