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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <sounds.h> |
29 | #include <sounds.h> |
27 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
32 | #include <algorithm> |
35 | #include <algorithm> |
33 | #include <functional> |
36 | #include <functional> |
34 | |
37 | |
35 | playervec players; |
38 | playervec players; |
36 | |
39 | |
37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
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82 | while (fgets (buf, MAX_BUF, fp)) |
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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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 */ |
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128 | |
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129 | strcpy (subject, buf + 1); |
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130 | strip_endline (subject); |
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131 | size = 0; |
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132 | news[0] = '\0'; |
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133 | } |
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134 | else |
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135 | { |
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136 | if (size + strlen (buf) >= HUGE_BUF) |
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137 | { |
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138 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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139 | break; |
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140 | } |
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141 | strncat (news + size, buf, HUGE_BUF - size); |
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142 | size += strlen (buf); |
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143 | } |
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144 | } |
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145 | |
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146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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148 | close_and_delete (fp, comp); |
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149 | } |
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150 | |
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151 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
152 | static void |
41 | static void |
153 | set_first_map (object *op) |
42 | set_first_map (object *op) |
154 | { |
43 | { |
155 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
183 | |
72 | |
184 | if (ob->map) |
73 | if (ob->map) |
185 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
186 | |
75 | |
187 | ob->remove (); |
76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
188 | ob->map = 0; |
78 | ob->map = 0; |
189 | party = 0; |
79 | party = 0; |
190 | |
80 | |
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
192 | |
82 | |
… | |
… | |
206 | ob->close_container (); //TODO: client-specific |
96 | ob->close_container (); //TODO: client-specific |
207 | |
97 | |
208 | ns->update_look = 0; |
98 | ns->update_look = 0; |
209 | ns->look_position = 0; |
99 | ns->look_position = 0; |
210 | |
100 | |
211 | clear_los (this); |
101 | clear_los (); |
212 | |
102 | |
213 | ns->reset_stats (); |
103 | ns->reset_stats (); |
214 | |
104 | |
215 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
218 | |
108 | |
219 | ob->carrying = sum_weight (ob); |
109 | ob->update_weight (); |
220 | link_player_skills (ob); |
110 | link_skills (); |
221 | |
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222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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223 | |
111 | |
224 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
225 | |
113 | |
226 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
227 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
228 | { |
116 | { |
229 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
230 | |
118 | |
231 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
238 | set_dragon_name (ob, abil, skin); |
126 | set_dragon_name (ob, abil, skin); |
239 | } |
127 | } |
240 | |
128 | |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | |
130 | |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
131 | esrv_new_player (this); |
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132 | |
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133 | ob->update_stats (); |
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134 | |
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135 | ns->floorbox_update (); |
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136 | esrv_send_inventory (ob, ob); |
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137 | esrv_add_spells (this, 0); |
244 | |
138 | |
245 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
246 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
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141 | ob->flag [FLAG_READY_RANGE] = false; |
247 | ob->flag [FLAG_READY_BOW] = false; |
142 | ob->flag [FLAG_READY_BOW] = false; |
248 | |
143 | |
249 | for (object *op = ob->inv; op; op = op->below) |
144 | for (object *op = ob->inv; op; op = op->below) |
250 | if (op->flag [FLAG_APPLIED]) |
145 | if (op->flag [FLAG_APPLIED]) |
251 | switch (op->type) |
146 | switch (op->type) |
252 | { |
147 | { |
253 | case SKILL: |
148 | case SKILL: |
254 | ob->flag [FLAG_APPLIED] = false; |
149 | op->flag [FLAG_APPLIED] = false; |
255 | break; |
150 | break; |
256 | |
151 | |
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152 | case SPELL: |
257 | case WAND: |
153 | case WAND: |
258 | case ROD: |
154 | case ROD: |
259 | case HORN: |
155 | case HORN: |
260 | case BOW: |
156 | case BOW: |
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157 | case RANGED: |
261 | ranged_ob = op; |
158 | ranged_ob = op; |
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159 | op->flag [FLAG_APPLIED] = false; |
262 | break; |
160 | break; |
263 | |
161 | |
264 | case WEAPON: |
162 | case WEAPON: |
265 | combat_ob = op; |
163 | combat_ob = op; |
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164 | op->flag [FLAG_APPLIED] = false; |
266 | break; |
165 | break; |
267 | } |
166 | } |
268 | |
167 | |
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
168 | ob->update_stats (); // we unapplied stuff above |
270 | ob->update_stats (); |
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271 | |
169 | |
272 | ns->floorbox_update (); |
170 | ob->current_weapon = 0; |
273 | esrv_send_inventory (ob, ob); |
171 | if (object *item = combat_ob ? combat_ob : ranged_ob) |
274 | esrv_add_spells (this, 0); |
172 | ob->apply (item); |
275 | |
173 | |
276 | activate (); |
174 | activate (); |
277 | |
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278 | send_rules (ob); |
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279 | send_news (ob); |
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280 | display_motd (ob); |
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281 | |
175 | |
282 | INVOKE_PLAYER (CONNECT, this); |
176 | INVOKE_PLAYER (CONNECT, this); |
283 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
284 | } |
178 | } |
285 | |
179 | |
286 | void |
180 | void |
287 | player::disconnect () |
181 | player::disconnect () |
288 | { |
182 | { |
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183 | if (ob) |
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184 | { |
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185 | ob->close_container (); //TODO: client-specific |
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186 | ob->drop_unpaid_items (); |
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187 | } |
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188 | |
289 | if (ns) |
189 | if (ns) |
290 | { |
190 | { |
291 | if (active) |
191 | if (active) |
292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
192 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
293 | |
193 | |
… | |
… | |
296 | ns->reset_stats (); |
196 | ns->reset_stats (); |
297 | ns->pl = 0; |
197 | ns->pl = 0; |
298 | ns = 0; |
198 | ns = 0; |
299 | } |
199 | } |
300 | |
200 | |
301 | if (ob) |
201 | // this is important for the player scheduler to get the correct refcount |
302 | ob->close_container (); //TODO: client-specific |
202 | // when ns = 0 |
303 | |
203 | observe = viewpoint = ob; |
304 | observe = ob; |
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305 | |
204 | |
306 | deactivate (); |
205 | deactivate (); |
307 | } |
206 | } |
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207 | |
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208 | //-GPL |
308 | |
209 | |
309 | // the need for this function can be explained |
210 | // the need for this function can be explained |
310 | // by load_object not returning the object |
211 | // by load_object not returning the object |
311 | void |
212 | void |
312 | player::set_object (object *op) |
213 | player::set_object (object *op) |
313 | { |
214 | { |
314 | ob = observe = op; |
215 | ob = observe = viewpoint = op; |
315 | ob->contr = this; /* this aren't yet in archetype */ |
216 | ob->contr = this; /* this aren't yet in archetype */ |
316 | |
217 | |
317 | ob->speed = 1.0f; |
218 | ob->speed = 1.0f; |
318 | ob->speed_left = 0.5f; |
219 | ob->speed_left = 0.5f; |
319 | |
220 | |
320 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
321 | } |
222 | } |
322 | |
223 | |
323 | void |
224 | void |
324 | player::set_observe (object *op) |
225 | player::set_observe (object *op) |
325 | { |
226 | { |
326 | observe = op ? op : ob; |
227 | observe = viewpoint = op ? op : ob; |
327 | do_los = 1; |
228 | do_los = 1; |
328 | } |
229 | } |
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230 | |
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231 | void |
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232 | player::set_viewpoint (object *op) |
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233 | { |
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234 | viewpoint = op ? op : (object *)observe; |
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235 | do_los = 1; |
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236 | } |
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237 | |
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238 | //+GPL |
329 | |
239 | |
330 | player::player () |
240 | player::player () |
331 | { |
241 | { |
332 | /* There are some elements we want initialised to non zero value - |
242 | /* There are some elements we want initialised to non zero value - |
333 | * we deal with that below this point. |
243 | * we deal with that below this point. |
… | |
… | |
339 | savebed_map = first_map_path; /* Init. respawn position */ |
249 | savebed_map = first_map_path; /* Init. respawn position */ |
340 | |
250 | |
341 | gen_sp_armour = 10; |
251 | gen_sp_armour = 10; |
342 | bowtype = bow_normal; |
252 | bowtype = bow_normal; |
343 | petmode = pet_normal; |
253 | petmode = pet_normal; |
344 | listening = 10; |
|
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345 | usekeys = containers; |
254 | usekeys = containers; |
346 | peaceful = 1; /* default peaceful */ |
255 | peaceful = 1; /* default peaceful */ |
347 | do_los = 1; |
256 | do_los = 1; |
348 | |
257 | |
349 | weapon_sp = 1.0f; |
258 | weapon_sp = 1.0f; |
… | |
… | |
361 | { |
270 | { |
362 | ob->destroy_inv (false); |
271 | ob->destroy_inv (false); |
