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 |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * 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> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <sproto.h> |
25 | #include <sproto.h> |
26 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
122 | continue; |
122 | continue; |
123 | |
123 | |
124 | if (*buf == '%') |
124 | if (*buf == '%') |
125 | { /* send one news */ |
125 | { /* send one news */ |
126 | if (size > 0) |
126 | if (size > 0) |
127 | 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 */ |
128 | |
131 | |
129 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
130 | strip_endline (subject); |
133 | strip_endline (subject); |
131 | size = 0; |
134 | size = 0; |
132 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
183 | |
186 | |
184 | if (ob->map) |
187 | if (ob->map) |
185 | maplevel = ob->map->path; |
188 | maplevel = ob->map->path; |
186 | |
189 | |
187 | ob->remove (); |
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
188 | ob->map = 0; |
192 | ob->map = 0; |
189 | party = 0; |
193 | party = 0; |
190 | |
194 | |
191 | 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 |
192 | |
196 | |
… | |
… | |
206 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
207 | |
211 | |
208 | ns->update_look = 0; |
212 | ns->update_look = 0; |
209 | ns->look_position = 0; |
213 | ns->look_position = 0; |
210 | |
214 | |
211 | clear_los (this); |
215 | clear_los (); |
212 | |
216 | |
213 | ns->reset_stats (); |
217 | ns->reset_stats (); |
214 | |
218 | |
215 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->race; |
221 | ob->race = ob->arch->race; |
218 | |
222 | |
219 | ob->carrying = sum_weight (ob); |
223 | ob->update_weight (); |
220 | link_player_skills (ob); |
224 | link_skills (); |
221 | |
225 | |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | |
227 | |
224 | assign (title, ob->arch->object::name); |
228 | assign (title, ob->arch->object::name); |
225 | |
229 | |
226 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
227 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
228 | { |
232 | { |
229 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
230 | |
234 | |
231 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
232 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
233 | |
|
|
234 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
236 | if (tmp->arch->archname == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
237 | abil = tmp; |
238 | abil = tmp; |
238 | else if (tmp->arch->archname == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
239 | skin = tmp; |
240 | skin = tmp; |
240 | |
241 | |
241 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
242 | } |
243 | } |
243 | |
244 | |
244 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | |
246 | |
246 | 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) |
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|
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
278 | |
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279 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
280 | |
|
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281 | ns->reset_stats (); |
|
|
282 | ns->pl = 0; |
|
|
283 | ns = 0; |
|
|
284 | } |
|
|
285 | |
|
|
286 | observe = ob; |
|
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287 | |
|
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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 */ |
247 | |
303 | |
248 | ob->flag [FLAG_READY_WEAPON] = false; |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
249 | ob->flag [FLAG_READY_SKILL] = false; |
305 | ob->flag [FLAG_READY_SKILL] = false; |
250 | ob->flag [FLAG_READY_BOW] = false; |
306 | ob->flag [FLAG_READY_BOW] = false; |
251 | |
307 | |
… | |
… | |
268 | combat_ob = op; |
324 | combat_ob = op; |
269 | break; |
325 | break; |
270 | } |
326 | } |
271 | |
327 | |
272 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
273 | ob->update_stats (); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
274 | |
|
|
275 | ns->floorbox_update (); |
|
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276 | esrv_send_inventory (ob, ob); |
|
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277 | esrv_add_spells (this, 0); |
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278 | |
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279 | activate (); |
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280 | |
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281 | send_rules (ob); |
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282 | send_news (ob); |
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283 | display_motd (ob); |
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284 | |
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285 | INVOKE_PLAYER (CONNECT, this); |
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286 | INVOKE_PLAYER (LOGIN, this); |
|
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287 | } |
|
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288 | |
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289 | void |
|
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290 | player::disconnect () |
|
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291 | { |
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292 | if (ns) |
|
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293 | { |
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294 | if (active) |
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295 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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296 | |
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297 | INVOKE_PLAYER (DISCONNECT, this); |
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298 | |
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299 | ns->reset_stats (); |
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300 | ns->pl = 0; |
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301 | ns = 0; |
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302 | } |
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303 | |
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304 | if (ob) |
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305 | ob->close_container (); //TODO: client-specific |
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306 | |
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307 | observe = ob; |
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308 | |
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309 | deactivate (); |
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310 | } |
|
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311 | |
|
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312 | // the need for this function can be explained |
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313 | // by load_object not returning the object |
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314 | void |
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315 | player::set_object (object *op) |
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316 | { |
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317 | ob = observe = op; |
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318 | ob->contr = this; /* this aren't yet in archetype */ |
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319 | |
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320 | ob->speed = 1.0f; |
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321 | ob->speed_left = 0.5f; |
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322 | |
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323 | ob->direction = 5; /* So player faces south */ |
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324 | } |
330 | } |
325 | |
331 | |
326 | void |
332 | void |
327 | player::set_observe (object *op) |
333 | player::set_observe (object *op) |
328 | { |
334 | { |
… | |
… | |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
343 | |
349 | |
344 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
345 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
346 | petmode = pet_normal; |
352 | petmode = pet_normal; |
347 | listening = 10; |
|
|
348 | usekeys = containers; |
353 | usekeys = containers; |
349 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
350 | do_los = 1; |
355 | do_los = 1; |
351 | |
356 | |
352 | weapon_sp = 1.0f; |
357 | weapon_sp = 1.0f; |
… | |
… | |
401 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
402 | */ |
407 | */ |
403 | archetype * |
408 | archetype * |
404 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
405 | { |
410 | { |
|
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411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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413 | |
|
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414 | if (!nat) |
|
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415 | return at; |
|
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416 | |
406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
417 | archvec::iterator i = archetypes.find (nat); |
407 | |
418 | |
408 | for (;;) |
419 | for (;;) |
409 | { |
420 | { |
410 | if (++i == archetypes.end ()) |
421 | if (++i == archetypes.end ()) |
411 | i = archetypes.begin (); |
422 | i = archetypes.begin (); |
… | |
… | |
425 | unsigned lastdist; |
436 | unsigned lastdist; |
426 | rv_vector rv; |
437 | rv_vector rv; |
427 | |
438 | |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
429 | { |
440 | { |
430 | /* We should not find free objects on this friendly list, but it |
|
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431 | * does periodically happen. Given that, lets deal with it. |
|
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432 | * While unlikely, it is possible the next object on the friendly |
|
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433 | * list is also free, so encapsulate this in a while loop. |
|
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434 | */ |
|
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435 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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436 | { |
|
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437 | object *tmp = ol->ob; |
|
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438 | |
|
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439 | /* Can't do much more other than log the fact, because the object |
|
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440 | * itself will have been cleared. |
|
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441 | */ |
|
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442 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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443 | tmp->debug_desc ()); |
|
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444 | ol = ol->next; |
|
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445 | remove_friendly_object (tmp); |
|
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446 | if (!ol) |
|
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447 | return op; |
|
|
448 | } |
|
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449 | |
|
|
450 | /* Remove special check for player from this. First, it looks to cause |
|
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451 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
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452 | * complicated method of state checking would be needed in any case - |
|
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453 | * as it was, a clever player could type quit, and the function would |
|
|
454 | * skip them over while waiting for confirmation. Remove |
|
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455 | * on_same_map check, as can_detect_enemy also does this |
|
|
456 | */ |
|
|
457 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
458 | continue; |
442 | continue; |
459 | |
443 | |
460 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
461 | { |
445 | { |
… | |
… | |
656 | |
640 | |
657 | return firstdir; |
641 | return firstdir; |
658 | } |
642 | } |
659 | |
643 | |
660 | void |
644 | void |
661 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
662 | { |
646 | { |
663 | object *op, *next = NULL; |
|
|
664 | |
|
|
665 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
666 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
667 | |
649 | |
668 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
669 | { |
651 | { |
670 | next = op->below; |
652 | next = op->below; |
671 | |
653 | |
672 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
673 | * 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 |
… | |
… | |
678 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
679 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
680 | */ |
662 | */ |
681 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
682 | { |
664 | { |
683 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
684 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
685 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
686 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
687 | 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)) |