363 | ob->destroy (); |
272 | ob->destroy (); |
364 | } |
273 | } |
365 | |
274 | |
366 | ob = observe = 0; |
275 | ob = observe = viewpoint = 0; |
367 | } |
276 | } |
368 | |
277 | |
369 | player::~player () |
278 | player::~player () |
370 | { |
279 | { |
371 | /* Clear item stack */ |
280 | /* Clear item stack */ |
372 | free (stack_items); |
281 | free (stack_items); |
|
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282 | } |
|
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283 | |
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284 | /* |
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285 | * get_player_archetype() return next player archetype from archetype |
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286 | * list. Not very efficient routine, but used only creating new players. |
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287 | * Note: there MUST be at least one player archetype! |
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288 | */ |
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289 | static archetype * |
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290 | get_player_archetype (archetype *at) |
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291 | { |
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292 | // archetypes could have been reloaded |
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293 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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294 | |
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295 | if (!nat) |
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296 | return at; |
|
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297 | |
|
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298 | archvec::iterator i = archetypes.find (nat); |
|
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299 | |
|
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300 | for (;;) |
|
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301 | { |
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302 | if (++i == archetypes.end ()) |
|
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303 | i = archetypes.begin (); |
|
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304 | else if (*i == at) |
|
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305 | cleanup ("not a single player archetype found"); |
|
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306 | |
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307 | if ((*i)->type == PLAYER) |
|
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308 | return *i; |
|
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309 | } |
373 | } |
310 | } |
374 | |
311 | |
375 | /* Tries to add player on the connection passed in ns. |
312 | /* Tries to add player on the connection passed in ns. |
376 | * All we can really get in this is some settings like host and display |
313 | * All we can really get in this is some settings like host and display |
377 | * mode. |
314 | * mode. |
… | |
… | |
379 | player * |
316 | player * |
380 | player::create () |
317 | player::create () |
381 | { |
318 | { |
382 | player *pl = new player; |
319 | player *pl = new player; |
383 | |
320 | |
384 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
385 | |
322 | |
386 | pl->ob->roll_stats (); |
323 | pl->ob->roll_stats (); |
387 | pl->ob->stats.wc = 2; |
324 | pl->ob->stats.wc = 2; |
388 | pl->ob->run_away = 25; /* Then we panick... */ |
325 | pl->ob->run_away = 25; /* Then we panick... */ |
389 | |
326 | |
390 | set_first_map (pl->ob); |
327 | set_first_map (pl->ob); |
391 | |
328 | |
392 | return pl; |
329 | return pl; |
393 | } |
|
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394 | |
|
|
395 | /* |
|
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396 | * get_player_archetype() return next player archetype from archetype |
|
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397 | * list. Not very efficient routine, but used only creating new players. |
|
|
398 | * Note: there MUST be at least one player archetype! |
|
|
399 | */ |
|
|
400 | archetype * |
|
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401 | get_player_archetype (archetype *at) |
|
|
402 | { |
|
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403 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
|
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404 | |
|
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405 | for (;;) |
|
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406 | { |
|
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407 | if (++i == archetypes.end ()) |
|
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408 | i = archetypes.begin (); |
|
|
409 | else if (*i == at) |
|
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410 | cleanup ("not a single player archetype found"); |
|
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411 | |
|
|
412 | if ((*i)->type == PLAYER) |
|
|
413 | return *i; |
|
|
414 | } |
|
|
415 | } |
330 | } |
416 | |
331 | |
417 | object * |
332 | object * |
418 | get_nearest_player (object *mon) |
333 | get_nearest_player (object *mon) |
419 | { |
334 | { |
… | |
… | |
422 | unsigned lastdist; |
337 | unsigned lastdist; |
423 | rv_vector rv; |
338 | rv_vector rv; |
424 | |
339 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
340 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
341 | { |
427 | /* We should not find free objects on this friendly list, but it |
|
|
428 | * does periodically happen. Given that, lets deal with it. |
|
|
429 | * While unlikely, it is possible the next object on the friendly |
|
|
430 | * list is also free, so encapsulate this in a while loop. |
|
|
431 | */ |
|
|
432 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
433 | { |
|
|
434 | object *tmp = ol->ob; |
|
|
435 | |
|
|
436 | /* Can't do much more other than log the fact, because the object |
|
|
437 | * itself will have been cleared. |
|
|
438 | */ |
|
|
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
|
|
441 | ol = ol->next; |
|
|
442 | remove_friendly_object (tmp); |
|
|
443 | if (!ol) |
|
|
444 | return op; |
|
|
445 | } |
|
|
446 | |
|
|
447 | /* Remove special check for player from this. First, it looks to cause |
|
|
448 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
449 | * complicated method of state checking would be needed in any case - |
|
|
450 | * as it was, a clever player could type quit, and the function would |
|
|
451 | * skip them over while waiting for confirmation. Remove |
|
|
452 | * on_same_map check, as can_detect_enemy also does this |
|
|
453 | */ |
|
|
454 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
342 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
455 | continue; |
343 | continue; |
456 | |
344 | |
457 | if (lastdist > rv.distance) |
345 | if (lastdist > rv.distance) |
458 | { |
346 | { |
… | |
… | |
653 | |
541 | |
654 | return firstdir; |
542 | return firstdir; |
655 | } |
543 | } |
656 | |
544 | |
657 | void |
545 | void |
658 | give_initial_items (object *pl, treasurelist * items) |
546 | give_initial_items (object *pl, treasurelist *items) |
659 | { |
547 | { |
660 | object *op, *next = NULL; |
|
|
661 | |
|
|
662 | if (pl->randomitems != NULL) |
548 | if (pl->randomitems) |
663 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
549 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
664 | |
550 | |
665 | for (op = pl->inv; op; op = next) |
551 | for (object *next, *op = pl->inv; op; op = next) |
666 | { |
552 | { |
667 | next = op->below; |
553 | next = op->below; |
668 | |
554 | |
669 | /* Forces get applied per default, unless they have the |
555 | /* Forces get applied per default, unless they have the |
670 | * flag "neutral" set. Sorry but I can't think of a better way |
556 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
675 | /* we never give weapons/armour if these cannot be used |
561 | /* we never give weapons/armour if these cannot be used |
676 | * by this player due to race restrictions |
562 | * by this player due to race restrictions |
677 | */ |
563 | */ |
678 | if (pl->type == PLAYER) |
564 | if (pl->type == PLAYER) |
679 | { |
565 | { |
680 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
566 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
567 | && |
681 | (op->type == ARMOUR || op->type == BOOTS || |
568 | (op->type == ARMOUR || op->type == BOOTS |
682 | op->type == CLOAK || op->type == HELMET || |
569 | || op->type == CLOAK || op->type == HELMET |
683 | op->type == SHIELD || op->type == GLOVES || |
570 | || op->type == SHIELD || op->type == GLOVES |
|
|
571 | || op->type == BRACERS || op->type == GIRDLE)) |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
572 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
685 | { |
573 | { |
686 | op->destroy (); |
574 | op->destroy (); |
687 | continue; |
575 | continue; |
688 | } |
576 | } |
689 | } |
577 | } |
690 | |
578 | |
691 | /* This really needs to be better - we should really give |
579 | /* Here we remove duplicated skills (as duplicated spell objects have |
692 | * a substitute spellbook. The problem is that we don't really |
580 | * _very_ confusing effects for players), which could for instance be |
693 | * have a good idea what to replace it with (need something like |
581 | * generated by bad treasurelists. - elmex |
694 | * a first level treasurelist for each skill.) |
|
|
695 | * remove duplicate skills also |
|
|
696 | */ |
582 | */ |
697 | if (op->type == SPELLBOOK || op->type == SKILL) |
583 | if (op->type == SKILL) |
698 | { |
584 | { |
699 | object *tmp; |
|
|
700 | |
|
|
701 | for (tmp = op->below; tmp; tmp = tmp->below) |
585 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
702 | if (tmp->type == op->type && tmp->name == op->name) |
586 | if (tmp->type == op->type && tmp->name == op->name) |
703 | break; |
|
|
704 | |
|
|
705 | if (tmp) |
|
|
706 | { |
587 | { |
707 | op->destroy (); |
588 | op->destroy (); |
|
|
589 | LOG (llevError, |
708 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
590 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
709 | continue; |
591 | break; |
710 | } |
592 | } |
711 | |
593 | |
712 | if (op->nrof > 1) |
594 | if (op->nrof > 1) |
713 | op->nrof = 1; |
595 | op->nrof = 1; |
714 | } |
596 | } |
715 | |
597 | |
716 | if (op->type == SPELLBOOK && op->inv) |
598 | if (op->type == SPELLBOOK && op->inv) |
717 | { |
|
|
718 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
599 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
719 | } |
|
|
720 | |
600 | |
721 | /* Give starting characters identified, uncursed, and undamned |
601 | /* Give starting characters identified, uncursed, and undamned |
722 | * items. Just don't identify gold or silver, or it won't be |
602 | * items. Just don't identify gold or silver, or it won't be |
723 | * merged properly. |
603 | * merged properly. |
724 | */ |
604 | */ |
725 | if (need_identify (op)) |
605 | if (need_identify (op)) |
726 | { |
606 | { |
727 | SET_FLAG (op, FLAG_IDENTIFIED); |
607 | SET_FLAG (op, FLAG_IDENTIFIED); |
728 | CLEAR_FLAG (op, FLAG_CURSED); |
608 | CLEAR_FLAG (op, FLAG_CURSED); |
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
609 | CLEAR_FLAG (op, FLAG_DAMNED); |
730 | } |
610 | } |
|
|
611 | |
731 | if (op->type == SPELL) |
612 | if (op->type == SPELL) |
732 | { |
613 | { |
733 | op->destroy (); |
614 | op->destroy (); |
734 | continue; |
615 | continue; |
735 | } |
616 | } |
… | |
… | |
737 | { |
618 | { |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
619 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
739 | op->stats.exp = 0; |
620 | op->stats.exp = 0; |
740 | op->level = 1; |
621 | op->level = 1; |
741 | } |
622 | } |
742 | /* lock all 'normal items by default */ |
623 | else /* lock all 'normal items by default */ |
743 | else |
|
|
744 | SET_FLAG (op, FLAG_INV_LOCKED); |
624 | SET_FLAG (op, FLAG_INV_LOCKED); |
745 | } /* for loop of objects in player inv */ |
625 | } /* for loop of objects in player inv */ |
746 | |
626 | |
747 | /* Need to set up the skill pointers */ |
627 | /* Need to set up the skill pointers */ |
748 | link_player_skills (pl); |
628 | pl->contr->link_skills (); |
749 | } |
629 | } |
750 | |
630 | |
751 | void |
631 | void |
752 | get_party_password (object *op, partylist *party) |
632 | get_party_password (object *op, partylist *party) |
753 | { |
633 | { |
… | |
… | |
763 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
643 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
764 | } |
644 | } |
765 | |
645 | |
766 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
646 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
767 | static int |
647 | static int |
768 | roll_stat (void) |
648 | roll_stat () |
769 | { |
649 | { |
770 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
771 | |
651 | |
772 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
773 | a[i] = (int) rndm (6) + 1; |
653 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
854 | static void |
734 | static void |
855 | start_info (object *op) |
735 | start_info (object *op) |
856 | { |
736 | { |
857 | char buf[MAX_BUF]; |
737 | char buf[MAX_BUF]; |
858 | |
738 | |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
739 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
740 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
863 | } |
741 | } |
864 | |
742 | |
865 | /* This function takes the key that is passed, and does the |
743 | /* This function takes the key that is passed, and does the |
866 | * appropriate action with it (change race, or other things). |
744 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
745 | * The function name is for historical reasons - now we have |
… | |
… | |
870 | */ |
748 | */ |
871 | void |
749 | void |
872 | player::chargen_race_done () |
750 | player::chargen_race_done () |
873 | { |
751 | { |
874 | /* this must before then initial items are given */ |
752 | /* this must before then initial items are given */ |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
753 | esrv_new_player (ob->contr); |
876 | |
754 | |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
878 | if (tl) |
756 | if (tl) |
879 | create_treasure (tl, ob, 0, 0, 0); |
757 | create_treasure (tl, ob, 0, 0, 0); |
880 | |
758 | |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
883 | |
761 | |
884 | ob->contr->ns->state = ST_PLAYING; |
762 | ob->contr->ns->state = ST_PLAYING; |
885 | |
763 | |
886 | if (ob->msg) |
764 | if (ob->msg) |
887 | ob->msg = 0; |
765 | ob->msg = 0; |
888 | |
|
|
889 | /* We create this now because some of the unique maps will need it |
|
|
890 | * to save here. |
|
|
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
|
|
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
895 | make_path_to_file (buf); |
|
|
896 | } |
|
|
897 | |
766 | |
898 | start_info (ob); |
767 | start_info (ob); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
768 | CLEAR_FLAG (ob, FLAG_WIZ); |
900 | give_initial_items (ob, ob->randomitems); |
769 | give_initial_items (ob, ob->randomitems); |
901 | link_player_skills (ob); |
|
|
902 | esrv_send_inventory (ob, ob); |
770 | esrv_send_inventory (ob, ob); |
903 | ob->update_stats (); |
771 | ob->update_stats (); |
904 | |
772 | |
905 | /* This moves the player to a different start map, if there |
773 | /* This moves the player to a different start map, if there |
906 | * is one for this race |
774 | * is one for this race |
907 | */ |
775 | */ |
908 | if (*first_map_ext_path) |
776 | if (*first_map_ext_path) |
909 | { |
777 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
910 | object *tmp; |
|
|
911 | char mapname[MAX_BUF]; |
|
|
912 | |
|
|
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
914 | tmp = object::create (); |
|
|
915 | EXIT_PATH (tmp) = mapname; |
|
|
916 | EXIT_X (tmp) = ob->x; |
|
|
917 | EXIT_Y (tmp) = ob->y; |
|
|
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
919 | * if the map isn't there, then stay on the |
|
|
920 | * default initial map */ |
|
|
921 | tmp->destroy (); |
|
|
922 | } |
|
|
923 | else |
778 | else |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
779 | LOG (llevDebug, "first_map_ext_path not set\n"); |
925 | } |
780 | } |
926 | |
781 | |
927 | void |
782 | void |
… | |
… | |
958 | ob->stats.hp = ob->stats.maxhp; |
813 | ob->stats.hp = ob->stats.maxhp; |
959 | ob->stats.sp = ob->stats.maxsp; |
814 | ob->stats.sp = ob->stats.maxsp; |
960 | ob->stats.grace = 0; |
815 | ob->stats.grace = 0; |
961 | } |
816 | } |
962 | |
817 | |
963 | void |
818 | static void |
964 | flee_player (object *op) |
819 | flee_player (object *op) |
965 | { |
820 | { |
966 | int dir, diff; |
821 | int dir, diff; |
967 | rv_vector rv; |
822 | rv_vector rv; |
968 | |
823 | |
… | |
… | |
971 | LOG (llevDebug, "Fleeing player is dead.\n"); |
826 | LOG (llevDebug, "Fleeing player is dead.\n"); |
972 | CLEAR_FLAG (op, FLAG_SCARED); |
827 | CLEAR_FLAG (op, FLAG_SCARED); |
973 | return; |
828 | return; |
974 | } |
829 | } |
975 | |
830 | |
976 | if (op->enemy == NULL) |
831 | if (!op->enemy) |
977 | { |
832 | { |
978 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
833 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
979 | CLEAR_FLAG (op, FLAG_SCARED); |
834 | CLEAR_FLAG (op, FLAG_SCARED); |
980 | return; |
835 | return; |
981 | } |
836 | } |
982 | |
837 | |
983 | /* Seen some crashes here. Since we don't store an |
|
|
984 | * op->enemy_count, it is possible that something destroys the |
|
|
985 | * actual enemy, and the object is recycled. |
|
|
986 | */ |
|
|
987 | if (op->enemy->map == NULL) |
|
|
988 | { |
|
|
989 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
990 | op->enemy = NULL; |
|
|
991 | return; |
|
|
992 | } |
|
|
993 | |
|
|
994 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
838 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
995 | { |
839 | { |
996 | op->enemy = NULL; |
840 | op->enemy = NULL; |
997 | CLEAR_FLAG (op, FLAG_SCARED); |
841 | CLEAR_FLAG (op, FLAG_SCARED); |
998 | return; |
842 | return; |
… | |
… | |
1001 | get_rangevector (op, op->enemy, &rv, 0); |
845 | get_rangevector (op, op->enemy, &rv, 0); |
1002 | |
846 | |
1003 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
1004 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
1005 | { |
849 | { |
1006 | int m = 1 - (RANDOM () & 2); |
850 | int m = 1 - rndm (2) * 2; |
1007 | |
851 | |
1008 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
852 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1009 | return; |
853 | return; |
1010 | } |
854 | } |
1011 | |
855 | |
1012 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
1013 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
1022 | check_pick (object *op) |
866 | check_pick (object *op) |
1023 | { |
867 | { |
1024 | object *tmp, *next; |
868 | object *tmp, *next; |
1025 | int stop = 0; |
869 | int stop = 0; |
1026 | int wvratio; |
870 | int wvratio; |
1027 | char putstring[128]; |
|
|
1028 | |
871 | |
1029 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
1030 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
1031 | return 1; |
874 | return 1; |
1032 | |
875 | |
1033 | next = op->below; |
876 | next = op->below; |
|
|
877 | |
|
|
878 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
879 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1034 | |
880 | |
1035 | /* loop while there are items on the floor that are not marked as |
881 | /* loop while there are items on the floor that are not marked as |
1036 | * destroyed */ |
882 | * destroyed */ |
1037 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
1038 | { |
884 | { |
1039 | tmp = next; |
885 | tmp = next; |
1040 | next = tmp->below; |
886 | next = tmp->below; |
1041 | |
887 | |
|
|
888 | if (cnt <= 0) |
|
|
889 | { |
|
|
890 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
891 | return 0; |
|
|
892 | } |
|
|
893 | |
1042 | if (op->destroyed ()) |
894 | if (op->destroyed ()) |
1043 | return 0; |
895 | return 0; |
1044 | |
896 | |
1045 | if (!can_pick (op, tmp)) |
897 | if (!can_pick (op, tmp)) |
1046 | continue; |
898 | continue; |
1047 | |
899 | |
1048 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
900 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1049 | { |
901 | { |
1050 | if (item_matched_string (op, tmp, op->contr->search_str)) |
902 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1051 | pick_up (op, tmp); |
903 | CHK_PICK_PICKUP; |
|
|
904 | |
1052 | continue; |
905 | continue; |
1053 | } |
906 | } |
1054 | |
907 | |
1055 | /* high not bit set? We're using the old autopickup model */ |
908 | /* pickup handling */ |
|
|
909 | if (op->contr->mode & PU_DEBUG) |
|
|
910 | { |
|
|
911 | /* some debugging code to figure out item information */ |
|
|
912 | const char *str = tmp->name |
|
|
913 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
914 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
915 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
916 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
917 | |
|
|
918 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
919 | } |
|
|
920 | |
|
|
921 | if (op->contr->mode & PU_INHIBIT) |
|
|
922 | return 1; |
|
|
923 | |
|
|
924 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
925 | return 1; |
|
|
926 | |
|
|
927 | /* philosophy: |
|
|
928 | * It's easy to grab an item type from a pile, as long as it's |
|
|
929 | * generic. This takes no game-time. For more detailed pickups |
|
|
930 | * and selections, select-items should be used. This is a |
|
|
931 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
932 | * example. |
|
|
933 | * The drawback: right now it has no frontend, so you need to |
|
|
934 | * stick the bits you want into a calculator in hex mode and then |
|
|
935 | * convert to decimal and then 'pickup <#> |
|
|
936 | */ |
|
|
937 | |
|
|
938 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
939 | * STOP then we stop. All the rest are applied sequentially, |
|
|
940 | * meaning if any test passes, the item gets picked up. */ |
|
|
941 | |
|
|
942 | /* if mode is set to pick nothing up, return */ |
|
|
943 | if (op->contr->mode == PU_NOTHING) |
|
|
944 | return 1; |
|
|
945 | |
|
|
946 | /* if mode is set to stop when encountering objects, return */ |
|
|
947 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
948 | * anything up */ |
|
|
949 | if (op->contr->mode & PU_STOP) |
|
|
950 | return 0; |
|
|
951 | |
|
|
952 | /* useful for going into stores and not losing your settings... */ |
|
|
953 | /* and for battles wher you don't want to get loaded down while |
|
|
954 | * fighting */ |
|
|
955 | if (op->contr->mode & PU_INHIBIT) |
|
|
956 | return 1; |
|
|
957 | |
|
|
958 | /* prevent us from turning into auto-thieves :) */ |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
960 | continue; |
|
|
961 | |
|
|
962 | /* ignore known cursed objects */ |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
964 | continue; |
|
|
965 | |
|
|
966 | /* all food and drink if desired */ |
|
|
967 | /* question: don't pick up known-poisonous stuff? */ |
1056 | if (!(op->contr->mode & PU_NEWMODE)) |
968 | if (op->contr->mode & PU_FOOD) |
|
|
969 | if (tmp->type == FOOD) |
1057 | { |