688 | { |
672 | { |
689 | op->destroy (); |
673 | op->destroy (); |
690 | continue; |
674 | continue; |
691 | } |
675 | } |
692 | } |
676 | } |
… | |
… | |
715 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
716 | op->nrof = 1; |
700 | op->nrof = 1; |
717 | } |
701 | } |
718 | |
702 | |
719 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
720 | { |
|
|
721 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
722 | } |
|
|
723 | |
705 | |
724 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
725 | * items. Just don't identify gold or silver, or it won't be |
707 | * items. Just don't identify gold or silver, or it won't be |
726 | * merged properly. |
708 | * merged properly. |
727 | */ |
709 | */ |
728 | if (need_identify (op)) |
710 | if (need_identify (op)) |
729 | { |
711 | { |
730 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
731 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
732 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
733 | } |
715 | } |
|
|
716 | |
734 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
735 | { |
718 | { |
736 | op->destroy (); |
719 | op->destroy (); |
737 | continue; |
720 | continue; |
738 | } |
721 | } |
… | |
… | |
740 | { |
723 | { |
741 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
742 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
743 | op->level = 1; |
726 | op->level = 1; |
744 | } |
727 | } |
745 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
746 | else |
|
|
747 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
748 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
749 | |
731 | |
750 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
751 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
752 | } |
734 | } |
753 | |
735 | |
754 | void |
736 | void |
755 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
756 | { |
738 | { |
… | |
… | |
857 | static void |
839 | static void |
858 | start_info (object *op) |
840 | start_info (object *op) |
859 | { |
841 | { |
860 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
861 | |
843 | |
862 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
863 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
864 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
865 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
866 | } |
846 | } |
867 | |
847 | |
868 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
869 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
870 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
… | |
… | |
873 | */ |
853 | */ |
874 | void |
854 | void |
875 | player::chargen_race_done () |
855 | player::chargen_race_done () |
876 | { |
856 | { |
877 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
878 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
858 | esrv_new_player (ob->contr); |
879 | |
859 | |
880 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
881 | if (tl) |
861 | if (tl) |
882 | create_treasure (tl, ob, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
883 | |
863 | |
… | |
… | |
887 | ob->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
888 | |
868 | |
889 | if (ob->msg) |
869 | if (ob->msg) |
890 | ob->msg = 0; |
870 | ob->msg = 0; |
891 | |
871 | |
892 | /* We create this now because some of the unique maps will need it |
|
|
893 | * to save here. |
|
|
894 | */ |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
|
|
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
898 | make_path_to_file (buf); |
|
|
899 | } |
|
|
900 | |
|
|
901 | start_info (ob); |
872 | start_info (ob); |
902 | CLEAR_FLAG (ob, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
903 | give_initial_items (ob, ob->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
904 | link_player_skills (ob); |
|
|
905 | esrv_send_inventory (ob, ob); |
875 | esrv_send_inventory (ob, ob); |
906 | ob->update_stats (); |
876 | ob->update_stats (); |
907 | |
877 | |
908 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
909 | * is one for this race |
879 | * is one for this race |
910 | */ |
880 | */ |
911 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
912 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
913 | object *tmp; |
|
|
914 | char mapname[MAX_BUF]; |
|
|
915 | |
|
|
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
917 | tmp = object::create (); |
|
|
918 | EXIT_PATH (tmp) = mapname; |
|
|
919 | EXIT_X (tmp) = ob->x; |
|
|
920 | EXIT_Y (tmp) = ob->y; |
|
|
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
922 | * if the map isn't there, then stay on the |
|
|
923 | * default initial map */ |
|
|
924 | tmp->destroy (); |
|
|
925 | } |
|
|
926 | else |
883 | else |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
928 | } |
885 | } |
929 | |
886 | |
930 | void |
887 | void |
… | |
… | |
974 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
975 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
976 | return; |
933 | return; |
977 | } |
934 | } |
978 | |
935 | |
979 | if (op->enemy == NULL) |
936 | if (!op->enemy) |
980 | { |
937 | { |
981 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
982 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
983 | return; |
940 | return; |
984 | } |
941 | } |
985 | |
942 | |
986 | /* Seen some crashes here. Since we don't store an |
|
|
987 | * op->enemy_count, it is possible that something destroys the |
|
|
988 | * actual enemy, and the object is recycled. |
|
|
989 | */ |
|
|
990 | if (op->enemy->map == NULL) |
|
|
991 | { |
|
|
992 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
993 | op->enemy = NULL; |
|
|
994 | return; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
998 | { |
944 | { |
999 | op->enemy = NULL; |
945 | op->enemy = NULL; |
1000 | CLEAR_FLAG (op, FLAG_SCARED); |
946 | CLEAR_FLAG (op, FLAG_SCARED); |
1001 | return; |
947 | return; |
… | |
… | |
1004 | get_rangevector (op, op->enemy, &rv, 0); |
950 | get_rangevector (op, op->enemy, &rv, 0); |
1005 | |
951 | |
1006 | dir = absdir (4 + rv.direction); |
952 | dir = absdir (4 + rv.direction); |
1007 | for (diff = 0; diff < 3; diff++) |
953 | for (diff = 0; diff < 3; diff++) |
1008 | { |
954 | { |
1009 | int m = 1 - (RANDOM () & 2); |
955 | int m = 1 - rndm (2) * 2; |
1010 | |
956 | |
1011 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1012 | return; |
958 | return; |
1013 | } |
959 | } |
1014 | |
960 | |
… | |
… | |
1025 | check_pick (object *op) |
971 | check_pick (object *op) |
1026 | { |
972 | { |
1027 | object *tmp, *next; |
973 | object *tmp, *next; |
1028 | int stop = 0; |
974 | int stop = 0; |
1029 | int wvratio; |
975 | int wvratio; |
1030 | char putstring[128]; |
|
|
1031 | |
976 | |
1032 | /* if you're flying, you cna't pick up anything */ |
977 | /* if you're flying, you cna't pick up anything */ |
1033 | if (op->move_type & MOVE_FLYING) |
978 | if (op->move_type & MOVE_FLYING) |
1034 | return 1; |
979 | return 1; |
1035 | |
980 | |
1036 | next = op->below; |
981 | next = op->below; |
1037 | |
982 | |
|
|
983 | int cnt = MAX_ITEM_PER_DROP; |
|
|
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
985 | |
1038 | /* loop while there are items on the floor that are not marked as |
986 | /* loop while there are items on the floor that are not marked as |
1039 | * destroyed */ |
987 | * destroyed */ |
1040 | while (next && !next->destroyed ()) |
988 | while (next && !next->destroyed ()) |
1041 | { |
989 | { |
1042 | tmp = next; |
990 | tmp = next; |
1043 | next = tmp->below; |
991 | next = tmp->below; |
1044 | |
992 | |
|
|
993 | if (cnt <= 0) |
|
|
994 | { |
|
|
995 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
996 | return 0; |
|
|
997 | } |
|
|
998 | |
1045 | if (op->destroyed ()) |
999 | if (op->destroyed ()) |
1046 | return 0; |
1000 | return 0; |
1047 | |
1001 | |
1048 | if (!can_pick (op, tmp)) |
1002 | if (!can_pick (op, tmp)) |
1049 | continue; |
1003 | continue; |
1050 | |
1004 | |
1051 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1005 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1052 | { |
1006 | { |
1053 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1007 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1054 | pick_up (op, tmp); |
1008 | CHK_PICK_PICKUP; |
|
|
1009 | |
1055 | continue; |
1010 | continue; |
1056 | } |
1011 | } |
1057 | |
1012 | |
1058 | /* high not bit set? We're using the old autopickup model */ |
1013 | /* pickup handling */ |
|
|
1014 | if (op->contr->mode & PU_DEBUG) |
|
|
1015 | { |
|
|
1016 | /* some debugging code to figure out item information */ |
|
|
1017 | const char *str = tmp->name |
|
|
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1020 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1022 | |
|
|
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | if (op->contr->mode & PU_INHIBIT) |
|
|
1027 | return 1; |
|
|
1028 | |
|
|
1029 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1030 | return 1; |
|
|
1031 | |
|
|
1032 | /* philosophy: |
|
|
1033 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1034 | * generic. This takes no game-time. For more detailed pickups |
|
|
1035 | * and selections, select-items should be used. This is a |
|
|
1036 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1037 | * example. |
|
|
1038 | * The drawback: right now it has no frontend, so you need to |
|
|
1039 | * stick the bits you want into a calculator in hex mode and then |
|
|
1040 | * convert to decimal and then 'pickup <#> |
|
|
1041 | */ |
|
|
1042 | |
|
|
1043 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1044 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1045 | * meaning if any test passes, the item gets picked up. */ |
|
|
1046 | |
|
|
1047 | /* if mode is set to pick nothing up, return */ |
|
|
1048 | if (op->contr->mode == PU_NOTHING) |
|
|
1049 | return 1; |
|
|
1050 | |
|
|
1051 | /* if mode is set to stop when encountering objects, return */ |
|
|
1052 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1053 | * anything up */ |
|
|
1054 | if (op->contr->mode & PU_STOP) |
|
|
1055 | return 0; |
|
|
1056 | |
|
|
1057 | /* useful for going into stores and not losing your settings... */ |
|
|
1058 | /* and for battles wher you don't want to get loaded down while |
|
|
1059 | * fighting */ |
|
|
1060 | if (op->contr->mode & PU_INHIBIT) |
|
|
1061 | return 1; |
|
|
1062 | |
|
|
1063 | /* prevent us from turning into auto-thieves :) */ |
|
|
1064 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1065 | continue; |
|
|
1066 | |
|
|
1067 | /* ignore known cursed objects */ |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1069 | continue; |
|
|
1070 | |
|
|
1071 | /* all food and drink if desired */ |
|
|
1072 | /* question: don't pick up known-poisonous stuff? */ |
1059 | if (!(op->contr->mode & PU_NEWMODE)) |
1073 | if (op->contr->mode & PU_FOOD) |
|
|
1074 | if (tmp->type == FOOD) |
1060 | { |
1075 | { |
1061 | switch (op->contr->mode) |
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | if (op->contr->mode & PU_DRINK) |
|
|
1081 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
|
|
1087 | if (op->contr->mode & PU_POTION) |
|
|
1088 | if (tmp->type == POTION) |
|
|
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1095 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1096 | if (tmp->type == SPELLBOOK) |
|
|
1097 | { |
|
|
1098 | CHK_PICK_PICKUP; |
|
|
1099 | continue; |
|
|
1100 | } |
|
|
1101 | |
|
|
1102 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1103 | if (tmp->type == SKILLSCROLL) |
|
|
1104 | { |
|
|
1105 | CHK_PICK_PICKUP; |
|
|
1106 | continue; |
|
|
1107 | } |
|
|
1108 | |
|
|
1109 | if (op->contr->mode & PU_READABLES) |
|
|
1110 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* wands/staves/rods/horns */ |
|
|
1117 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1118 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1119 | { |
|
|
1120 | CHK_PICK_PICKUP; |
|
|
1121 | continue; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | /* pick up all magical items */ |
|
|
1125 | if (op->contr->mode & PU_MAGICAL) |
|
|
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1127 | { |
|
|
1128 | CHK_PICK_PICKUP; |
|
|
1129 | continue; |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | if (op->contr->mode & PU_VALUABLES) |
|
|
1133 | { |
|
|
1134 | if (tmp->type == MONEY || tmp->type == GEM) |
1062 | { |
1135 | { |
1063 | case 0: |
1136 | CHK_PICK_PICKUP; |
1064 | return 1; /* don't pick up */ |
1137 | continue; |
1065 | case 1: |
|
|
1066 | pick_up (op, tmp); |
|
|
1067 | return 1; |
|
|
1068 | case 2: |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | return 0; |
|
|
1071 | case 3: |
|
|
1072 | return 0; /* stop before pickup */ |
|
|
1073 | case 4: |
|
|
1074 | pick_up (op, tmp); |
|
|
1075 | break; |
|
|
1076 | case 5: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | stop = 1; |
|
|
1079 | break; |
|
|
1080 | case 6: |
|
|
1081 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1082 | pick_up (op, tmp); |
|
|
1083 | break; |
|
|
1084 | |
|
|
1085 | case 7: |
|
|
1086 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1087 | pick_up (op, tmp); |
|
|
1088 | break; |
|
|
1089 | |
|
|
1090 | default: |
|
|
1091 | /* use value density */ |
|
|
1092 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1093 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1094 | pick_up (op, tmp); |
|
|
1095 | } |