970 | { |
1058 | switch (op->contr->mode) |
971 | CHK_PICK_PICKUP; |
|
|
972 | continue; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (op->contr->mode & PU_DRINK) |
|
|
976 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
977 | { |
|
|
978 | CHK_PICK_PICKUP; |
|
|
979 | continue; |
|
|
980 | } |
|
|
981 | |
|
|
982 | if (op->contr->mode & PU_POTION) |
|
|
983 | if (tmp->type == POTION) |
|
|
984 | { |
|
|
985 | CHK_PICK_PICKUP; |
|
|
986 | continue; |
|
|
987 | } |
|
|
988 | |
|
|
989 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
990 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
991 | if (tmp->type == SPELLBOOK) |
|
|
992 | { |
|
|
993 | CHK_PICK_PICKUP; |
|
|
994 | continue; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
998 | if (tmp->type == SKILLSCROLL) |
|
|
999 | { |
|
|
1000 | CHK_PICK_PICKUP; |
|
|
1001 | continue; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->contr->mode & PU_READABLES) |
|
|
1005 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1006 | { |
|
|
1007 | CHK_PICK_PICKUP; |
|
|
1008 | continue; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | /* wands/staves/rods/horns */ |
|
|
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1013 | if (tmp->type == WAND |
|
|
1014 | || tmp->type == ROD |
|
|
1015 | || tmp->type == HORN |
|
|
1016 | || tmp->type == POWER_CRYSTAL) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
|
|
1021 | |
|
|
1022 | /* pick up all magical items */ |
|
|
1023 | if (op->contr->mode & PU_MAGICAL) |
|
|
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1026 | { |
|
|
1027 | CHK_PICK_PICKUP; |
|
|
1028 | continue; |
|
|
1029 | } |
|
|
1030 | |
|
|
1031 | if (op->contr->mode & PU_VALUABLES) |
|
|
1032 | { |
|
|
1033 | if (tmp->type == MONEY || tmp->type == GEM) |
1059 | { |
1034 | { |
1060 | case 0: |
1035 | CHK_PICK_PICKUP; |
1061 | return 1; /* don't pick up */ |
1036 | continue; |
1062 | case 1: |
|
|
1063 | pick_up (op, tmp); |
|
|
1064 | return 1; |
|
|
1065 | case 2: |
|
|
1066 | pick_up (op, tmp); |
|
|
1067 | return 0; |
|
|
1068 | case 3: |
|
|
1069 | return 0; /* stop before pickup */ |
|
|
1070 | case 4: |
|
|
1071 | pick_up (op, tmp); |
|
|
1072 | break; |
|
|
1073 | case 5: |
|
|
1074 | pick_up (op, tmp); |
|
|
1075 | stop = 1; |
|
|
1076 | break; |
|
|
1077 | case 6: |
|
|
1078 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1079 | pick_up (op, tmp); |
|
|
1080 | break; |
|
|
1081 | |
|
|
1082 | case 7: |
|
|
1083 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1084 | pick_up (op, tmp); |
|
|
1085 | break; |
|
|
1086 | |
|
|
1087 | default: |
|
|
1088 | /* use value density */ |
|
|
1089 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1090 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1091 | pick_up (op, tmp); |
|
|
1092 | } |
1037 | } |
1093 | } |
1038 | } |
1094 | else |
1039 | |
1095 | { /* old model */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1096 | /* NEW pickup handling */ |
|
|
1097 | if (op->contr->mode & PU_DEBUG) |
1041 | if (op->contr->mode & PU_JEWELS) |
|
|
1042 | if (tmp->type == RING |
|
|
1043 | || tmp->type == AMULET |
|
|
1044 | || tmp->type == GIRDLE |
|
|
1045 | || tmp->type == SKILL_TOOL) |
1098 | { |
1046 | { |
1099 | /* some debugging code to figure out item information */ |
1047 | CHK_PICK_PICKUP; |
1100 | if (tmp->name != NULL) |
|
|
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1102 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1103 | else |
|
|
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1105 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | |
|
|
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* philosophy: |
|
|
1111 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1112 | * generic. This takes no game-time. For more detailed pickups |
|
|
1113 | * and selections, select-items should be used. This is a |
|
|
1114 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1115 | * example. |
|
|
1116 | * The drawback: right now it has no frontend, so you need to |
|
|
1117 | * stick the bits you want into a calculator in hex mode and then |
|
|
1118 | * convert to decimal and then 'pickup <#> |
|
|
1119 | */ |
|
|
1120 | |
|
|
1121 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1122 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1123 | * meaning if any test passes, the item gets picked up. */ |
|
|
1124 | |
|
|
1125 | /* if mode is set to pick nothing up, return */ |
|
|
1126 | |
|
|
1127 | if (op->contr->mode & PU_NOTHING) |
|
|
1128 | return 1; |
|
|
1129 | |
|
|
1130 | /* if mode is set to stop when encountering objects, return */ |
|
|
1131 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1132 | * anything up */ |
|
|
1133 | |
|
|
1134 | if (op->contr->mode & PU_STOP) |
|
|
1135 | return 0; |
|
|
1136 | |
|
|
1137 | /* useful for going into stores and not losing your settings... */ |
|
|
1138 | /* and for battles wher you don't want to get loaded down while |
|
|
1139 | * fighting */ |
|
|
1140 | if (op->contr->mode & PU_INHIBIT) |
|
|
1141 | return 1; |
|
|
1142 | |
|
|
1143 | /* prevent us from turning into auto-thieves :) */ |
|
|
1144 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1145 | continue; |
1048 | continue; |
|
|
1049 | } |
1146 | |
1050 | |
1147 | /* ignore known cursed objects */ |
1051 | /* we don't forget dragon food */ |
1148 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1052 | if (op->contr->mode & PU_FLESH) |
|
|
1053 | if (tmp->type == FLESH) |
|
|
1054 | { |
|
|
1055 | CHK_PICK_PICKUP; |
1149 | continue; |
1056 | continue; |
|
|
1057 | } |
1150 | |
1058 | |
1151 | /* all food and drink if desired */ |
1059 | /* bows and arrows. Bows are good for selling! */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1060 | if (op->contr->mode & PU_BOW) |
|
|
1061 | if (tmp->type == BOW) |
|
|
1062 | { |
|
|
1063 | CHK_PICK_PICKUP; |
|
|
1064 | continue; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | if (op->contr->mode & PU_ARROW) |
|
|
1068 | if (tmp->type == ARROW) |
|
|
1069 | { |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | /* all kinds of armor etc. */ |
|
|
1075 | if (op->contr->mode & PU_ARMOUR) |
|
|
1076 | if (tmp->type == ARMOUR) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_HELMET) |
|
|
1083 | if (tmp->type == HELMET) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | if (op->contr->mode & PU_SHIELD) |
|
|
1090 | if (tmp->type == SHIELD) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
1153 | if (op->contr->mode & PU_FOOD) |
1096 | if (op->contr->mode & PU_BOOTS) |
1154 | if (tmp->type == FOOD) |
1097 | if (tmp->type == BOOTS) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_GLOVES) |
|
|
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | if (op->contr->mode & PU_CLOAK) |
|
|
1111 | if (tmp->type == CLOAK) |
|
|
1112 | { |
|
|
1113 | CHK_PICK_PICKUP; |
|
|
1114 | continue; |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | /* hoping to catch throwing daggers here */ |
|
|
1118 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1119 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1120 | { |
|
|
1121 | CHK_PICK_PICKUP; |
|
|
1122 | continue; |
|
|
1123 | } |
|
|
1124 | |
|
|
1125 | /* careful: chairs and tables are weapons! */ |
|
|
1126 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == WEAPON) |
|
|
1129 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1155 | { |
1130 | { |
1156 | pick_up (op, tmp); |
1131 | CHK_PICK_PICKUP; |
1157 | continue; |
1132 | continue; |
1158 | } |
1133 | } |
|
|
1134 | } |
1159 | |
1135 | |
|
|
1136 | /* misc stuff that's useful */ |
1160 | if (op->contr->mode & PU_DRINK) |
1137 | if (op->contr->mode & PU_KEY) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1138 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1162 | { |
1139 | { |
1163 | pick_up (op, tmp); |
1140 | CHK_PICK_PICKUP; |
1164 | continue; |
1141 | continue; |
1165 | } |
1142 | } |
1166 | |
1143 | |
|
|
1144 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1145 | * pickups */ |
1167 | if (op->contr->mode & PU_POTION) |
1146 | if (op->contr->mode & PU_RATIO) |
1168 | if (tmp->type == POTION) |
1147 | { |
|
|
1148 | /* use value density to decide what else to grab */ |
|
|
1149 | /* >=7 was >= op->contr->mode */ |
|
|
1150 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1169 | { |
1151 | */ |
1170 | pick_up (op, tmp); |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1175 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1176 | if (tmp->type == SPELLBOOK) |
|
|
1177 | { |
|
|
1178 | pick_up (op, tmp); |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1183 | if (tmp->type == SKILLSCROLL) |
|
|
1184 | { |
|
|
1185 | pick_up (op, tmp); |
|
|
1186 | continue; |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | if (op->contr->mode & PU_READABLES) |
|
|
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1191 | { |
|
|
1192 | pick_up (op, tmp); |
|
|
1193 | continue; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | /* wands/staves/rods/horns */ |
|
|
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1199 | { |
|
|
1200 | pick_up (op, tmp); |
|
|
1201 | continue; |
|
|
1202 | } |
|
|
1203 | |
|
|
1204 | /* pick up all magical items */ |
|
|
1205 | if (op->contr->mode & PU_MAGICAL) |
1152 | wvratio = op->contr->mode & PU_RATIO; |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1153 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1207 | { |
|
|
1208 | pick_up (op, tmp); |
|
|
1209 | continue; |
|
|
1210 | } |
|
|
1211 | |
|
|
1212 | if (op->contr->mode & PU_VALUABLES) |
|
|
1213 | { |
1154 | { |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1155 | #if 0 |
|
|
1156 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1157 | if (tmp->name != NULL) |
1215 | { |
1158 | { |
1216 | pick_up (op, tmp); |
1159 | fprintf (stderr, "%s", tmp->name); |
1217 | continue; |
|
|
1218 | } |
1160 | } |
1219 | } |
|
|
1220 | |
|
|
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1222 | if (op->contr->mode & PU_JEWELS) |
|
|
1223 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1224 | { |
|
|
1225 | pick_up (op, tmp); |
|
|
1226 | continue; |
|
|
1227 | } |
|
|
1228 | |
|
|
1229 | /* we don't forget dragon food */ |
|
|
1230 | if (op->contr->mode & PU_FLESH) |
|
|
1231 | if (tmp->type == FLESH) |
|
|
1232 | { |
|
|
1233 | pick_up (op, tmp); |
|
|
1234 | continue; |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | /* bows and arrows. Bows are good for selling! */ |
|
|
1238 | if (op->contr->mode & PU_BOW) |
|
|
1239 | if (tmp->type == BOW) |
|
|
1240 | { |
|
|
1241 | pick_up (op, tmp); |
|
|
1242 | continue; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | if (op->contr->mode & PU_ARROW) |
|
|
1246 | if (tmp->type == ARROW) |
|
|
1247 | { |
|
|
1248 | pick_up (op, tmp); |
|
|
1249 | continue; |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | /* all kinds of armor etc. */ |
|
|
1253 | if (op->contr->mode & PU_ARMOUR) |
|
|
1254 | if (tmp->type == ARMOUR) |
|
|
1255 | { |
|
|
1256 | pick_up (op, tmp); |
|
|
1257 | continue; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | if (op->contr->mode & PU_HELMET) |
|
|
1261 | if (tmp->type == HELMET) |
|
|
1262 | { |
|
|
1263 | pick_up (op, tmp); |
|
|
1264 | continue; |
|
|
1265 | } |
|
|
1266 | |
|
|
1267 | if (op->contr->mode & PU_SHIELD) |
|
|
1268 | if (tmp->type == SHIELD) |
|
|
1269 | { |
|
|
1270 | pick_up (op, tmp); |
|
|
1271 | continue; |
|
|
1272 | } |
|
|
1273 | |
|
|
1274 | if (op->contr->mode & PU_BOOTS) |
|
|
1275 | if (tmp->type == BOOTS) |
|
|
1276 | { |
|
|
1277 | pick_up (op, tmp); |
|
|