1138 | } |
1096 | } |
1139 | } |
1097 | else |
1140 | |
1098 | { /* old model */ |
1141 | /* rings & amulets - talismans seems to be typed AMULET */ |
1099 | /* NEW pickup handling */ |
|
|
1100 | if (op->contr->mode & PU_DEBUG) |
1142 | if (op->contr->mode & PU_JEWELS) |
|
|
1143 | if (tmp->type == RING || tmp->type == AMULET) |
1101 | { |
1144 | { |
1102 | /* some debugging code to figure out item information */ |
1145 | CHK_PICK_PICKUP; |
1103 | if (tmp->name != NULL) |
|
|
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | else |
|
|
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1108 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1109 | |
|
|
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1111 | } |
|
|
1112 | |
|
|
1113 | /* philosophy: |
|
|
1114 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1115 | * generic. This takes no game-time. For more detailed pickups |
|
|
1116 | * and selections, select-items should be used. This is a |
|
|
1117 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1118 | * example. |
|
|
1119 | * The drawback: right now it has no frontend, so you need to |
|
|
1120 | * stick the bits you want into a calculator in hex mode and then |
|
|
1121 | * convert to decimal and then 'pickup <#> |
|
|
1122 | */ |
|
|
1123 | |
|
|
1124 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1125 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1126 | * meaning if any test passes, the item gets picked up. */ |
|
|
1127 | |
|
|
1128 | /* if mode is set to pick nothing up, return */ |
|
|
1129 | |
|
|
1130 | if (op->contr->mode & PU_NOTHING) |
|
|
1131 | return 1; |
|
|
1132 | |
|
|
1133 | /* if mode is set to stop when encountering objects, return */ |
|
|
1134 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1135 | * anything up */ |
|
|
1136 | |
|
|
1137 | if (op->contr->mode & PU_STOP) |
|
|
1138 | return 0; |
|
|
1139 | |
|
|
1140 | /* useful for going into stores and not losing your settings... */ |
|
|
1141 | /* and for battles wher you don't want to get loaded down while |
|
|
1142 | * fighting */ |
|
|
1143 | if (op->contr->mode & PU_INHIBIT) |
|
|
1144 | return 1; |
|
|
1145 | |
|
|
1146 | /* prevent us from turning into auto-thieves :) */ |
|
|
1147 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1148 | continue; |
1146 | continue; |
|
|
1147 | } |
1149 | |
1148 | |
1150 | /* ignore known cursed objects */ |
1149 | /* we don't forget dragon food */ |
1151 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1150 | if (op->contr->mode & PU_FLESH) |
|
|
1151 | if (tmp->type == FLESH) |
|
|
1152 | { |
|
|
1153 | CHK_PICK_PICKUP; |
1152 | continue; |
1154 | continue; |
|
|
1155 | } |
1153 | |
1156 | |
1154 | /* all food and drink if desired */ |
1157 | /* bows and arrows. Bows are good for selling! */ |
1155 | /* question: don't pick up known-poisonous stuff? */ |
1158 | if (op->contr->mode & PU_BOW) |
|
|
1159 | if (tmp->type == BOW) |
|
|
1160 | { |
|
|
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | if (op->contr->mode & PU_ARROW) |
|
|
1166 | if (tmp->type == ARROW) |
|
|
1167 | { |
|
|
1168 | CHK_PICK_PICKUP; |
|
|
1169 | continue; |
|
|
1170 | } |
|
|
1171 | |
|
|
1172 | /* all kinds of armor etc. */ |
|
|
1173 | if (op->contr->mode & PU_ARMOUR) |
|
|
1174 | if (tmp->type == ARMOUR) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_HELMET) |
|
|
1181 | if (tmp->type == HELMET) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr->mode & PU_SHIELD) |
|
|
1188 | if (tmp->type == SHIELD) |
|
|
1189 | { |
|
|
1190 | CHK_PICK_PICKUP; |
|
|
1191 | continue; |
|
|
1192 | } |
|
|
1193 | |
1156 | if (op->contr->mode & PU_FOOD) |
1194 | if (op->contr->mode & PU_BOOTS) |
1157 | if (tmp->type == FOOD) |
1195 | if (tmp->type == BOOTS) |
|
|
1196 | { |
|
|
1197 | CHK_PICK_PICKUP; |
|
|
1198 | continue; |
|
|
1199 | } |
|
|
1200 | |
|
|
1201 | if (op->contr->mode & PU_GLOVES) |
|
|
1202 | if (tmp->type == GLOVES) |
|
|
1203 | { |
|
|
1204 | CHK_PICK_PICKUP; |
|
|
1205 | continue; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | if (op->contr->mode & PU_CLOAK) |
|
|
1209 | if (tmp->type == CLOAK) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | /* hoping to catch throwing daggers here */ |
|
|
1216 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1217 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1218 | { |
|
|
1219 | CHK_PICK_PICKUP; |
|
|
1220 | continue; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* careful: chairs and tables are weapons! */ |
|
|
1224 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1225 | { |
|
|
1226 | if (tmp->type == WEAPON) |
|
|
1227 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1158 | { |
1228 | { |
1159 | pick_up (op, tmp); |
1229 | CHK_PICK_PICKUP; |
1160 | continue; |
1230 | continue; |
1161 | } |
1231 | } |
|
|
1232 | } |
1162 | |
1233 | |
|
|
1234 | /* misc stuff that's useful */ |
1163 | if (op->contr->mode & PU_DRINK) |
1235 | if (op->contr->mode & PU_KEY) |
1164 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1236 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1165 | { |
1237 | { |
1166 | pick_up (op, tmp); |
1238 | CHK_PICK_PICKUP; |
1167 | continue; |
1239 | continue; |
1168 | } |
1240 | } |
1169 | |
1241 | |
|
|
1242 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1243 | * pickups */ |
1170 | if (op->contr->mode & PU_POTION) |
1244 | if (op->contr->mode & PU_RATIO) |
1171 | if (tmp->type == POTION) |
1245 | { |
|
|
1246 | /* use value density to decide what else to grab */ |
|
|
1247 | /* >=7 was >= op->contr->mode */ |
|
|
1248 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1172 | { |
1249 | */ |
1173 | pick_up (op, tmp); |
|
|
1174 | continue; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1178 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1179 | if (tmp->type == SPELLBOOK) |
|
|
1180 | { |
|
|
1181 | pick_up (op, tmp); |
|
|
1182 | continue; |
|
|
1183 | } |
|
|
1184 | |
|
|
1185 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1186 | if (tmp->type == SKILLSCROLL) |
|
|
1187 | { |
|
|
1188 | pick_up (op, tmp); |
|
|
1189 | continue; |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | if (op->contr->mode & PU_READABLES) |
|
|
1193 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1194 | { |
|
|
1195 | pick_up (op, tmp); |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* wands/staves/rods/horns */ |
|
|
1200 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1201 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1202 | { |
|
|
1203 | pick_up (op, tmp); |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* pick up all magical items */ |
|
|
1208 | if (op->contr->mode & PU_MAGICAL) |
1250 | wvratio = op->contr->mode & PU_RATIO; |
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1251 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1210 | { |
|
|
1211 | pick_up (op, tmp); |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_VALUABLES) |
|
|
1216 | { |
1252 | { |
1217 | if (tmp->type == MONEY || tmp->type == GEM) |
1253 | #if 0 |
|
|
1254 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1255 | if (tmp->name != NULL) |
1218 | { |
1256 | { |
1219 | pick_up (op, tmp); |
1257 | fprintf (stderr, "%s", tmp->name); |
1220 | continue; |
|
|
1221 | } |
1258 | } |
1222 | } |
|
|
1223 | |
|
|
1224 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1225 | if (op->contr->mode & PU_JEWELS) |
|
|
1226 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1227 | { |
|
|
1228 | pick_up (op, tmp); |
|
|
1229 | continue; |
|
|
1230 | } |
|
|
1231 | |
|
|
1232 | /* we don't forget dragon food */ |
|
|
1233 | if (op->contr->mode & PU_FLESH) |
|
|
1234 | if (tmp->type == FLESH) |
|
|
1235 | { |
|
|
1236 | pick_up (op, tmp); |
|
|
1237 | continue; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* bows and arrows. Bows are good for selling! */ |
|
|
1241 | if (op->contr->mode & PU_BOW) |
|
|
1242 | if (tmp->type == BOW) |
|
|
1243 | { |
|
|
1244 | pick_up (op, tmp); |
|
|
1245 | continue; |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | if (op->contr->mode & PU_ARROW) |
|
|
1249 | if (tmp->type == ARROW) |
|
|
1250 | { |
|
|
1251 | pick_up (op, tmp); |
|
|
1252 | continue; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | /* all kinds of armor etc. */ |
|
|
1256 | if (op->contr->mode & PU_ARMOUR) |
|
|
1257 | if (tmp->type == ARMOUR) |
|
|
1258 | { |
|
|
1259 | pick_up (op, tmp); |
|
|
1260 | continue; |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | if (op->contr->mode & PU_HELMET) |
|
|
1264 | if (tmp->type == HELMET) |
|
|
1265 | { |
|
|
1266 | pick_up (op, tmp); |
|
|
1267 | continue; |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | if (op->contr->mode & PU_SHIELD) |
|
|
1271 | if (tmp->type == SHIELD) |
|
|
1272 | { |
|
|
1273 | pick_up (op, tmp); |
|
|
1274 | continue; |
|
|
1275 | } |
|
|
1276 | |
|
|
1277 | if (op->contr->mode & PU_BOOTS) |
|
|
1278 | if (tmp->type == BOOTS) |
|
|
1279 | { |
|
|
1280 | pick_up (op, tmp); |
|
|
1281 | continue; |
|
|
1282 | } |
|
|
1283 | |
|
|
1284 | if (op->contr->mode & PU_GLOVES) |
|
|
1285 | if (tmp->type == GLOVES) |
|
|
1286 | { |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | if (op->contr->mode & PU_CLOAK) |
|
|
1292 | if (tmp->type == CLOAK) |
|
|
1293 | { |
|
|
1294 | pick_up (op, tmp); |
|
|
1295 | continue; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | /* hoping to catch throwing daggers here */ |
|
|
1299 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1300 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1301 | { |
|
|
1302 | pick_up (op, tmp); |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | |
|
|
1306 | /* careful: chairs and tables are weapons! */ |
|
|
1307 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1308 | { |
|
|
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1310 | { |
|
|
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1313 | { |
|
|
1314 | pick_up (op, tmp); |
|
|
1315 | continue; |
|
|
1316 | } |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1320 | { |
|
|
1321 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | continue; |
|
|
1325 | } |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | /* misc stuff that's useful */ |
|
|
1330 | if (op->contr->mode & PU_KEY) |
|
|
1331 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1332 | { |
|
|
1333 | pick_up (op, tmp); |
|
|
1334 | continue; |
|
|
1335 | } |
|
|
1336 | |
|
|
1337 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1338 | * pickups */ |
|
|
1339 | if (op->contr->mode & PU_RATIO) |
|
|
1340 | { |
|
|
1341 | /* use value density to decide what else to grab */ |
|
|
1342 | /* >=7 was >= op->contr->mode */ |
|
|
1343 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1344 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1345 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1346 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1347 | { |
|
|
1348 | pick_up (op, tmp); |
|
|
1349 | #if 0 |
|
|
1350 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1351 | if (tmp->name != NULL) |
|
|
1352 | { |
|
|
1353 | fprintf (stderr, "%s", tmp->name); |
|
|
1354 | } |
|
|
1355 | else |
1259 | else |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1260 | fprintf (stderr, "%s", tmp->arch->archname); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1261 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1262 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1359 | #endif |
1263 | #endif |
|
|
1264 | CHK_PICK_PICKUP; |
1360 | continue; |
1265 | continue; |
1361 | } |
|
|
1362 | } |
1266 | } |
1363 | } /* the new pickup model */ |
1267 | } /* the new pickup model */ |
1364 | } |
1268 | } |
1365 | |
1269 | |
1366 | return !stop; |
1270 | return !stop; |
… | |
… | |
1372 | * found object is returned. |
1276 | * found object is returned. |
1373 | */ |
1277 | */ |
1374 | object * |
1278 | object * |
1375 | find_arrow (object *op, const char *type) |
1279 | find_arrow (object *op, const char *type) |
1376 | { |
1280 | { |
1377 | object *tmp = 0; |
|
|
1378 | |
|
|
1379 | for (op = op->inv; op; op = op->below) |
1281 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1381 | tmp = find_arrow (op, type); |
|
|
1382 | else if (op->type == ARROW && op->race == type) |
1282 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1283 | return splay (tmp); |
|
|
1284 | |
|
|
1285 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1286 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1287 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1288 | { |
|
|
1289 | splay (tmp); |
1383 | return op; |
1290 | return arrow; |
|
|
1291 | } |
1384 | |
1292 | |
1385 | return tmp; |
1293 | return 0; |
1386 | } |
1294 | } |
1387 | |
1295 | |
1388 | /* |
1296 | /* |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1297 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1390 | * against the target. A full test is not performed, simply a basic test |
1298 | * against the target. A full test is not performed, simply a basic test |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1299 | * of resistances. The archer is making a quick guess at what he sees down |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1300 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1393 | */ |
1301 | */ |
1394 | object * |