1278 | continue; |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | if (op->contr->mode & PU_GLOVES) |
|
|
1282 | if (tmp->type == GLOVES) |
|
|
1283 | { |
|
|
1284 | pick_up (op, tmp); |
|
|
1285 | continue; |
|
|
1286 | } |
|
|
1287 | |
|
|
1288 | if (op->contr->mode & PU_CLOAK) |
|
|
1289 | if (tmp->type == CLOAK) |
|
|
1290 | { |
|
|
1291 | pick_up (op, tmp); |
|
|
1292 | continue; |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | /* hoping to catch throwing daggers here */ |
|
|
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1298 | { |
|
|
1299 | pick_up (op, tmp); |
|
|
1300 | continue; |
|
|
1301 | } |
|
|
1302 | |
|
|
1303 | /* careful: chairs and tables are weapons! */ |
|
|
1304 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1305 | { |
|
|
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1307 | { |
|
|
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1310 | { |
|
|
1311 | pick_up (op, tmp); |
|
|
1312 | continue; |
|
|
1313 | } |
|
|
1314 | } |
|
|
1315 | |
|
|
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1317 | { |
|
|
1318 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1319 | { |
|
|
1320 | pick_up (op, tmp); |
|
|
1321 | continue; |
|
|
1322 | } |
|
|
1323 | } |
|
|
1324 | } |
|
|
1325 | |
|
|
1326 | /* misc stuff that's useful */ |
|
|
1327 | if (op->contr->mode & PU_KEY) |
|
|
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1329 | { |
|
|
1330 | pick_up (op, tmp); |
|
|
1331 | continue; |
|
|
1332 | } |
|
|
1333 | |
|
|
1334 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1335 | * pickups */ |
|
|
1336 | if (op->contr->mode & PU_RATIO) |
|
|
1337 | { |
|
|
1338 | /* use value density to decide what else to grab */ |
|
|
1339 | /* >=7 was >= op->contr->mode */ |
|
|
1340 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1341 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1342 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1343 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1344 | { |
|
|
1345 | pick_up (op, tmp); |
|
|
1346 | #if 0 |
|
|
1347 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1348 | if (tmp->name != NULL) |
|
|
1349 | { |
|
|
1350 | fprintf (stderr, "%s", tmp->name); |
|
|
1351 | } |
|
|
1352 | else |
1161 | else |
1353 | fprintf (stderr, "%s", tmp->arch->archname); |
1162 | fprintf (stderr, "%s", tmp->arch->archname); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1163 | fprintf (stderr, ",%d] = ", tmp->type); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1164 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1356 | #endif |
1165 | #endif |
|
|
1166 | CHK_PICK_PICKUP; |
1357 | continue; |
1167 | continue; |
1358 | } |
|
|
1359 | } |
1168 | } |
1360 | } /* the new pickup model */ |
1169 | } /* the new pickup model */ |
1361 | } |
1170 | } |
1362 | |
1171 | |
1363 | return !stop; |
1172 | return !stop; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* routine for both players and monsters. We call this when |
|
|
1176 | * there is a possibility for our action distrubing our hiding |
|
|
1177 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1178 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1179 | * return 0. |
|
|
1180 | */ |
|
|
1181 | static int |
|
|
1182 | action_makes_visible (object *op) |
|
|
1183 | { |
|
|
1184 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1185 | { |
|
|
1186 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1187 | { |
|
|
1188 | // artefact invisibility is permanent, but we still make noise |
|
|
1189 | // this is important for game-balance. |
|
|
1190 | if (op->contr) |
|
|
1191 | op->make_noise (); |
|
|
1192 | |
|
|
1193 | return 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1197 | return 0; |
|
|
1198 | |
|
|
1199 | /* If monsters, they should become visible */ |
|
|
1200 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1201 | { |
|
|
1202 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1203 | return 1; |
|
|
1204 | } |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | return 0; |
1364 | } |
1208 | } |
1365 | |
1209 | |
1366 | /* |
1210 | /* |
1367 | * Find an arrow in the inventory and after that |
1211 | * Find an arrow in the inventory and after that |
1368 | * in the right type container (quiver). Pointer to the |
1212 | * in the right type container (quiver). Pointer to the |
1369 | * found object is returned. |
1213 | * found object is returned. |
1370 | */ |
1214 | */ |
1371 | object * |
1215 | static object * |
1372 | find_arrow (object *op, const char *type) |
1216 | find_arrow (object *op, const char *type) |
1373 | { |
1217 | { |
1374 | object *tmp = 0; |
|
|
1375 | |
|
|
1376 | for (op = op->inv; op; op = op->below) |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1378 | tmp = find_arrow (op, type); |
|
|
1379 | else if (op->type == ARROW && op->race == type) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1220 | return splay (tmp); |
|
|
1221 | |
|
|
1222 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1223 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1224 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1225 | { |
|
|
1226 | splay (tmp); |
1380 | return op; |
1227 | return arrow; |
|
|
1228 | } |
1381 | |
1229 | |
1382 | return tmp; |
1230 | return 0; |
1383 | } |
1231 | } |
1384 | |
1232 | |
1385 | /* |
1233 | /* |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1234 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1387 | * against the target. A full test is not performed, simply a basic test |
1235 | * against the target. A full test is not performed, simply a basic test |
1388 | * of resistances. The archer is making a quick guess at what he sees down |
1236 | * of resistances. The archer is making a quick guess at what he sees down |
1389 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1237 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1390 | */ |
1238 | */ |
1391 | object * |
1239 | static object * |
1392 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1240 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1393 | { |
1241 | { |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1242 | object *tmp = NULL, *arrow, *ntmp; |
1395 | int attacknum, attacktype, betterby = 0, i; |
1243 | int attacknum, attacktype, betterby = 0, i; |
1396 | |
1244 | |
1397 | if (!type) |
1245 | if (!type) |
… | |
… | |
1401 | { |
1249 | { |
1402 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1250 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1403 | { |
1251 | { |
1404 | i = 0; |
1252 | i = 0; |
1405 | ntmp = find_better_arrow (arrow, target, type, &i); |
1253 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1254 | |
1406 | if (i > betterby) |
1255 | if (i > betterby) |
1407 | { |
1256 | { |
1408 | tmp = ntmp; |
1257 | tmp = ntmp; |
1409 | betterby = i; |
1258 | betterby = i; |
1410 | } |
1259 | } |
1411 | } |
1260 | } |
1412 | else if (arrow->type == ARROW && arrow->race == type) |
1261 | else if (arrow->type == ARROW && arrow->race == type) |
1413 | { |
1262 | { |
1414 | /* allways prefer assasination/slaying */ |
1263 | /* allways prefer assasination/slaying */ |
1415 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1264 | if (target->race && arrow->slaying.contains (target->race)) |
1416 | { |
1265 | { |
1417 | if (arrow->attacktype & AT_DEATH) |
1266 | if (arrow->attacktype & AT_DEATH) |
1418 | { |
1267 | { |
1419 | *better = 100; |
1268 | *better = 100; |
1420 | return arrow; |
1269 | return arrow; |
… | |
… | |
1435 | { |
1284 | { |
1436 | tmp = arrow; |
1285 | tmp = arrow; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1286 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1438 | } |
1287 | } |
1439 | } |
1288 | } |
|
|
1289 | |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1290 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1291 | { |
1442 | tmp = arrow; |
1292 | tmp = arrow; |
1443 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1293 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1444 | } |
1294 | } |
|
|
1295 | |
1445 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1296 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1446 | { |
1297 | { |
1447 | tmp = arrow; |
1298 | tmp = arrow; |
1448 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1299 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1449 | } |
1300 | } |
1450 | } |
1301 | } |
1451 | } |
1302 | } |
1452 | } |
1303 | } |
|
|
1304 | |
1453 | if (tmp == NULL && arrow == NULL) |
1305 | if (tmp == NULL && arrow == NULL) |
1454 | return find_arrow (op, type); |
1306 | return find_arrow (op, type); |
1455 | |
1307 | |
1456 | *better = betterby; |
1308 | *better = betterby; |
1457 | return tmp; |
1309 | return tmp; |
… | |
… | |
1461 | * find_better_arrow to find a decent arrow to use. |
1313 | * find_better_arrow to find a decent arrow to use. |
1462 | * op = the shooter |
1314 | * op = the shooter |
1463 | * type = bow->race |
1315 | * type = bow->race |
1464 | * dir = fire direction |
1316 | * dir = fire direction |
1465 | */ |
1317 | */ |
1466 | object * |
1318 | static object * |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1319 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1468 | { |
1320 | { |
1469 | object *tmp = NULL; |
1321 | object *tmp = NULL; |
1470 | maptile *m; |
1322 | maptile *m; |
1471 | int i, mflags, found, number; |
1323 | int i, mflags, found, number; |
1472 | sint16 x, y; |
1324 | sint16 x, y; |
… | |
… | |
1487 | for (i = 0, found = 0; i < 20; i++) |
1339 | for (i = 0, found = 0; i < 20; i++) |
1488 | { |
1340 | { |
1489 | x += freearr_x[dir]; |
1341 | x += freearr_x[dir]; |
1490 | y += freearr_y[dir]; |
1342 | y += freearr_y[dir]; |
1491 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1343 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1344 | |
1492 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1345 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1493 | { |
1346 | { |
1494 | tmp = NULL; |
1347 | tmp = 0; |
1495 | break; |
1348 | break; |
1496 | } |
1349 | } |
1497 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1350 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1498 | { |
1351 | { |
1499 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1352 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1500 | * perhaps a bad assumption. |
1353 | * perhaps a bad assumption. |
1501 | */ |
1354 | */ |
1502 | tmp = NULL; |
1355 | tmp = 0; |
1503 | break; |
1356 | break; |
1504 | } |
1357 | } |
|
|
1358 | |
1505 | if (mflags & P_IS_ALIVE) |
1359 | if (mflags & P_IS_ALIVE) |
1506 | { |
|
|
1507 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1360 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1508 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1509 | { |
|
|
1510 | found++; |
|
|
1511 | break; |
|
|
1512 | } |
|
|
1513 | if (found) |
|
|
1514 | break; |
1362 | break; |
1515 | } |
|
|
1516 | } |
1363 | } |
1517 | if (tmp == NULL) |
1364 | |
|
|
1365 | if (!tmp) |
1518 | return find_arrow (op, type); |
1366 | return find_arrow (op, type); |
1519 | |
1367 | |
1520 | if (tmp->head) |
1368 | if (tmp->head) |
1521 | tmp = tmp->head; |
1369 | tmp = tmp->head; |
1522 | |
1370 | |
… | |
… | |
1562 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1410 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1563 | return 0; |
1411 | return 0; |
1564 | } |
1412 | } |
1565 | |
1413 | |
1566 | // optimisation: move object to top so we will find it quickly again |
1414 | // optimisation: move object to top so we will find it quickly again |
1567 | if (bow->below) |
1415 | splay (bow); |
1568 | { |
|
|
1569 | bow->remove (); |
|
|
1570 | op->insert (bow); |