1302 | object * |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1303 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1396 | { |
1304 | { |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1305 | object *tmp = NULL, *arrow, *ntmp; |
1398 | int attacknum, attacktype, betterby = 0, i; |
1306 | int attacknum, attacktype, betterby = 0, i; |
1399 | |
1307 | |
1400 | if (!type) |
1308 | if (!type) |
… | |
… | |
1404 | { |
1312 | { |
1405 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1313 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1406 | { |
1314 | { |
1407 | i = 0; |
1315 | i = 0; |
1408 | ntmp = find_better_arrow (arrow, target, type, &i); |
1316 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1317 | |
1409 | if (i > betterby) |
1318 | if (i > betterby) |
1410 | { |
1319 | { |
1411 | tmp = ntmp; |
1320 | tmp = ntmp; |
1412 | betterby = i; |
1321 | betterby = i; |
1413 | } |
1322 | } |
1414 | } |
1323 | } |
1415 | else if (arrow->type == ARROW && arrow->race == type) |
1324 | else if (arrow->type == ARROW && arrow->race == type) |
1416 | { |
1325 | { |
1417 | /* allways prefer assasination/slaying */ |
1326 | /* allways prefer assasination/slaying */ |
1418 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1327 | if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) |
1419 | { |
1328 | { |
1420 | if (arrow->attacktype & AT_DEATH) |
1329 | if (arrow->attacktype & AT_DEATH) |
1421 | { |
1330 | { |
1422 | *better = 100; |
1331 | *better = 100; |
1423 | return arrow; |
1332 | return arrow; |
… | |
… | |
1438 | { |
1347 | { |
1439 | tmp = arrow; |
1348 | tmp = arrow; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1349 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1441 | } |
1350 | } |
1442 | } |
1351 | } |
|
|
1352 | |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1353 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | { |
1354 | { |
1445 | tmp = arrow; |
1355 | tmp = arrow; |
1446 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1356 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1447 | } |
1357 | } |
|
|
1358 | |
1448 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1359 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1449 | { |
1360 | { |
1450 | tmp = arrow; |
1361 | tmp = arrow; |
1451 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1362 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1452 | } |
1363 | } |
1453 | } |
1364 | } |
1454 | } |
1365 | } |
1455 | } |
1366 | } |
|
|
1367 | |
1456 | if (tmp == NULL && arrow == NULL) |
1368 | if (tmp == NULL && arrow == NULL) |
1457 | return find_arrow (op, type); |
1369 | return find_arrow (op, type); |
1458 | |
1370 | |
1459 | *better = betterby; |
1371 | *better = betterby; |
1460 | return tmp; |
1372 | return tmp; |
… | |
… | |
1465 | * op = the shooter |
1377 | * op = the shooter |
1466 | * type = bow->race |
1378 | * type = bow->race |
1467 | * dir = fire direction |
1379 | * dir = fire direction |
1468 | */ |
1380 | */ |
1469 | object * |
1381 | object * |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1382 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1471 | { |
1383 | { |
1472 | object *tmp = NULL; |
1384 | object *tmp = NULL; |
1473 | maptile *m; |
1385 | maptile *m; |
1474 | int i, mflags, found, number; |
1386 | int i, mflags, found, number; |
1475 | sint16 x, y; |
1387 | sint16 x, y; |
… | |
… | |
1490 | for (i = 0, found = 0; i < 20; i++) |
1402 | for (i = 0, found = 0; i < 20; i++) |
1491 | { |
1403 | { |
1492 | x += freearr_x[dir]; |
1404 | x += freearr_x[dir]; |
1493 | y += freearr_y[dir]; |
1405 | y += freearr_y[dir]; |
1494 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1406 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1407 | |
1495 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1408 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1496 | { |
1409 | { |
1497 | tmp = NULL; |
1410 | tmp = 0; |
1498 | break; |
1411 | break; |
1499 | } |
1412 | } |
1500 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1413 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1501 | { |
1414 | { |
1502 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1415 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1503 | * perhaps a bad assumption. |
1416 | * perhaps a bad assumption. |
1504 | */ |
1417 | */ |
1505 | tmp = NULL; |
1418 | tmp = 0; |
1506 | break; |
1419 | break; |
1507 | } |
1420 | } |
|
|
1421 | |
1508 | if (mflags & P_IS_ALIVE) |
1422 | if (mflags & P_IS_ALIVE) |
1509 | { |
|
|
1510 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1423 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1511 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1424 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1512 | { |
|
|
1513 | found++; |
|
|
1514 | break; |
|
|
1515 | } |
|
|
1516 | if (found) |
|
|
1517 | break; |
1425 | break; |
1518 | } |
|
|
1519 | } |
1426 | } |
1520 | if (tmp == NULL) |
1427 | |
|
|
1428 | if (!tmp) |
1521 | return find_arrow (op, type); |
1429 | return find_arrow (op, type); |
1522 | |
1430 | |
1523 | if (tmp->head) |
1431 | if (tmp->head) |
1524 | tmp = tmp->head; |
1432 | tmp = tmp->head; |
1525 | |
1433 | |
… | |
… | |
1570 | if (bow->below) |
1478 | if (bow->below) |
1571 | { |
1479 | { |
1572 | bow->remove (); |
1480 | bow->remove (); |
1573 | op->insert (bow); |
1481 | op->insert (bow); |
1574 | } |
1482 | } |
1575 | |
|
|
1576 | } |
1483 | } |
1577 | |
1484 | |
1578 | if (!bow->race || !bow->skill) |
1485 | if (!bow->race || !bow->skill) |
1579 | { |
1486 | { |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1487 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1606 | } |
1513 | } |
1607 | |
1514 | |
1608 | /* this should not happen, but sometimes does */ |
1515 | /* this should not happen, but sometimes does */ |
1609 | if (arrow->nrof == 0) |
1516 | if (arrow->nrof == 0) |
1610 | { |
1517 | { |
|
|
1518 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1611 | arrow->destroy (); |
1519 | arrow->destroy (); |
1612 | return 0; |
1520 | return 0; |
1613 | } |
1521 | } |
1614 | |
1522 | |
1615 | left = arrow; /* these are arrows left to the player */ |
1523 | left = arrow; /* these are arrows left to the player */ |
1616 | arrow = get_split_ob (arrow, 1); |
1524 | arrow = arrow->split (); |
1617 | if (!arrow) |
1525 | if (!arrow) |
1618 | { |
1526 | { |
1619 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1527 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1620 | return 0; |
1528 | return 0; |
1621 | } |
1529 | } |
… | |
… | |
1683 | |
1591 | |
1684 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1592 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1685 | arrow->move_type = MOVE_FLY_LOW; |
1593 | arrow->move_type = MOVE_FLY_LOW; |
1686 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1594 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1687 | |
1595 | |
1688 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1596 | op->play_sound (sound_find ("fire_arrow")); |
1689 | m->insert (arrow, sx, sy, op); |
1597 | m->insert (arrow, sx, sy, op); |
1690 | |
1598 | |
1691 | if (!arrow->destroyed ()) |
1599 | if (!arrow->destroyed ()) |
1692 | move_arrow (arrow); |
1600 | move_arrow (arrow); |
1693 | |
|
|
1694 | if (op->type == PLAYER) |
|
|
1695 | { |
|
|
1696 | if (left->destroyed ()) |
|
|
1697 | esrv_del_item (op->contr, left->count); |
|
|
1698 | else |
|
|
1699 | esrv_send_item (op, left); |
|
|
1700 | } |
|
|
1701 | |
1601 | |
1702 | return 1; |
1602 | return 1; |
1703 | } |
1603 | } |
1704 | |
1604 | |
1705 | /* Special fire code for players - this takes into |
1605 | /* Special fire code for players - this takes into |
… | |
… | |
1710 | * hence the function name. |
1610 | * hence the function name. |
1711 | */ |
1611 | */ |
1712 | int |
1612 | int |
1713 | player_fire_bow (object *op, int dir) |
1613 | player_fire_bow (object *op, int dir) |
1714 | { |
1614 | { |
1715 | int ret = 0, wcmod = 0; |
1615 | int ret; |
1716 | |
1616 | |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1617 | if (op->contr->bowtype == bow_bestarrow) |
1718 | { |
1618 | { |
1719 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1619 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1720 | } |
1620 | } |
1721 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1621 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1722 | { |
1622 | { |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1623 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1724 | wcmod = -1; |
|
|
1725 | |
|
|
1726 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1624 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1727 | } |
1625 | } |
1728 | else if (op->contr->bowtype == bow_threewide) |
1626 | else if (op->contr->bowtype == bow_threewide) |
1729 | { |
1627 | { |
1730 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1628 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1731 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1629 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1732 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1630 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1733 | } |
1631 | } |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1632 | else if (op->contr->bowtype == bow_spreadshot) |
1735 | { |
1633 | { |
1736 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1634 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1737 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1635 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1636 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1739 | } |
1637 | } |
1740 | else |
1638 | else |
1741 | { |
1639 | { |
… | |
… | |
1771 | |
1669 | |
1772 | if (item->type == WAND) |
1670 | if (item->type == WAND) |
1773 | { |
1671 | { |
1774 | if (item->stats.food <= 0) |
1672 | if (item->stats.food <= 0) |
1775 | { |
1673 | { |
1776 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1674 | op->contr->play_sound (sound_find ("wand_poof")); |
1777 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1675 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1778 | |
1676 | |
1779 | return; |
1677 | return; |
1780 | } |
1678 | } |
1781 | } |
1679 | } |
1782 | else if (item->type == ROD || item->type == HORN) |
1680 | else if (item->type == ROD || item->type == HORN) |
1783 | { |
1681 | { |
1784 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1682 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1683 | |
|
|
1684 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1685 | // for a rod or horn, this fixes some broken rods. |
|
|
1686 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1785 | { |
1687 | { |
1786 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1688 | op->contr->play_sound (sound_find ("wand_poof")); |
1787 | |
1689 | |
1788 | if (item->type == ROD) |
1690 | if (item->type == ROD) |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1691 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1790 | else |
1692 | else |
1791 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1693 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1794 | } |
1696 | } |
1795 | } |
1697 | } |
1796 | |
1698 | |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1699 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1798 | { |
1700 | { |
1799 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1701 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1702 | |
1800 | if (item->type == WAND) |
1703 | if (item->type == WAND) |
1801 | { |
1704 | { |
1802 | if (!(--item->stats.food)) |
1705 | if (!(--item->stats.food)) |
1803 | { |
1706 | { |
1804 | object *tmp; |
1707 | object *tmp; |
… | |
… | |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1711 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1809 | item->face = item->arch->face; |
1712 | item->face = item->arch->face; |
1810 | item->set_speed (0); |
1713 | item->set_speed (0); |
1811 | } |
1714 | } |
1812 | |
1715 | |
1813 | if ((tmp = item->in_player ())) |
1716 | if (object *pl = item->visible_to ()) |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
1717 | esrv_update_item (UPD_ANIM, pl, item); |
1815 | } |
1718 | } |
1816 | } |
1719 | } |
1817 | else if (item->type == ROD || item->type == HORN) |
1720 | else if (item->type == ROD || item->type == HORN) |
1818 | drain_rod_charge (item); |
1721 | drain_rod_charge (item); |
1819 | } |
1722 | } |
… | |
… | |
1824 | bool |
1727 | bool |
1825 | fire (object *op, int dir) |
1728 | fire (object *op, int dir) |
1826 | { |
1729 | { |
1827 | int spellcost = 0; |
1730 | int spellcost = 0; |
1828 | |
1731 | |
1829 | /* check for loss of invisiblity/hide */ |
|
|
1830 | if (action_makes_visible (op)) |
|
|
1831 | make_visible (op); |
|
|
1832 | |
|
|
1833 | player *pl = op->contr; |
1732 | player *pl = op->contr; |
1834 | |
1733 | |
1835 | if (pl->golem) |
1734 | if (pl->golem) |
1836 | { |
1735 | { |
1837 | control_golem (op->contr->golem, dir); |
1736 | control_golem (op->contr->golem, dir); |
… | |
… | |
1839 | } |
1738 | } |
1840 | |
1739 | |
1841 | object *ob = pl->ranged_ob; |
1740 | object *ob = pl->ranged_ob; |
1842 | |
1741 | |
1843 | if (!ob) |
1742 | if (!ob) |
1844 | return false; |
|
|
1845 | |
|
|
1846 | if (!op->change_weapon (ob)) |
|
|
1847 | return false; |
1743 | return false; |
1848 | |
1744 | |
1849 | if (op->speed_left > 0.f) |
1745 | if (op->speed_left > 0.f) |
1850 | --op->speed_left; |
1746 | --op->speed_left; |
1851 | else |
1747 | else |
1852 | return false; |
1748 | return false; |
|
|
1749 | |
|
|
1750 | if (!op->change_weapon (ob)) |
|
|
1751 | return false; |
|
|
1752 | |
|
|
1753 | /* check for loss of invisiblity/hide */ |
|
|
1754 | if (action_makes_visible (op)) |
|
|
1755 | make_visible (op); |
1853 | |
1756 | |
1854 | switch (ob->type) |
1757 | switch (ob->type) |
1855 | { |
1758 | { |
1856 | case BOW: |
1759 | case BOW: |
1857 | player_fire_bow (op, dir); |
1760 | player_fire_bow (op, dir); |
… | |
… | |
1950 | * Change the color so that the message doesn't disappear with |
1853 | * Change the color so that the message doesn't disappear with |
1951 | * all the others. |
1854 | * all the others. |
1952 | */ |
1855 | */ |
1953 | if (pl->contr->usekeys == key_inventory || |
1856 | if (pl->contr->usekeys == key_inventory || |
1954 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1857 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1955 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1858 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1956 | { |
1859 | { |
1957 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1860 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1958 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1861 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1959 | return NULL; |
1862 | return NULL; |
1960 | } |
1863 | } |
… | |
… | |
1980 | /* If we found a key, do some extra work */ |
1883 | /* If we found a key, do some extra work */ |
1981 | if (key) |
1884 | if (key) |
1982 | { |
1885 | { |
1983 | object *container = key->env; |
1886 | object *container = key->env; |
1984 | |
1887 | |
1985 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1986 | |
|
|
1987 | if (action_makes_visible (op)) |
1888 | if (action_makes_visible (op)) |
1988 | make_visible (op); |
1889 | make_visible (op); |
1989 | |
1890 | |
1990 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1891 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1991 | spring_trap (door->inv, op); |
1892 | spring_trap (door->inv, op); |
1992 | |
1893 | |
1993 | if (door->type == DOOR) |
1894 | if (door->type == DOOR) |
1994 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1895 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1995 | else if (door->type == LOCKED_DOOR) |
1896 | else if (door->type == LOCKED_DOOR) |
1996 | { |
1897 | { |
1997 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1898 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1998 | remove_door2 (door); /* remove door without violence ;-) */ |
1899 | remove_door2 (door); /* remove door without violence ;-) */ |
1999 | } |
1900 | } |
2000 | |
1901 | |
2001 | /* Do this after we print the message */ |
1902 | /* Do this after we print the message */ |
2002 | decrease_ob (key); /* Use up one of the keys */ |
1903 | key->decrease (); /* Use up one of the keys */ |
2003 | /* Need to update the weight the container the key was in */ |
|
|
2004 | if (container != op) |
|
|
2005 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2006 | |
1904 | |
2007 | return 1; /* Nothing more to do below */ |
1905 | return 1; /* Nothing more to do below */ |
2008 | } |
1906 | } |
2009 | else if (door->type == LOCKED_DOOR) |
1907 | else if (door->type == LOCKED_DOOR) |
2010 | { |
1908 | { |
2011 | /* Might as well return now - no other way to open this */ |
1909 | /* Might as well return now - no other way to open this */ |
2012 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1910 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2013 | return 1; |
1911 | return 1; |
2014 | } |
1912 | } |
2015 | |
1913 | |
2016 | return 0; |
1914 | return 0; |
2017 | } |
1915 | } |
… | |
… | |
2104 | |
2002 | |
2105 | if (op->speed_left > 0.f) |
2003 | if (op->speed_left > 0.f) |
2106 | { |
2004 | { |
2107 | --op->speed_left; |
2005 | --op->speed_left; |
2108 | |
2006 | |
2109 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2007 | op->play_sound (sound_find ("push_player")); |
2110 | push_ob (mon, dir, op); |
2008 | push_ob (mon, dir, op); |
2111 | |
2009 | |
2112 | if (op->contr->tmp_invis || op->hide) |
2010 | if (action_makes_visible (op)) |
2113 | make_visible (op); |
2011 | make_visible (op); |
2114 | |
2012 | |
2115 | return true; |
2013 | return true; |
2116 | } |
2014 | } |
2117 | else |
2015 | else |
… | |
… | |
2133 | { |
2031 | { |
2134 | --op->speed_left; |
2032 | --op->speed_left; |
2135 | |
2033 | |
2136 | if (!op->contr->braced) |
2034 | if (!op->contr->braced) |
2137 | { |
2035 | { |
2138 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2036 | op->play_sound (sound_find ("push_player")); |
2139 | push_ob (mon, dir, op); |
2037 | push_ob (mon, dir, op); |
2140 | } |
2038 | } |
2141 | else |
2039 | else |
2142 | new_draw_info (0, 0, op, "You withhold your attack"); |
2040 | op->statusmsg ("You withhold your attack"); |
2143 | |
2041 | |
2144 | if (op->contr->tmp_invis || op->hide) |
2042 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2145 | make_visible (op); |
2043 | make_visible (op); |
2146 | |
2044 | |
2147 | return true; |
2045 | return true; |
2148 | } |
2046 | } |
2149 | } |
2047 | } |
… | |
… | |
2191 | bool |
2089 | bool |
2192 | move_player (object *op, int dir) |
2090 | move_player (object *op, int dir) |
2193 | { |
2091 | { |
2194 | int pick; |
2092 | int pick; |
2195 | |
2093 | |
2196 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2094 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2197 | return 0; |
2095 | return 0; |
2198 | |
2096 | |
2199 | /* Sanity check: make sure dir is valid */ |
2097 | /* Sanity check: make sure dir is valid */ |
2200 | if ((dir < 0) || (dir >= 9)) |
2098 | if ((dir < 0) || (dir >= 9)) |
2201 | { |
2099 | { |
… | |
… | |
2207 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2105 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2208 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2106 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2209 | |
2107 | |
2210 | op->facing = dir; |
2108 | op->facing = dir; |
2211 | |
2109 | |
2212 | if (op->hide) |
2110 | if (op->flag [FLAG_HIDDEN]) |
2213 | do_hidden_move (op); |
2111 | do_hidden_move (op); |
2214 | |
2112 | |
2215 | bool retval; |
2113 | bool retval; |
2216 | |
2114 | |
2217 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2115 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2286 | return 0; |
2184 | return 0; |
2287 | |
2185 | |
2288 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2186 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2289 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2187 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2290 | { |
2188 | { |
2291 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2189 | op->play_sound (sound_find ("ob_evaporate")); |
2292 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2190 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2293 | |
|
|
2294 | if (op->contr) |
|
|
2295 | esrv_del_item (op->contr, tmp->count); |
|
|
2296 | |
2191 | |
2297 | tmp->destroy (); |
2192 | tmp->destroy (); |
2298 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2193 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2299 | |
2194 | |
2300 | if (op->stats.hp < 0) |
2195 | if (op->stats.hp < 0) |
… | |
… | |
2313 | return 0; |
2208 | return 0; |
2314 | } |
2209 | } |
2315 | |
2210 | |
2316 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2211 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2317 | * back in the map (location and map determined by values of env). This |
2212 | * back in the map (location and map determined by values of env). This |
2318 | * function will descend into containers. op is the object to start the search |
2213 | * function will descend into containers. op is the object to start the search |
2319 | * from. |
2214 | * from. |
2320 | */ |
2215 | */ |
|
|
2216 | static void |
|
|
2217 | drop_unpaid_items (object *op, object *env) |
|
|
2218 | { |
|
|
2219 | while (op) |
|
|
2220 | { |
|
|
2221 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2222 | |
|
|
2223 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2224 | op->insert_at (env); |
|
|
2225 | else if (op->inv) |
|
|
2226 | drop_unpaid_items (op->inv, env); |
|
|
2227 | |
|
|
2228 | op = next; |
|
|
2229 | } |
|
|
2230 | } |
|
|
2231 | |
2321 | void |
2232 | void |
2322 | remove_unpaid_objects (object *op, object *env) |
2233 | object::drop_unpaid_items () |
2323 | { |
2234 | { |
2324 | while (op) |
2235 | if (!flag [FLAG_REMOVED]) |
2325 | { |
2236 | ::drop_unpaid_items (inv, this); |
2326 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2327 | |
|
|
2328 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2329 | { |
|
|
2330 | if (env->type == PLAYER) |
|
|
2331 | esrv_del_item (env->contr, op->count); |
|
|
2332 | |
|
|
2333 | op->insert_at (env); |
|
|
2334 | } |
|
|
2335 | else if (op->inv) |
|
|
2336 | remove_unpaid_objects (op->inv, env); |
|
|
2337 | |
|
|
2338 | op = next; |
|
|
2339 | } |
|
|
2340 | } |
2237 | } |
2341 | |
2238 | |
2342 | /* |
2239 | /* |
2343 | * Returns pointer a static string containing gravestone text |
2240 | * Returns pointer a static string containing gravestone text |
2344 | * Moved from apply.c to player.c - player.c is what |
2241 | * Moved from apply.c to player.c - player.c is what |
2345 | * actually uses this function. player.c may not be quite the |
2242 | * actually uses this function. player.c may not be quite the |
2346 | * best, a misc file for object actions is probably better, |
2243 | * best, a misc file for object actions is probably better, |
2347 | * but there isn't one in the server directory. |
2244 | * but there isn't one in the server directory. |
2348 | */ |
2245 | */ |
2349 | char * |
2246 | const char * |
2350 | gravestone_text (object *op) |
2247 | gravestone_text (object *op) |
2351 | { |
2248 | { |
2352 | static char buf2[MAX_BUF]; |
2249 | static dynbuf_text buf; |
2353 | char buf[MAX_BUF]; |
|
|
2354 | time_t now = time (NULL); |
|
|
2355 | |
2250 | |
2356 | strcpy (buf2, " R.I.P.\n\n"); |
2251 | buf << "---- R.I.P. ----\n\n" |
|
|
2252 | << op->name; |
|
|
2253 | |
2357 | if (op->type == PLAYER) |
2254 | if (op->type == PLAYER) |
2358 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2255 | buf << " the " << op->contr->title; |
2359 | else |
|
|
2360 | sprintf (buf, "%s\n", &op->name); |
|
|
2361 | |
2256 | |
2362 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2257 | buf << "\n\n"; |
2363 | strcat (buf2, buf); |
2258 | |
|
|
2259 | buf << "who was level "; |
|
|
2260 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2261 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2262 | |
2364 | if (op->type == PLAYER) |
2263 | if (op->type == PLAYER) |
2365 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2264 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2366 | else |
|
|
2367 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2368 | |
2265 | |
2369 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2370 | strcat (buf2, buf); |
|
|
2371 | if (op->type == PLAYER) |
|
|
2372 | { |
2266 | { |
2373 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2267 | static char buf2[128]; |
2374 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2268 | time_t now = time (NULL); |
2375 | strcat (buf2, buf); |
|
|
2376 | } |
|
|
2377 | |
|
|
2378 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2269 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2379 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2270 | buf << buf2; |
2380 | strcat (buf2, buf); |
2271 | } |
2381 | |
2272 | |
2382 | return buf2; |
2273 | return buf; |
2383 | } |
2274 | } |
2384 | |
2275 | |
2385 | void |
2276 | void |
2386 | do_some_living (object *op) |
2277 | do_some_living (object *op) |
2387 | { |
2278 | { |
… | |
… | |
2439 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2330 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2440 | else |
2331 | else |
2441 | { |
2332 | { |
2442 | gen_grace = op->stats.maxgrace; |
2333 | gen_grace = op->stats.maxgrace; |
2443 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2334 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2444 | } |
|
|
2445 | |
|
|
2446 | /* Regenerate Spell Points */ |
|
|
2447 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2448 | { |
|
|
2449 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2450 | if (op->stats.sp < op->stats.maxsp) |
|
|
2451 | { |
|
|
2452 | op->stats.sp++; |
|
|
2453 | /* dms do not consume food */ |
|
|
2454 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2455 | { |
|
|
2456 | op->stats.food--; |
|
|
2457 | if (op->contr->digestion < 0) |
|
|
2458 | op->stats.food += op->contr->digestion; |
|
|
2459 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2460 | op->stats.food = last_food; |
|
|
2461 | } |
|
|
2462 | } |
|
|
2463 | |
|
|
2464 | if (max_sp > 1) |
|
|
2465 | { |
|
|
2466 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2467 | if (over_sp > 0) |
|
|
2468 | { |
|
|
2469 | if (op->stats.sp < op->stats.maxsp) |
|
|
2470 | { |
|
|
2471 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2472 | |
|
|
2473 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2474 | op->stats.sp--; |