|
|
1571 | } |
|
|
1572 | |
|
|
1573 | } |
1416 | } |
1574 | |
1417 | |
1575 | if (!bow->race || !bow->skill) |
1418 | if (!bow->race || !bow->skill) |
1576 | { |
1419 | { |
1577 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1603 | } |
1446 | } |
1604 | |
1447 | |
1605 | /* this should not happen, but sometimes does */ |
1448 | /* this should not happen, but sometimes does */ |
1606 | if (arrow->nrof == 0) |
1449 | if (arrow->nrof == 0) |
1607 | { |
1450 | { |
|
|
1451 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1608 | arrow->destroy (); |
1452 | arrow->destroy (); |
1609 | return 0; |
1453 | return 0; |
1610 | } |
1454 | } |
1611 | |
1455 | |
1612 | left = arrow; /* these are arrows left to the player */ |
1456 | left = arrow; /* these are arrows left to the player */ |
1613 | arrow = get_split_ob (arrow, 1); |
1457 | arrow = arrow->split (); |
1614 | if (!arrow) |
1458 | if (!arrow) |
1615 | { |
1459 | { |
1616 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1460 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1617 | return 0; |
1461 | return 0; |
1618 | } |
1462 | } |
… | |
… | |
1622 | arrow->direction = dir; |
1466 | arrow->direction = dir; |
1623 | |
1467 | |
1624 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1468 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1625 | arrow->stats.hp = arrow->stats.dam; |
1469 | arrow->stats.hp = arrow->stats.dam; |
1626 | arrow->stats.grace = arrow->attacktype; |
1470 | arrow->stats.grace = arrow->attacktype; |
1627 | |
1471 | arrow->custom_name = arrow->slaying; |
1628 | if (arrow->slaying) |
|
|
1629 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1630 | |
1472 | |
1631 | #if 0 |
1473 | #if 0 |
1632 | if (player *pl = op->contr) |
1474 | if (player *pl = op->contr) |
1633 | { |
1475 | { |
1634 | float speed = pl->weapon_sp; |
1476 | float speed = pl->weapon_sp; |
… | |
… | |
1680 | |
1522 | |
1681 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1523 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1682 | arrow->move_type = MOVE_FLY_LOW; |
1524 | arrow->move_type = MOVE_FLY_LOW; |
1683 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1525 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1684 | |
1526 | |
1685 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1527 | op->play_sound (sound_find ("fire_arrow")); |
1686 | m->insert (arrow, sx, sy, op); |
1528 | m->insert (arrow, sx, sy, op); |
1687 | |
1529 | |
1688 | if (!arrow->destroyed ()) |
1530 | if (!arrow->destroyed ()) |
1689 | move_arrow (arrow); |
1531 | move_arrow (arrow); |
1690 | |
|
|
1691 | if (op->type == PLAYER) |
|
|
1692 | { |
|
|
1693 | if (left->destroyed ()) |
|
|
1694 | esrv_del_item (op->contr, left->count); |
|
|
1695 | else |
|
|
1696 | esrv_send_item (op, left); |
|
|
1697 | } |
|
|
1698 | |
1532 | |
1699 | return 1; |
1533 | return 1; |
1700 | } |
1534 | } |
1701 | |
1535 | |
1702 | /* Special fire code for players - this takes into |
1536 | /* Special fire code for players - this takes into |
… | |
… | |
1704 | * but monsters can't. Putting that code here |
1538 | * but monsters can't. Putting that code here |
1705 | * makes the fire_bow code much cleaner. |
1539 | * makes the fire_bow code much cleaner. |
1706 | * this function should only be called if 'op' is a player, |
1540 | * this function should only be called if 'op' is a player, |
1707 | * hence the function name. |
1541 | * hence the function name. |
1708 | */ |
1542 | */ |
1709 | int |
1543 | static int |
1710 | player_fire_bow (object *op, int dir) |
1544 | player_fire_bow (object *op, int dir) |
1711 | { |
1545 | { |
1712 | int ret = 0, wcmod = 0; |
1546 | int ret; |
1713 | |
1547 | |
1714 | if (op->contr->bowtype == bow_bestarrow) |
1548 | if (op->contr->bowtype == bow_bestarrow) |
1715 | { |
1549 | { |
1716 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1550 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1717 | } |
1551 | } |
1718 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1552 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1719 | { |
1553 | { |
1720 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1554 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1721 | wcmod = -1; |
|
|
1722 | |
|
|
1723 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1555 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1724 | } |
1556 | } |
1725 | else if (op->contr->bowtype == bow_threewide) |
1557 | else if (op->contr->bowtype == bow_threewide) |
1726 | { |
1558 | { |
1727 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1559 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1728 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1560 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1729 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1561 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1730 | } |
1562 | } |
1731 | else if (op->contr->bowtype == bow_spreadshot) |
1563 | else if (op->contr->bowtype == bow_spreadshot) |
1732 | { |
1564 | { |
1733 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1565 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1734 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1566 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1735 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1567 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1736 | } |
1568 | } |
1737 | else |
1569 | else |
1738 | { |
1570 | { |
… | |
… | |
1744 | } |
1576 | } |
1745 | |
1577 | |
1746 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1578 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1747 | * Broken apart from 'fire' to keep it more readable. |
1579 | * Broken apart from 'fire' to keep it more readable. |
1748 | */ |
1580 | */ |
1749 | void |
1581 | static void |
1750 | fire_misc_object (object *op, int dir) |
1582 | fire_misc_object (object *op, int dir) |
1751 | { |
1583 | { |
1752 | object *item = op->contr->ranged_ob; |
1584 | object *item = op->contr->ranged_ob; |
1753 | |
1585 | |
1754 | if (!item) |
1586 | if (!item) |
… | |
… | |
1761 | { |
1593 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1595 | return; |
1764 | } |
1596 | } |
1765 | |
1597 | |
1766 | if (!op->change_weapon (item)) |
1598 | if (!op->apply (item)) |
1767 | return; |
1599 | return; |
1768 | |
1600 | |
1769 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1770 | { |
1602 | { |
1771 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
1772 | { |
1604 | { |
1773 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1605 | op->contr->play_sound (sound_find ("wand_poof")); |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1606 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1775 | |
1607 | |
1776 | return; |
1608 | return; |
1777 | } |
1609 | } |
1778 | } |
1610 | } |
1779 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1780 | { |
1612 | { |
1781 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1613 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1614 | |
|
|
1615 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1616 | // for a rod or horn, this fixes some broken rods. |
|
|
1617 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1782 | { |
1618 | { |
1783 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1619 | op->contr->play_sound (sound_find ("wand_poof")); |
1784 | |
1620 | |
1785 | if (item->type == ROD) |
1621 | if (item->type == ROD) |
1786 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1622 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1787 | else |
1623 | else |
1788 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1624 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1791 | } |
1627 | } |
1792 | } |
1628 | } |
1793 | |
1629 | |
1794 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1630 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1795 | { |
1631 | { |
1796 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1632 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1633 | |
1797 | if (item->type == WAND) |
1634 | if (item->type == WAND) |
1798 | { |
1635 | { |
1799 | if (!(--item->stats.food)) |
1636 | if (!(--item->stats.food)) |
1800 | { |
1637 | { |
1801 | object *tmp; |
1638 | object *tmp; |
… | |
… | |
1805 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1642 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1806 | item->face = item->arch->face; |
1643 | item->face = item->arch->face; |
1807 | item->set_speed (0); |
1644 | item->set_speed (0); |
1808 | } |
1645 | } |
1809 | |
1646 | |
1810 | if ((tmp = item->in_player ())) |
1647 | if (object *pl = item->visible_to ()) |
1811 | esrv_update_item (UPD_ANIM, tmp, item); |
1648 | esrv_update_item (UPD_ANIM, pl, item); |
1812 | } |
1649 | } |
1813 | } |
1650 | } |
1814 | else if (item->type == ROD || item->type == HORN) |
1651 | else if (item->type == ROD || item->type == HORN) |
1815 | drain_rod_charge (item); |
1652 | drain_rod_charge (item); |
1816 | } |
1653 | } |
… | |
… | |
1821 | bool |
1658 | bool |
1822 | fire (object *op, int dir) |
1659 | fire (object *op, int dir) |
1823 | { |
1660 | { |
1824 | int spellcost = 0; |
1661 | int spellcost = 0; |
1825 | |
1662 | |
1826 | /* check for loss of invisiblity/hide */ |
|
|
1827 | if (action_makes_visible (op)) |
|
|
1828 | make_visible (op); |
|
|
1829 | |
|
|
1830 | player *pl = op->contr; |
1663 | player *pl = op->contr; |
1831 | |
1664 | |
1832 | if (pl->golem) |
1665 | if (pl->golem) |
1833 | { |
1666 | { |
1834 | control_golem (op->contr->golem, dir); |
1667 | control_golem (op->contr->golem, dir); |
… | |
… | |
1836 | } |
1669 | } |
1837 | |
1670 | |
1838 | object *ob = pl->ranged_ob; |
1671 | object *ob = pl->ranged_ob; |
1839 | |
1672 | |
1840 | if (!ob) |
1673 | if (!ob) |
1841 | return false; |
|
|
1842 | |
|
|
1843 | if (!op->change_weapon (ob)) |
|
|
1844 | return false; |
1674 | return false; |
1845 | |
1675 | |
1846 | if (op->speed_left > 0.f) |
1676 | if (op->speed_left > 0.f) |
1847 | --op->speed_left; |
1677 | --op->speed_left; |
1848 | else |
1678 | else |
1849 | return false; |
1679 | return false; |
1850 | |
1680 | |
|
|
1681 | if (!op->apply (ob)) |
|
|
1682 | return false; |
|
|
1683 | |
|
|
1684 | /* check for loss of invisiblity/hide */ |
|
|
1685 | if (action_makes_visible (op)) |
|
|
1686 | make_visible (op); |
|
|
1687 | |
1851 | switch (ob->type) |
1688 | switch (ob->type) |
1852 | { |
1689 | { |
1853 | case BOW: |
1690 | case BOW: |
1854 | player_fire_bow (op, dir); |
1691 | player_fire_bow (op, dir); |
1855 | break; |
1692 | break; |
1856 | |
1693 | |
1857 | case SPELL: |
1694 | case SPELL: |
1858 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1695 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1859 | break; |
1696 | break; |
1860 | |
1697 | |
1861 | case BUILDER: |
1698 | case BUILDER: |
1862 | apply_map_builder (op, dir); |
1699 | apply_map_builder (op, dir); |
1863 | break; |
1700 | break; |
… | |
… | |
1872 | } |
1709 | } |
1873 | |
1710 | |
1874 | return true; |
1711 | return true; |
1875 | } |
1712 | } |
1876 | |
1713 | |
1877 | /* find_key |
1714 | static object * |
1878 | * We try to find a key for the door as passed. If we find a key |
|
|
1879 | * and successfully use it, we return the key, otherwise NULL |
|
|
1880 | * This function merges both normal and locked door, since the logic |
|
|
1881 | * for both is the same - just the specific key is different. |
|
|
1882 | * pl is the player, |
|
|
1883 | * inv is the objects inventory to searched |
|
|
1884 | * door is the door we are trying to match against. |
|
|
1885 | * This function can be called recursively to search containers. |
|
|
1886 | */ |
|