|
|
2475 | |
|
|
2476 | if (op->stats.sp > op->stats.maxsp) |
|
|
2477 | op->stats.sp = op->stats.maxsp; |
|
|
2478 | } |
|
|
2479 | op->last_sp = 0; |
|
|
2480 | } |
|
|
2481 | else |
|
|
2482 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2483 | } |
|
|
2484 | else |
|
|
2485 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2486 | } |
2335 | } |
2487 | |
2336 | |
2488 | /* Regenerate Grace */ |
2337 | /* Regenerate Grace */ |
2489 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2338 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2490 | if (--op->last_grace < 0) |
2339 | if (--op->last_grace < 0) |
… | |
… | |
2511 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2360 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2512 | } |
2361 | } |
2513 | /* wearing stuff doesn't detract from grace generation. */ |
2362 | /* wearing stuff doesn't detract from grace generation. */ |
2514 | } |
2363 | } |
2515 | |
2364 | |
|
|
2365 | if (op->stats.food > 0) |
|
|
2366 | { |
2516 | /* Regenerate Hit Points */ |
2367 | /* Regenerate Spell Points */ |
2517 | if (--op->last_heal < 0) |
2368 | if (!op->contr->golem && --op->last_sp < 0) |
2518 | { |
|
|
2519 | if (op->stats.hp < op->stats.maxhp) |
|
|
2520 | { |
2369 | { |
2521 | op->stats.hp++; |
2370 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2522 | /* dms do not consume food */ |
2371 | |
2523 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2372 | if (op->stats.sp < op->stats.maxsp) |
2524 | { |
2373 | { |
|
|
2374 | op->stats.sp++; |
|
|
2375 | |
|
|
2376 | /* dms do not consume food */ |
|
|
2377 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2378 | { |
2525 | op->stats.food--; |
2379 | op->stats.food--; |
|
|
2380 | |
2526 | if (op->contr->digestion < 0) |
2381 | if (op->contr->digestion < 0) |
2527 | op->stats.food += op->contr->digestion; |
2382 | op->stats.food += op->contr->digestion; |
2528 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2383 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2529 | op->stats.food = last_food; |
2384 | op->stats.food = last_food; |
|
|
2385 | } |
2530 | } |
2386 | } |
2531 | } |
|
|
2532 | |
2387 | |
2533 | if (max_hp > 1) |
2388 | if (max_sp > 1) |
2534 | { |
|
|
2535 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2536 | if (over_hp > 0) |
|
|
2537 | { |
2389 | { |
2538 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2390 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2391 | if (over_sp > 0) |
|
|
2392 | { |
|
|
2393 | if (op->stats.sp < op->stats.maxsp) |
|
|
2394 | { |
|
|
2395 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2396 | |
|
|
2397 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2398 | op->stats.sp--; |
|
|
2399 | |
|
|
2400 | if (op->stats.sp > op->stats.maxsp) |
|
|
2401 | op->stats.sp = op->stats.maxsp; |
|
|
2402 | } |
|
|
2403 | |
2539 | op->last_heal = 0; |
2404 | op->last_sp = 0; |
|
|
2405 | } |
|
|
2406 | else |
|
|
2407 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2540 | } |
2408 | } |
2541 | else |
2409 | else |
|
|
2410 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2411 | } |
|
|
2412 | |
|
|
2413 | /* Regenerate Hit Points */ |
|
|
2414 | if (--op->last_heal < 0) |
|
|
2415 | { |
|
|
2416 | if (op->stats.hp < op->stats.maxhp) |
2542 | { |
2417 | { |
2543 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2418 | op->stats.hp++; |
|
|
2419 | |
|
|
2420 | /* dms do not consume food */ |
|
|
2421 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2422 | { |
|
|
2423 | op->stats.food--; |
|
|
2424 | |
|
|
2425 | if (op->contr->digestion < 0) |
|
|
2426 | op->stats.food += op->contr->digestion; |
|
|
2427 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2428 | op->stats.food = last_food; |
|
|
2429 | } |
2544 | } |
2430 | } |
|
|
2431 | |
|
|
2432 | if (max_hp > 1) |
|
|
2433 | { |
|
|
2434 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2435 | |
|
|
2436 | if (over_hp > 0) |
|
|
2437 | { |
|
|
2438 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2439 | op->last_heal = 0; |
|
|
2440 | } |
|
|
2441 | else |
|
|
2442 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2545 | } |
2443 | } |
2546 | else |
2444 | else |
2547 | { |
|
|
2548 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2445 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2549 | } |
2446 | } |
2550 | } |
2447 | } |
2551 | |
2448 | |
2552 | /* Digestion */ |
2449 | /* Digestion */ |
2553 | if (--op->last_eat < 0) |
2450 | if (--op->last_eat < 0) |
2554 | { |
2451 | { |
2555 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2452 | int bonus = max (0, op->contr->digestion), |
|
|
2453 | penalty = max (0, -op->contr->digestion); |
2556 | |
2454 | |
2557 | if (op->contr->gen_hp > 0) |
|
|
2558 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2455 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2559 | else |
|
|
2560 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2561 | |
2456 | |
2562 | /* dms do not consume food */ |
2457 | /* dms do not consume food */ |
2563 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2458 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2564 | op->stats.food--; |
2459 | op->stats.food--; |
2565 | } |
2460 | } |
2566 | |
2461 | |
2567 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2462 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2568 | { |
2463 | { |
2569 | object *tmp, *flesh = 0; |
2464 | object *flesh = 0; |
2570 | |
2465 | |
2571 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2466 | for_inv_removable (op, tmp) |
2572 | { |
2467 | { |
2573 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2468 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2469 | continue; |
|
|
2470 | |
|
|
2471 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2574 | { |
2472 | { |
2575 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2473 | op->statusmsg ("You blindly grab for a bite of food. " |
2576 | { |
2474 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2577 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2578 | manual_apply (op, tmp, 0); |
2475 | manual_apply (op, tmp, 0); |
|
|
2476 | |
2579 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2477 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2580 | break; |
2478 | break; |
2581 | } |
2479 | } |
2582 | else if (tmp->type == FLESH) |
2480 | else if (tmp->type == FLESH) |
2583 | flesh = tmp; |
2481 | flesh = tmp; |
2584 | } /* End if paid for object */ |
2482 | } |
2585 | } /* end of for loop */ |
|
|
2586 | |
2483 | |
2587 | /* If player is still starving, it means they don't have any food, so |
2484 | /* If player is still starving, it means they don't have any food, so |
2588 | * eat flesh instead. |
2485 | * eat flesh instead. |
2589 | */ |
2486 | */ |
2590 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2487 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2591 | { |
2488 | { |
2592 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2489 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2490 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2593 | manual_apply (op, flesh, 0); |
2491 | manual_apply (op, flesh, 0); |
2594 | } |
2492 | } |
|
|
2493 | |
|
|
2494 | // If player is still starving, alert him! |
|
|
2495 | if (op->stats.food < 0) |
|
|
2496 | op->failmsg ("You are starving! " |
|
|
2497 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2498 | } |
|
|
2499 | |
|
|
2500 | if (op->stats.food < 0) |
2595 | } |
2501 | { |
|
|
2502 | op->stats.hp += op->stats.food; |
|
|
2503 | op->stats.food = 0; |
2596 | |
2504 | |
2597 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2505 | if (op->stats.hp < 0) |
2598 | op->stats.food++, op->stats.hp--; |
2506 | { |
|
|
2507 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2508 | op->contr->killer->destroy (); |
|
|
2509 | } |
|
|
2510 | } |
2599 | |
2511 | |
|
|
2512 | /* killer should be set here already */ |
2600 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2513 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2601 | kill_player (op); |
2514 | kill_player (op); |
2602 | } |
2515 | } |
2603 | } |
2516 | } |
2604 | |
2517 | |
… | |
… | |
2608 | * file. |
2521 | * file. |
2609 | */ |
2522 | */ |
2610 | void |
2523 | void |
2611 | kill_player (object *op) |
2524 | kill_player (object *op) |
2612 | { |
2525 | { |
2613 | char buf[MAX_BUF]; |
|
|
2614 | int x, y; |
2526 | int x, y; |
2615 | |
|
|
2616 | //int i; |
|
|
2617 | maptile *map; /* this is for resurrection */ |
2527 | maptile *map; /* this is for resurrection */ |
2618 | |
|
|
2619 | /* int z; |
|
|
2620 | int num_stats_lose; |
|
|
2621 | int lost_a_stat; |
|
|
2622 | int lose_this_stat; |
|
|
2623 | int this_stat; */ |
|
|
2624 | int will_kill_again; |
2528 | int will_kill_again; |
2625 | archetype *at; |
2529 | archetype *at; |
2626 | object *tmp; |
2530 | object *tmp; |
2627 | |
2531 | |
2628 | if (save_life (op)) |
2532 | if (save_life (op)) |
2629 | return; |
2533 | return; |
2630 | |
2534 | |
|
|
2535 | dynbuf_text deathtab; |
|
|
2536 | |
|
|
2537 | /* restore player */ |
|
|
2538 | at = archetype::find ("poisoning"); |
|
|
2539 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2540 | { |
|
|
2541 | tmp->destroy (); |
|
|
2542 | deathtab << "Your body feels cleansed...\r"; |
|
|
2543 | } |
|
|
2544 | |
|
|
2545 | at = archetype::find ("confusion"); |
|
|
2546 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2547 | { |
|
|
2548 | tmp->destroy (); |
|
|
2549 | deathtab << "Your mind feels clearer...\r"; |
|
|
2550 | } |
|
|
2551 | |
|
|
2552 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2553 | |
|
|
2554 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2555 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2556 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2557 | |
|
|
2558 | if (op->stats.food <= 0) |
|
|
2559 | op->stats.food = 999; |
|
|
2560 | |
|
|
2561 | // remove all spell effects that are active |
|
|
2562 | // to avoid long-term effects such as word-of-recall |
|
|
2563 | for (object *item = op->inv; item; ) |
|
|
2564 | { |
|
|
2565 | object *next = item->below; |
|
|
2566 | |
|
|
2567 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2568 | item->destroy (); |
|
|
2569 | |
|
|
2570 | item = next; |
|
|
2571 | } |
2631 | |
2572 | |
2632 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2573 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2633 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2574 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2634 | * Look at op_on_battleground() for more info --AndreasV |
2575 | * Look at op_on_battleground() for more info --AndreasV |
2635 | */ |
2576 | */ |
2636 | if (op_on_battleground (op, &x, &y)) |
2577 | if (op_on_battleground (op, &x, &y)) |
2637 | { |
2578 | { |
2638 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2579 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2639 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2640 | |
|
|
2641 | /* restore player */ |
|
|
2642 | at = archetype::find ("poisoning"); |
|
|
2643 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2644 | { |
|
|
2645 | tmp->destroy (); |
|
|
2646 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2647 | } |
|
|
2648 | |
|
|
2649 | at = archetype::find ("confusion"); |
|
|
2650 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2651 | { |
|
|
2652 | tmp->destroy (); |
|
|
2653 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2654 | } |
|
|
2655 | |
|
|
2656 | cure_disease (op, 0); /* remove any disease */ |
|
|
2657 | op->stats.hp = op->stats.maxhp; |
|
|
2658 | if (op->stats.food <= 0) |
|
|
2659 | op->stats.food = 999; |
|
|
2660 | |
2580 | |
2661 | /* create a bodypart-trophy to make the winner happy */ |
2581 | /* create a bodypart-trophy to make the winner happy */ |
2662 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2582 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2663 | { |
2583 | { |
2664 | sprintf (buf, "%s's finger", &op->name); |
2584 | tmp->name = format ("%s's finger" , &op->name); |
2665 | tmp->name = buf; |
2585 | tmp->name_pl = format ("%s's fingers", &op->name); |
2666 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2667 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2668 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2669 | tmp->msg = buf; |
2586 | tmp->msg = format ( |
|
|
2587 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2588 | &op->name, op->contr->title, |
|
|
2589 | (int)op->level, |
|
|
2590 | op->contr->killer_name () |
|
|
2591 | ); |
2670 | tmp->value = 0, tmp->type = 0; |
2592 | tmp->value = 0, tmp->type = 0; |
2671 | tmp->materialname = "organics"; |
2593 | tmp->materialname = "organics"; |
2672 | tmp->insert_at (op, tmp); |
2594 | tmp->insert_at (op, tmp); |
2673 | } |
2595 | } |
2674 | |
2596 | |
2675 | /* teleport defeated player to new destination */ |
2597 | /* teleport defeated player to new destination */ |
2676 | transfer_ob (op, x, y, 0, NULL); |
2598 | transfer_ob (op, x, y, 0, NULL); |
2677 | op->contr->braced = 0; |
2599 | op->contr->braced = 0; |
|
|
2600 | |
|
|
2601 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2678 | return; |
2602 | return; |
2679 | } |
2603 | } |
2680 | |
2604 | |
|
|
2605 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2606 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2607 | |