|
1887 | object * |
|
|
1888 | find_key (object *pl, object *container, object *door) |
1715 | find_key_ (object *pl, object *container, object *door) |
1889 | { |
1716 | { |
1890 | object *tmp, *key; |
1717 | object *tmp, *key; |
1891 | |
1718 | |
1892 | /* Should not happen, but sanity checking is never bad */ |
1719 | /* Should not happen, but sanity checking is never bad */ |
1893 | if (!container->inv) |
1720 | if (!container->inv) |
… | |
… | |
1896 | /* First, lets try to find a key in the top level inventory */ |
1723 | /* First, lets try to find a key in the top level inventory */ |
1897 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1724 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1898 | { |
1725 | { |
1899 | if (door->type == DOOR && tmp->type == KEY) |
1726 | if (door->type == DOOR && tmp->type == KEY) |
1900 | break; |
1727 | break; |
|
|
1728 | |
1901 | /* For sanity, we should really check door type, but other stuff |
1729 | /* For sanity, we should really check door type, but other stuff |
1902 | * (like containers) can be locked with special keys |
1730 | * (like containers) can be locked with special keys |
1903 | */ |
1731 | */ |
1904 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1732 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1905 | break; |
1733 | break; |
… | |
… | |
1911 | * a key, return |
1739 | * a key, return |
1912 | */ |
1740 | */ |
1913 | if (!tmp) |
1741 | if (!tmp) |
1914 | { |
1742 | { |
1915 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1743 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1916 | { |
|
|
1917 | /* No reason to search empty containers */ |
1744 | /* No reason to search empty containers */ |
1918 | if (tmp->type == CONTAINER && tmp->inv) |
1745 | if (tmp->type == CONTAINER && tmp->inv) |
1919 | { |
|
|
1920 | if ((key = find_key (pl, tmp, door))) |
1746 | if ((key = find_key_ (pl, tmp, door))) |
1921 | return key; |
1747 | return key; |
1922 | } |
|
|
1923 | } |
|
|
1924 | |
1748 | |
1925 | if (!tmp) |
1749 | if (!tmp) |
1926 | return NULL; |
1750 | return 0; |
1927 | } |
1751 | } |
1928 | |
1752 | |
1929 | /* We get down here if we have found a key. Now if its in a container, |
1753 | /* We get down here if we have found a key. Now if its in a container, |
1930 | * see if we actually want to use it |
1754 | * see if we actually want to use it |
1931 | */ |
1755 | */ |
1932 | if (pl != container) |
1756 | if (pl != container) |
1933 | { |
1757 | { |
1934 | /* Only let players use keys in containers */ |
1758 | /* Only let players use keys in containers */ |
1935 | if (!pl->contr) |
1759 | if (!pl->contr) |
1936 | return NULL; |
1760 | return 0; |
|
|
1761 | |
1937 | /* cases where this fails: |
1762 | /* cases where this fails: |
1938 | * If we only search the player inventory, return now since we |
1763 | * If we only search the player inventory, return now since we |
1939 | * are not in the players inventory. |
1764 | * are not in the players inventory. |
1940 | * If the container is not active, return now since only active |
1765 | * If the container is not active, return now since only active |
1941 | * containers can be used. |
1766 | * containers can be used. |
… | |
… | |
1945 | * inv must have been an container and must have been active. |
1770 | * inv must have been an container and must have been active. |
1946 | * |
1771 | * |
1947 | * Change the color so that the message doesn't disappear with |
1772 | * Change the color so that the message doesn't disappear with |
1948 | * all the others. |
1773 | * all the others. |
1949 | */ |
1774 | */ |
1950 | if (pl->contr->usekeys == key_inventory || |
1775 | if (pl->contr->usekeys == key_inventory |
1951 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1776 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1952 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1777 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1953 | { |
1778 | { |
1954 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1779 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1955 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1780 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1956 | return NULL; |
1781 | return NULL; |
1957 | } |
1782 | } |
1958 | } |
1783 | } |
1959 | |
1784 | |
1960 | return tmp; |
1785 | return tmp; |
|
|
1786 | } |
|
|
1787 | |
|
|
1788 | /* find_key |
|
|
1789 | * We try to find a key for the door as passed. If we find a key |
|
|
1790 | * and successfully use it, we return the key, otherwise NULL |
|
|
1791 | * This function merges both normal and locked door, since the logic |
|
|
1792 | * for both is the same - just the specific key is different. |
|
|
1793 | * pl is the player, |
|
|
1794 | * inv is the objects inventory to searched |
|
|
1795 | * door is the door we are trying to match against. |
|
|
1796 | * This function can be called recursively to search containers. |
|
|
1797 | */ |
|
|
1798 | object * |
|
|
1799 | find_key (object *pl, object *container, object *door) |
|
|
1800 | { |
|
|
1801 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1802 | { |
|
|
1803 | // for match expressions, we try to find the key by applying the match |
|
|
1804 | // to the op itself, which is supposed to find the "key", instead |
|
|
1805 | // of searching through containers ourselves. |
|
|
1806 | |
|
|
1807 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1808 | } |
|
|
1809 | else |
|
|
1810 | return find_key_ (pl, container, door); |
1961 | } |
1811 | } |
1962 | |
1812 | |
1963 | /* moved door processing out of move_player_attack. |
1813 | /* moved door processing out of move_player_attack. |
1964 | * returns 1 if player has opened the door with a key |
1814 | * returns 1 if player has opened the door with a key |
1965 | * such that the caller should not do anything more, |
1815 | * such that the caller should not do anything more, |
… | |
… | |
1977 | /* If we found a key, do some extra work */ |
1827 | /* If we found a key, do some extra work */ |
1978 | if (key) |
1828 | if (key) |
1979 | { |
1829 | { |
1980 | object *container = key->env; |
1830 | object *container = key->env; |
1981 | |
1831 | |
1982 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1983 | |
|
|
1984 | if (action_makes_visible (op)) |
1832 | if (action_makes_visible (op)) |
1985 | make_visible (op); |
1833 | make_visible (op); |
1986 | |
1834 | |
1987 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1835 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1988 | spring_trap (door->inv, op); |
1836 | spring_trap (door->inv, op); |
1989 | |
1837 | |
1990 | if (door->type == DOOR) |
1838 | if (door->type == DOOR) |
1991 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1839 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1992 | else if (door->type == LOCKED_DOOR) |
1840 | else if (door->type == LOCKED_DOOR) |
1993 | { |
1841 | { |
1994 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1842 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1995 | remove_door2 (door); /* remove door without violence ;-) */ |
1843 | remove_door2 (door); /* remove door without violence ;-) */ |
1996 | } |
1844 | } |
1997 | |
1845 | |
1998 | /* Do this after we print the message */ |
1846 | /* Do this after we print the message */ |
1999 | decrease_ob (key); /* Use up one of the keys */ |
1847 | key->decrease (); /* Use up one of the keys */ |
2000 | /* Need to update the weight the container the key was in */ |
|
|
2001 | if (container != op) |
|
|
2002 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2003 | |
1848 | |
2004 | return 1; /* Nothing more to do below */ |
1849 | return 1; /* Nothing more to do below */ |
2005 | } |
1850 | } |
2006 | else if (door->type == LOCKED_DOOR) |
1851 | else if (door->type == LOCKED_DOOR) |
2007 | { |
1852 | { |
2008 | /* Might as well return now - no other way to open this */ |
1853 | /* Might as well return now - no other way to open this */ |
2009 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1854 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2010 | return 1; |
1855 | return 1; |
2011 | } |
1856 | } |
2012 | |
1857 | |
2013 | return 0; |
1858 | return 0; |
2014 | } |
1859 | } |
… | |
… | |
2020 | * going to try and move (not fire weapons). |
1865 | * going to try and move (not fire weapons). |
2021 | */ |
1866 | */ |
2022 | bool |
1867 | bool |
2023 | move_player_attack (object *op, int dir) |
1868 | move_player_attack (object *op, int dir) |
2024 | { |
1869 | { |
2025 | int on_battleground; |
1870 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1871 | { |
|
|
1872 | --op->speed_left; |
|
|
1873 | return true; |
|
|
1874 | } |
2026 | |
1875 | |
2027 | sint16 nx = freearr_x[dir] + op->x; |
1876 | sint16 nx = freearr_x[dir] + op->x; |
2028 | sint16 ny = freearr_y[dir] + op->y; |
1877 | sint16 ny = freearr_y[dir] + op->y; |
2029 | |
1878 | |
2030 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
2031 | |
|
|
2032 | if (out_of_map (op->map, nx, ny)) |
1879 | if (out_of_map (op->map, nx, ny)) |
2033 | return false; |
1880 | return false; |
2034 | |
|
|
2035 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2036 | { |
|
|
2037 | --op->speed_left; |
|
|
2038 | return true; |
|
|
2039 | } |
|
|
2040 | |
1881 | |
2041 | /* If braced, or can't move to the square, and it is not out of the |
1882 | /* If braced, or can't move to the square, and it is not out of the |
2042 | * map, attack it. Note order of if statement is important - don't |
1883 | * map, attack it. Note order of if statement is important - don't |
2043 | * want to be calling move_ob if braced, because move_ob will move the |
1884 | * want to be calling move_ob if braced, because move_ob will move the |
2044 | * player. This is a pretty nasty hack, because if we could |
1885 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2101 | |
1942 | |
2102 | if (op->speed_left > 0.f) |
1943 | if (op->speed_left > 0.f) |
2103 | { |
1944 | { |
2104 | --op->speed_left; |
1945 | --op->speed_left; |
2105 | |
1946 | |
2106 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1947 | op->play_sound (sound_find ("push_player")); |
2107 | push_ob (mon, dir, op); |
1948 | push_ob (mon, dir, op); |
2108 | |
1949 | |
2109 | if (op->contr->tmp_invis || op->hide) |
1950 | if (action_makes_visible (op)) |
2110 | make_visible (op); |
1951 | make_visible (op); |
2111 | |
1952 | |
2112 | return true; |
1953 | return true; |
2113 | } |
1954 | } |
2114 | else |
1955 | else |
2115 | return false; |
1956 | return false; |
2116 | } |
1957 | } |
|
|
1958 | |
|
|
1959 | bool on_battleground = op_on_battleground (op, 0, 0); |
2117 | |
1960 | |
2118 | /* in certain circumstances, you shouldn't attack friendly |
1961 | /* in certain circumstances, you shouldn't attack friendly |
2119 | * creatures. Note that if you are braced, you can't push |
1962 | * creatures. Note that if you are braced, you can't push |
2120 | * someone, but put it inside this loop so that you won't |
1963 | * someone, but put it inside this loop so that you won't |
2121 | * attack them either. |
1964 | * attack them either. |
… | |
… | |
2130 | { |
1973 | { |
2131 | --op->speed_left; |
1974 | --op->speed_left; |
2132 | |
1975 | |
2133 | if (!op->contr->braced) |
1976 | if (!op->contr->braced) |
2134 | { |
1977 | { |
2135 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1978 | op->play_sound (sound_find ("push_player")); |
2136 | push_ob (mon, dir, op); |
1979 | push_ob (mon, dir, op); |
2137 | } |
1980 | } |
2138 | else |
1981 | else |
2139 | new_draw_info (0, 0, op, "You withhold your attack"); |
1982 | op->statusmsg ("You withhold your attack"); |