2681 | INVOKE_PLAYER (DEATH, op->contr); |
2608 | INVOKE_PLAYER (DEATH, op->contr); |
2682 | |
2609 | |
2683 | command_kill_pets (op, 0); |
2610 | command_kill_pets (op, 0); |
2684 | |
2611 | |
2685 | if (op->stats.food < 0) |
2612 | op->contr->play_sound (sound_find ("player_dies")); |
2686 | { |
|
|
2687 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2688 | strcpy (op->contr->killer, "starvation"); |
|
|
2689 | } |
|
|
2690 | else |
|
|
2691 | sprintf (buf, "%s died.", &op->name); |
|
|
2692 | |
|
|
2693 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2694 | |
2613 | |
2695 | /* save the map location for corpse, gravestone */ |
2614 | /* save the map location for corpse, gravestone */ |
2696 | x = op->x; |
2615 | x = op->x; |
2697 | y = op->y; |
2616 | y = op->y; |
2698 | map = op->map; |
2617 | map = op->map; |
… | |
… | |
2726 | |
2645 | |
2727 | lost_a_stat = 0; |
2646 | lost_a_stat = 0; |
2728 | |
2647 | |
2729 | for (z = 0; z < num_stats_lose; z++) |
2648 | for (z = 0; z < num_stats_lose; z++) |
2730 | { |
2649 | { |
2731 | i = RANDOM () % NUM_STATS; |
2650 | i = rndm (NUM_STATS); |
2732 | |
2651 | |
2733 | if (settings.stat_loss_on_death) |
2652 | if (settings.stat_loss_on_death) |
2734 | { |
2653 | { |
2735 | /* Pick a random stat and take a point off it. Tell the player |
2654 | /* Pick a random stat and take a point off it. Tell the player |
2736 | * what he lost. |
2655 | * what he lost. |
… | |
… | |
2787 | } |
2706 | } |
2788 | } |
2707 | } |
2789 | |
2708 | |
2790 | if (lose_this_stat) |
2709 | if (lose_this_stat) |
2791 | { |
2710 | { |
2792 | this_stat = get_attr_value (&(dep->stats), i); |
2711 | this_stat = get_attr_value (&dep->stats, i); |
2793 | /* We could try to do something clever like find another |
2712 | /* We could try to do something clever like find another |
2794 | * stat to reduce if this fails. But chances are, if |
2713 | * stat to reduce if this fails. But chances are, if |
2795 | * stats have been depleted to -50, all are pretty low |
2714 | * stats have been depleted to -50, all are pretty low |
2796 | * and should be roughly the same, so it shouldn't make a |
2715 | * and should be roughly the same, so it shouldn't make a |
2797 | * difference. |
2716 | * difference. |
… | |
… | |
2805 | lost_a_stat = 1; |
2724 | lost_a_stat = 1; |
2806 | } |
2725 | } |
2807 | } |
2726 | } |
2808 | } |
2727 | } |
2809 | } |
2728 | } |
|
|
2729 | |
2810 | /* If no stat lost, tell the player. */ |
2730 | /* If no stat lost, tell the player. */ |
2811 | if (!lost_a_stat) |
2731 | if (!lost_a_stat) |
2812 | { |
2732 | { |
2813 | /* determine_god() seems to not work sometimes... why is this? |
2733 | /* determine_god() seems to not work sometimes... why is this? |
2814 | Should I be using something else? GD */ |
2734 | Should I be using something else? GD */ |
2815 | const char *god = determine_god (op); |
2735 | shstr_tmp god = determine_god (op); |
2816 | |
2736 | |
2817 | if (god && (strcmp (god, "none"))) |
2737 | if (god != shstr_none) |
2818 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2738 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2819 | else |
2739 | else |
2820 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2740 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2821 | } |
2741 | } |
2822 | #else |
2742 | #else |
2823 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2743 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2824 | #endif |
2744 | #endif |
2825 | |
2745 | |
2826 | /* Put a gravestone up where the character 'almost' died. List the |
2746 | /* Put a gravestone up where the character 'almost' died. List the |
2827 | * exp loss on the stone. |
2747 | * exp loss on the stone. |
2828 | */ |
2748 | */ |
2829 | tmp = arch_to_object (archetype::find ("gravestone")); |
2749 | tmp = arch_to_object (archetype::find ("gravestone")); |
2830 | sprintf (buf, "%s's gravestone", &op->name); |
2750 | tmp->name = format ("%s's gravestone", &op->name); |
2831 | tmp->name = buf; |
2751 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2832 | sprintf (buf, "%s's gravestones", &op->name); |
2752 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2833 | tmp->name_pl = buf; |
2753 | &op->name, op->contr->title, op->contr->killer_name ()); |
2834 | 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); |
|
|
2835 | tmp->msg = buf; |
|
|
2836 | tmp->x = op->x, tmp->y = op->y; |
2754 | tmp->x = op->x, tmp->y = op->y; |
2837 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2755 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2838 | |
2756 | |
2839 | /**************************************/ |
2757 | /**************************************/ |
2840 | /* */ |
2758 | /* */ |
2841 | /* Subtract the experience points, */ |
2759 | /* Subtract the experience points, */ |
2842 | /* if we died cause of food, give us */ |
|
|
2843 | /* food, and reset HP's... */ |
|
|
2844 | /* */ |
2760 | /* */ |
2845 | /**************************************/ |
2761 | /**************************************/ |
2846 | |
2762 | |
2847 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2848 | /* restore player */ |
|
|
2849 | at = archetype::find ("poisoning"); |
|
|
2850 | tmp = present_arch_in_ob (at, op); |
|
|
2851 | |
|
|
2852 | if (tmp) |
|
|
2853 | { |
|
|
2854 | tmp->destroy (); |
|
|
2855 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2856 | } |
|
|
2857 | |
|
|
2858 | at = archetype::find ("confusion"); |
|
|
2859 | tmp = present_arch_in_ob (at, op); |
|
|
2860 | if (tmp) |
|
|
2861 | { |
|
|
2862 | tmp->destroy (); |
|
|
2863 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2864 | } |
|
|
2865 | |
|
|
2866 | cure_disease (op, 0); /* remove any disease */ |
|
|
2867 | |
|
|
2868 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2763 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2869 | apply_death_exp_penalty (op); |
2764 | apply_death_exp_penalty (op); |
2870 | if (op->stats.food < 100) |
|
|
2871 | op->stats.food = 900; |
|
|
2872 | op->stats.hp = op->stats.maxhp; |
|
|
2873 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2874 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2875 | |
2765 | |
2876 | /* |
2766 | /* |
2877 | * Check to see if the player has any unpaid items. If so, remove them |
2767 | * Check to see if the player has any unpaid items. If so, remove them |
2878 | * and put them back in the map. |
2768 | * and put them back in the map. |
2879 | */ |
2769 | */ |
2880 | remove_unpaid_objects (op->inv, op); |
2770 | op->drop_unpaid_items (); |
2881 | |
2771 | |
2882 | /****************************************/ |
2772 | /****************************************/ |
2883 | /* */ |
2773 | /* */ |
2884 | /* Move player to his current respawn- */ |
2774 | /* Move player to his current respawn- */ |
2885 | /* position (usually last savebed) */ |
2775 | /* position (usually last savebed) */ |
… | |
… | |
2914 | if (will_kill_again & (1 << at)) |
2804 | if (will_kill_again & (1 << at)) |
2915 | force->resist[at] = 100; |
2805 | force->resist[at] = 100; |
2916 | |
2806 | |
2917 | insert_ob_in_ob (force, op); |
2807 | insert_ob_in_ob (force, op); |
2918 | op->update_stats (); |
2808 | op->update_stats (); |
2919 | |
|
|
2920 | } |
2809 | } |
2921 | |
2810 | |
2922 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2811 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2923 | } |
2812 | } |
2924 | |
2813 | |
2925 | void |
2814 | void |
2926 | loot_object (object *op) |
2815 | loot_object (object *op) |
2927 | { /* Grab and destroy some treasure */ |
2816 | { /* Grab and destroy some treasure */ |
… | |
… | |
2944 | |
2833 | |
2945 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2834 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2946 | { |
2835 | { |
2947 | if (tmp->nrof > 1) |
2836 | if (tmp->nrof > 1) |
2948 | { |
2837 | { |
2949 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2838 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2950 | tmp2->destroy (); |
|
|
2951 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2839 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2952 | } |
2840 | } |
2953 | else |
2841 | else |
2954 | tmp->destroy (); |
2842 | tmp->destroy (); |
2955 | } |
2843 | } |
… | |
… | |
2966 | void |
2854 | void |
2967 | fix_weight (void) |
2855 | fix_weight (void) |
2968 | { |
2856 | { |
2969 | for_all_players (pl) |
2857 | for_all_players (pl) |
2970 | { |
2858 | { |
2971 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2859 | sint32 old = pl->ob->carrying; |
2972 | |
2860 | |
2973 | if (old == sum) |
2861 | pl->ob->update_weight (); |
2974 | continue; |
2862 | |
|
|
2863 | if (old != pl->ob->carrying) |
|
|
2864 | { |
2975 | pl->ob->update_stats (); |
2865 | pl->ob->update_stats (); |
2976 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2866 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2867 | } |
2977 | } |
2868 | } |
2978 | } |
2869 | } |
2979 | |
2870 | |
2980 | void |
2871 | void |
2981 | fix_luck (void) |
2872 | fix_luck (void) |
… | |
… | |
3023 | } |
2914 | } |
3024 | |
2915 | |
3025 | void |
2916 | void |
3026 | make_visible (object *op) |
2917 | make_visible (object *op) |
3027 | { |
2918 | { |
3028 | op->hide = 0; |
2919 | op->flag [FLAG_HIDDEN] = 0; |
3029 | op->invisible = 0; |
2920 | op->invisible = 0; |
|
|
2921 | |
3030 | if (op->type == PLAYER) |
2922 | if (op->type == PLAYER) |
3031 | { |
2923 | { |
3032 | op->contr->tmp_invis = 0; |
2924 | op->contr->tmp_invis = 0; |
3033 | op->contr->invis_race = 0; |
2925 | op->contr->invis_race = 0; |
3034 | } |
2926 | } |
… | |
… | |
3047 | |
2939 | |
3048 | /* look at the surrounding terrain to determine |
2940 | /* look at the surrounding terrain to determine |
3049 | * the hideability of this object. Positive levels |
2941 | * the hideability of this object. Positive levels |
3050 | * indicate greater hideability. |
2942 | * indicate greater hideability. |
3051 | */ |
2943 | */ |
3052 | |
|
|
3053 | int |
2944 | int |
3054 | hideability (object *ob) |
2945 | hideability (object *ob) |
3055 | { |
2946 | { |
3056 | int i, level = 0, mflag; |
2947 | int i, level = 0, mflag; |
3057 | sint16 x, y; |
2948 | sint16 x, y; |
3058 | |
2949 | |
3059 | if (!ob || !ob->map) |
2950 | if (!ob || !ob->map) |
3060 | return 0; |
2951 | return 0; |
3061 | |
2952 | |
3062 | /* so, on normal lighted maps, its hard to hide */ |
2953 | /* so, on normal lighted maps, its hard to hide */ |
3063 | level = ob->map->darkness - 2; |
2954 | level = ob->map->darklevel () - 2; |
3064 | |
2955 | |
3065 | /* this also picks up whether the object is glowing. |
2956 | /* this also picks up whether the object is glowing. |
3066 | * If you carry a light on a non-dark map, its not |
2957 | * If you carry a light on a non-dark map, its not |
3067 | * as bad as carrying a light on a pitch dark map */ |
2958 | * as bad as carrying a light on a pitch dark map */ |
3068 | if (has_carried_lights (ob)) |
2959 | if (has_carried_lights (ob)) |
3069 | level = -(10 + (2 * ob->map->darkness)); |
2960 | level = -(10 + (2 * ob->map->darklevel ())); |
3070 | |
2961 | |
3071 | /* scan through all nearby squares for terrain to hide in */ |
2962 | /* scan through all nearby squares for terrain to hide in */ |
3072 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2963 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2964 | i <= SIZEOFFREE1; |
|
|
2965 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3073 | { |
2966 | { |
3074 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2967 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3075 | if (mflag & P_OUT_OF_MAP) |
2968 | if (mflag & P_OUT_OF_MAP) |
3076 | { |
|
|
3077 | continue; |
2969 | continue; |
3078 | } |
2970 | |
3079 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2971 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3080 | level += 2; |
2972 | level += 2; |
3081 | else /* open terrain! */ |
2973 | else /* open terrain! */ |
3082 | level -= 1; |
2974 | level -= 1; |
3083 | } |
2975 | } |
… | |
… | |
3094 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2986 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3095 | */ |
2987 | */ |
3096 | void |
2988 | void |
3097 | do_hidden_move (object *op) |
2989 | do_hidden_move (object *op) |
3098 | { |
2990 | { |
3099 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2991 | int hide = 0; |
3100 | object *skop; |
|
|
3101 | |
2992 | |
3102 | if (!op || !op->map) |
2993 | if (!op || !op->map) |
3103 | return; |
2994 | return; |
3104 | |
2995 | |
3105 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2996 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2997 | int num = random_roll (0, 19, op, PREFER_LOW); |
3106 | |
2998 | |
3107 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2999 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3108 | if (op->type == PLAYER && op->contr->run_on) |
3000 | if (op->type == PLAYER && op->contr->run_on) |
3109 | if (!skop || num >= skop->level) |
3001 | if (!skop || num >= skop->level) |
3110 | { |
3002 | { |
… | |
… | |
3120 | num -= hide; |
3012 | num -= hide; |
3121 | |
3013 | |
3122 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3014 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3123 | { |
3015 | { |
3124 | make_visible (op); |
3016 | make_visible (op); |
|
|
3017 | |
3125 | if (op->type == PLAYER) |
3018 | if (op->type == PLAYER) |
3126 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3019 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3127 | } |
3020 | } |
3128 | else if (op->type == PLAYER && skop) |
3021 | else if (op->type == PLAYER && skop) |
3129 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3022 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3182 | * object op. This function works fine for monsters, |
3075 | * object op. This function works fine for monsters, |
3183 | * but we dont worry if the object isnt the top one in |
3076 | * but we dont worry if the object isnt the top one in |
3184 | * a pile (say a coin under a table would return "viewable" |
3077 | * a pile (say a coin under a table would return "viewable" |
3185 | * by this routine). Another question, should we be |
3078 | * by this routine). Another question, should we be |
3186 | * concerned with the direction the player is looking |
3079 | * concerned with the direction the player is looking |
3187 | * in? Realistically, most of use cant see stuff behind |
3080 | * in? Realistically, most of us can't see stuff behind |
3188 | * our backs...on the other hand, does the "facing" direction |
3081 | * our backs...on the other hand, does the "facing" direction |
3189 | * imply the way your head, or body is facing? Its possible |
3082 | * imply the way your head, or body is facing? It's possible |
3190 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3083 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3191 | * -b.t. |
3084 | * -b.t. |
3192 | * This function is now map tiling safe. |
3085 | * This function is now map tiling safe. |
3193 | */ |
3086 | */ |
3194 | |
|
|
3195 | int |
3087 | int |
3196 | player_can_view (object *pl, object *op) |
3088 | player_can_view (object *pl, object *op) |
3197 | { |
3089 | { |
3198 | rv_vector rv; |
3090 | rv_vector rv; |
3199 | int dx, dy; |
3091 | int dx, dy; |
… | |
… | |
3211 | |
3103 | |
3212 | get_rangevector (pl, op, &rv, 0x1); |
3104 | get_rangevector (pl, op, &rv, 0x1); |
3213 | |
3105 | |
3214 | /* starting with the 'head' part, lets loop |
3106 | /* starting with the 'head' part, lets loop |
3215 | * through the object and find if it has any |
3107 | * through the object and find if it has any |
3216 | * part that is in the los array but isnt on |
3108 | * part that is in the los array but isn't on |
3217 | * a blocked los square. |
3109 | * a blocked los square. |
3218 | * we use the archetype to figure out offsets. |
3110 | * we use the archetype to figure out offsets. |
3219 | */ |
3111 | */ |
3220 | while (op) |
3112 | while (op) |
3221 | { |
3113 | { |
3222 | dx = rv.distance_x + op->arch->x; |
3114 | dx = rv.distance_x + op->arch->x; |
3223 | dy = rv.distance_y + op->arch->y; |
3115 | dy = rv.distance_y + op->arch->y; |
3224 | |
3116 | |
3225 | /* only the viewable area the player sees is updated by LOS |
3117 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3226 | * code, so we need to restrict ourselves to that range of values |
|
|
3227 | * for any meaningful values. |
|
|
3228 | */ |
|
|
3229 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3230 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3231 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3232 | return 1; |
3118 | return 1; |
|
|
3119 | |
3233 | op = op->more; |
3120 | op = op->more; |
3234 | } |
3121 | } |
|
|
3122 | |
3235 | return 0; |
3123 | return 0; |
3236 | } |
3124 | } |
3237 | |
3125 | |
3238 | /* routine for both players and monsters. We call this when |
3126 | /* routine for both players and monsters. We call this when |
3239 | * there is a possibility for our action distrubing our hiding |
3127 | * there is a possibility for our action distrubing our hiding |
3240 | * place or invisiblity spell. Artefact invisiblity is not |
3128 | * place or invisiblity spell. Artefact invisiblity causes |
3241 | * effected by this. If we arent invisible to begin with, we |
3129 | * "noise" instead. If we arent invisible to begin with, we |
3242 | * return 0. |
3130 | * return 0. |
3243 | */ |
3131 | */ |
3244 | int |
3132 | int |
3245 | action_makes_visible (object *op) |
3133 | action_makes_visible (object *op) |
3246 | { |
3134 | { |
3247 | |
|
|
3248 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3135 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3249 | { |
3136 | { |
3250 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3137 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3138 | { |
|
|
3139 | // artefact invisibility is permanent, but we still make noise |
|
|
3140 | // this is important for game-balance. |
|
|
3141 | if (op->contr) |
|
|
3142 | op->make_noise (); |
|
|
3143 | |
3251 | return 0; |
3144 | return 0; |
|
|
3145 | } |
3252 | |
3146 | |
3253 | if (op->contr && op->contr->tmp_invis == 0) |
3147 | if (op->contr && op->contr->tmp_invis == 0) |
3254 | return 0; |
3148 | return 0; |
3255 | |
3149 | |
3256 | /* If monsters, they should become visible */ |
3150 | /* If monsters, they should become visible */ |
3257 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3151 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3258 | { |
3152 | { |
3259 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3153 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3260 | return 1; |
3154 | return 1; |
3261 | } |
3155 | } |
3262 | } |
3156 | } |
|
|
3157 | |
3263 | return 0; |
3158 | return 0; |
3264 | } |
3159 | } |
3265 | |
3160 | |
3266 | /* op_on_battleground - checks if the given object op (usually |
3161 | /* op_on_battleground - checks if the given object op (usually |
3267 | * a player) is standing on a valid battleground-tile, |
3162 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3272 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3167 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3273 | */ |
3168 | */ |
3274 | int |
3169 | int |
3275 | op_on_battleground (object *op, int *x, int *y) |
3170 | op_on_battleground (object *op, int *x, int *y) |
3276 | { |
3171 | { |
3277 | object *tmp; |
|
|
3278 | |
|
|
3279 | /* A battleground-tile needs the following attributes to be valid: |
3172 | /* A battleground-tile needs the following attributes to be valid: |
3280 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3173 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3281 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3174 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3282 | * and the exit-coordinates sp/hp must both be > 0. |
3175 | * and the exit-coordinates sp/hp must both be > 0. |
3283 | * => The intention here is to prevent abuse of the battleground- |
3176 | * => The intention here is to prevent abuse of the battleground- |
3284 | * feature (like pickable or hidden battleground tiles). */ |
3177 | * feature (like pickable or hidden battleground tiles). */ |
3285 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3178 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3286 | { |
3179 | { |
3287 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3180 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3288 | { |
3181 | { |
3289 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3182 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3290 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3183 | && tmp->type == BATTLEGROUND |
|
|
3184 | && tmp->name == shstr_battleground |
|
|
3185 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3291 | { |
3186 | { |
3292 | /*before we assign the exit, check if this is a teambattle */ |
3187 | /* before we assign the exit, check if this is a teambattle */ |
3293 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3188 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3294 | { |
3189 | { |
3295 | object *invtmp; |
|
|
3296 | |
|
|
3297 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3190 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3298 | { |
3191 | { |
3299 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3192 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3300 | { |
3193 | { |
3301 | if (x != NULL && y != NULL) |
3194 | if (x && y) |
3302 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3195 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3196 | |
3303 | return 1; |
3197 | return 1; |
3304 | } |
3198 | } |
3305 | } |
3199 | } |
3306 | } |
3200 | } |
|
|
3201 | |
3307 | if (x != NULL && y != NULL) |
3202 | if (x && y) |
3308 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3203 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3204 | |
3309 | return 1; |
3205 | return 1; |
3310 | } |
3206 | } |
3311 | } |
3207 | } |
3312 | } |
3208 | } |
|
|
3209 | |
3313 | /* If we got here, did not find a battleground */ |
3210 | /* If we got here, did not find a battleground */ |
3314 | return 0; |
3211 | return 0; |
3315 | } |
3212 | } |
3316 | |
3213 | |
3317 | /* |
3214 | /* |
… | |
… | |
3333 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3230 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3334 | int i = 0, j = 0; |
3231 | int i = 0, j = 0; |
3335 | |
3232 | |
3336 | /* get the appropriate treasurelist */ |
3233 | /* get the appropriate treasurelist */ |
3337 | if (atnr == ATNR_FIRE) |
3234 | if (atnr == ATNR_FIRE) |
3338 | trlist = treasurelist::find ("dragon_ability_fire"); |
3235 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3339 | else if (atnr == ATNR_COLD) |
3236 | else if (atnr == ATNR_COLD) |
3340 | trlist = treasurelist::find ("dragon_ability_cold"); |
3237 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3341 | else if (atnr == ATNR_ELECTRICITY) |
3238 | else if (atnr == ATNR_ELECTRICITY) |
3342 | trlist = treasurelist::find ("dragon_ability_elec"); |
3239 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3343 | else if (atnr == ATNR_POISON) |
3240 | else if (atnr == ATNR_POISON) |
3344 | trlist = treasurelist::find ("dragon_ability_poison"); |
3241 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3345 | |
3242 | |
3346 | if (trlist == NULL || who->type != PLAYER) |
3243 | if (trlist == NULL || who->type != PLAYER) |
3347 | return; |
3244 | return; |
3348 | |
3245 | |
3349 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3246 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3422 | { |
3319 | { |
3423 | /* forces in the treasurelist can alter the player's stats */ |
3320 | /* forces in the treasurelist can alter the player's stats */ |
3424 | object *skin; |
3321 | object *skin; |
3425 | |
3322 | |
3426 | /* first get the dragon skin force */ |
3323 | /* first get the dragon skin force */ |
3427 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3428 | for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below) |
3324 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3429 | ; |
3325 | ; |
3430 | |
3326 | |
3431 | if (!skin) |
3327 | if (!skin) |
3432 | return; |
3328 | return; |
3433 | |
3329 | |
… | |
… | |
3468 | else |
3364 | else |
3469 | { |
3365 | { |
3470 | /* generate misc. treasure */ |
3366 | /* generate misc. treasure */ |
3471 | tmp = arch_to_object (tr->item); |
3367 | tmp = arch_to_object (tr->item); |
3472 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3368 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3473 | tmp = insert_ob_in_ob (tmp, who); |
3369 | who->insert (tmp); |
3474 | if (who->type == PLAYER) |
|
|
3475 | esrv_send_item (who, tmp); |
|
|
3476 | } |
3370 | } |
3477 | } |
3371 | } |
3478 | |
3372 | |
3479 | /** |
3373 | /** |
3480 | * Unready an object for a player. This function does nothing if the object was |
3374 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3492 | if (pl->ranged_ob == ob) |
3386 | if (pl->ranged_ob == ob) |
3493 | pl->ranged_ob = 0; |
3387 | pl->ranged_ob = 0; |
3494 | } |
3388 | } |
3495 | |
3389 | |
3496 | sint8 |
3390 | sint8 |
3497 | player::visibility_at (maptile *map, int x, int y) const |
3391 | player::darkness_at (maptile *map, int x, int y) const |
3498 | { |
3392 | { |
3499 | if (!ns) |
3393 | if (!ns) |
3500 | return 0; |
3394 | return LOS_BLOCKED; |
3501 | |
3395 | |
3502 | int dx, dy; |
3396 | int dx, dy; |
3503 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3397 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3504 | return 0; |
3398 | return LOS_BLOCKED; |
3505 | |
3399 | |
3506 | x += dx - ns->current_x + ns->mapx / 2; |
3400 | x += dx - ns->current_x; |
3507 | y += dy - ns->current_y + ns->mapy / 2; |
3401 | y += dy - ns->current_y; |
3508 | |
3402 | |
3509 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3510 | return 0; |
|
|
3511 | |
|
|
3512 | return 100 - blocked_los [x][y]; |
3403 | return blocked_los (x, y); |
3513 | } |
3404 | } |
|
|
3405 | |
|
|
3406 | void |
|
|
3407 | player::infobox (const char *title, const char *msg, int color) |
|
|
3408 | { |
|
|
3409 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3410 | } |
|
|
3411 | |
|
|
3412 | void |
|
|
3413 | player::statusmsg (const char *msg, int color) |
|
|
3414 | { |
|
|
3415 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3416 | } |
|
|
3417 | |
|
|
3418 | void |
|
|
3419 | player::failmsg (const char *msg, int color) |
|
|
3420 | { |
|
|
3421 | play_sound (sound_find ("generic_failure")); |
|
|
3422 | statusmsg (msg, color); |
|
|
3423 | } |
|
|
3424 | |