2140 | |
1983 | |
2141 | if (op->contr->tmp_invis || op->hide) |
1984 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2142 | make_visible (op); |
1985 | make_visible (op); |
2143 | |
1986 | |
2144 | return true; |
1987 | return true; |
2145 | } |
1988 | } |
2146 | } |
1989 | } |
… | |
… | |
2186 | } |
2029 | } |
2187 | |
2030 | |
2188 | bool |
2031 | bool |
2189 | move_player (object *op, int dir) |
2032 | move_player (object *op, int dir) |
2190 | { |
2033 | { |
2191 | int pick; |
|
|
2192 | |
|
|
2193 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2034 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2194 | return 0; |
2035 | return 0; |
2195 | |
2036 | |
2196 | /* Sanity check: make sure dir is valid */ |
2037 | /* Sanity check: make sure dir is valid */ |
2197 | if ((dir < 0) || (dir >= 9)) |
2038 | if (dir < 0 || dir >= 9) |
2198 | { |
2039 | { |
2199 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2040 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2200 | return 0; |
2041 | return 0; |
2201 | } |
2042 | } |
2202 | |
2043 | |
… | |
… | |
2204 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2045 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2205 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2046 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2206 | |
2047 | |
2207 | op->facing = dir; |
2048 | op->facing = dir; |
2208 | |
2049 | |
2209 | if (op->hide) |
2050 | if (op->flag [FLAG_HIDDEN]) |
2210 | do_hidden_move (op); |
2051 | do_hidden_move (op); |
2211 | |
2052 | |
2212 | bool retval; |
2053 | bool retval; |
|
|
2054 | int pick = 0; |
2213 | |
2055 | |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2056 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | retval = RESULT_INT (0); |
2057 | retval = RESULT_INT (0); |
2216 | else if (op->contr->fire_on) |
2058 | else if (op->contr->fire_on) |
2217 | retval = fire (op, dir); |
2059 | retval = fire (op, dir); |
… | |
… | |
2274 | return move_player (op, op->direction); |
2116 | return move_player (op, op->direction); |
2275 | |
2117 | |
2276 | return false; |
2118 | return false; |
2277 | } |
2119 | } |
2278 | |
2120 | |
2279 | int |
2121 | static int |
2280 | save_life (object *op) |
2122 | save_life (object *op) |
2281 | { |
2123 | { |
2282 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2124 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2283 | return 0; |
2125 | return 0; |
2284 | |
2126 | |
2285 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2127 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2286 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2128 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2287 | { |
2129 | { |
2288 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2130 | op->play_sound (sound_find ("ob_evaporate")); |
2289 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2131 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2290 | |
|
|
2291 | if (op->contr) |
|
|
2292 | esrv_del_item (op->contr, tmp->count); |
|
|
2293 | |
2132 | |
2294 | tmp->destroy (); |
2133 | tmp->destroy (); |
2295 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2134 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2296 | |
2135 | |
2297 | if (op->stats.hp < 0) |
2136 | if (op->stats.hp < 0) |
2298 | op->stats.hp = op->stats.maxhp; |
2137 | op->stats.hp = op->stats.maxhp; |
2299 | |
2138 | |
2300 | if (op->stats.food < 0) |
2139 | if (op->stats.food < 0) |
2301 | op->stats.food = 999; |
2140 | op->stats.food = MAX_FOOD; |
2302 | |
2141 | |
2303 | op->update_stats (); |
2142 | op->update_stats (); |
2304 | return 1; |
2143 | return 1; |
2305 | } |
2144 | } |
2306 | |
2145 | |
… | |
… | |
2310 | return 0; |
2149 | return 0; |
2311 | } |
2150 | } |
2312 | |
2151 | |
2313 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2152 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2314 | * back in the map (location and map determined by values of env). This |
2153 | * back in the map (location and map determined by values of env). This |
2315 | * function will descend into containers. op is the object to start the search |
2154 | * function will descend into containers. op is the object to start the search |
2316 | * from. |
2155 | * from. |
2317 | */ |
2156 | */ |
|
|
2157 | static void |
|
|
2158 | drop_unpaid_items (object *op, object *env) |
|
|
2159 | { |
|
|
2160 | while (op) |
|
|
2161 | { |
|
|
2162 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2163 | |
|
|
2164 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2165 | op->insert_at (env); |
|
|
2166 | else if (op->inv) |
|
|
2167 | drop_unpaid_items (op->inv, env); |
|
|
2168 | |
|
|
2169 | op = next; |
|
|
2170 | } |
|
|
2171 | } |
|
|
2172 | |
2318 | void |
2173 | void |
2319 | remove_unpaid_objects (object *op, object *env) |
2174 | object::drop_unpaid_items () |
2320 | { |
2175 | { |
2321 | while (op) |
2176 | if (!flag [FLAG_REMOVED]) |
2322 | { |
2177 | ::drop_unpaid_items (inv, this); |
2323 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2324 | |
|
|
2325 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2326 | { |
|
|
2327 | if (env->type == PLAYER) |
|
|
2328 | esrv_del_item (env->contr, op->count); |
|
|
2329 | |
|
|
2330 | op->insert_at (env); |
|
|
2331 | } |
|
|
2332 | else if (op->inv) |
|
|
2333 | remove_unpaid_objects (op->inv, env); |
|
|
2334 | |
|
|
2335 | op = next; |
|
|
2336 | } |
|
|
2337 | } |
|
|
2338 | |
|
|
2339 | /* |
|
|
2340 | * Returns pointer a static string containing gravestone text |
|
|
2341 | * Moved from apply.c to player.c - player.c is what |
|
|
2342 | * actually uses this function. player.c may not be quite the |
|
|
2343 | * best, a misc file for object actions is probably better, |
|
|
2344 | * but there isn't one in the server directory. |
|
|
2345 | */ |
|
|
2346 | char * |
|
|
2347 | gravestone_text (object *op) |
|
|
2348 | { |
|
|
2349 | static char buf2[MAX_BUF]; |
|
|
2350 | char buf[MAX_BUF]; |
|
|
2351 | time_t now = time (NULL); |
|
|
2352 | |
|
|
2353 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2354 | if (op->type == PLAYER) |
|
|
2355 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2356 | else |
|
|
2357 | sprintf (buf, "%s\n", &op->name); |
|
|
2358 | |
|
|
2359 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2360 | strcat (buf2, buf); |
|
|
2361 | if (op->type == PLAYER) |
|
|
2362 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2363 | else |
|
|
2364 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2365 | |
|
|
2366 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2367 | strcat (buf2, buf); |
|
|
2368 | if (op->type == PLAYER) |
|
|
2369 | { |
|
|
2370 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2371 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2372 | strcat (buf2, buf); |
|
|
2373 | } |
|
|
2374 | |
|
|
2375 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2376 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2377 | strcat (buf2, buf); |
|
|
2378 | |
|
|
2379 | return buf2; |
|
|
2380 | } |
2178 | } |
2381 | |
2179 | |
2382 | void |
2180 | void |
2383 | do_some_living (object *op) |
2181 | do_some_living (object *op) |
2384 | { |
2182 | { |
… | |
… | |
2436 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2234 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2437 | else |
2235 | else |
2438 | { |
2236 | { |
2439 | gen_grace = op->stats.maxgrace; |
2237 | gen_grace = op->stats.maxgrace; |
2440 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2238 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2441 | } |
|
|
2442 | |
|
|
2443 | /* Regenerate Spell Points */ |
|
|
2444 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2445 | { |
|
|
2446 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2447 | if (op->stats.sp < op->stats.maxsp) |
|
|
2448 | { |
|
|
2449 | op->stats.sp++; |
|
|
2450 | /* dms do not consume food */ |
|
|
2451 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2452 | { |
|
|
2453 | op->stats.food--; |
|
|
2454 | if (op->contr->digestion < 0) |
|
|
2455 | op->stats.food += op->contr->digestion; |
|
|
2456 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2457 | op->stats.food = last_food; |
|
|
2458 | } |
|
|
2459 | } |
|
|
2460 | |
|
|
2461 | if (max_sp > 1) |
|
|
2462 | { |
|
|
2463 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2464 | if (over_sp > 0) |
|
|
2465 | { |
|
|
2466 | if (op->stats.sp < op->stats.maxsp) |
|
|
2467 | { |
|
|
2468 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2469 | |
|
|
2470 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2471 | op->stats.sp--; |
|
|
2472 | |
|
|
2473 | if (op->stats.sp > op->stats.maxsp) |
|
|
2474 | op->stats.sp = op->stats.maxsp; |
|
|
2475 | } |
|
|
2476 | op->last_sp = 0; |
|
|
2477 | } |
|
|
2478 | else |
|
|
2479 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2480 | } |
|
|
2481 | else |
|
|
2482 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2483 | } |
2239 | } |
2484 | |
2240 | |
2485 | /* Regenerate Grace */ |
2241 | /* Regenerate Grace */ |
2486 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2242 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2487 | if (--op->last_grace < 0) |
2243 | if (--op->last_grace < 0) |
… | |
… | |
2508 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2264 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2509 | } |
2265 | } |
2510 | /* wearing stuff doesn't detract from grace generation. */ |
2266 | /* wearing stuff doesn't detract from grace generation. */ |
2511 | } |
2267 | } |
2512 | |
2268 | |
|
|
2269 | if (op->stats.food > 0) |
|
|
2270 | { |
2513 | /* Regenerate Hit Points */ |
2271 | /* Regenerate Spell Points */ |
2514 | if (--op->last_heal < 0) |
2272 | if (!op->contr->golem && --op->last_sp < 0) |
2515 | { |
|
|
2516 | if (op->stats.hp < op->stats.maxhp) |
|
|
2517 | { |
2273 | { |
2518 | op->stats.hp++; |
2274 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2519 | /* dms do not consume food */ |
2275 | |
2520 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2276 | if (op->stats.sp < op->stats.maxsp) |
2521 | { |
2277 | { |
|
|
2278 | op->stats.sp++; |
|
|
2279 | |
|
|
2280 | /* dms do not consume food */ |
|
|
2281 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2282 | { |
2522 | op->stats.food--; |
2283 | op->stats.food--; |
|
|
2284 | |
2523 | if (op->contr->digestion < 0) |
2285 | if (op->contr->digestion < 0) |
2524 | op->stats.food += op->contr->digestion; |
2286 | op->stats.food += op->contr->digestion; |
2525 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2287 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2526 | op->stats.food = last_food; |
2288 | op->stats.food = last_food; |
|
|
2289 | } |
2527 | } |
2290 | } |
2528 | } |
|
|
2529 | |
2291 | |
2530 | if (max_hp > 1) |
2292 | if (max_sp > 1) |
2531 | { |
|
|
2532 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2533 | if (over_hp > 0) |
|
|
2534 | { |
2293 | { |
2535 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2294 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2295 | if (over_sp > 0) |
|
|
2296 | { |
|
|
2297 | if (op->stats.sp < op->stats.maxsp) |
|
|
2298 | { |
|
|
2299 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2300 | |
|
|
2301 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2302 | op->stats.sp--; |
|
|
2303 | |
|
|
2304 | if (op->stats.sp > op->stats.maxsp) |
|
|
2305 | op->stats.sp = op->stats.maxsp; |
|
|
2306 | } |
|
|
2307 | |
2536 | op->last_heal = 0; |
2308 | op->last_sp = 0; |
|
|
2309 | } |
|
|
2310 | else |
|
|
2311 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2537 | } |
2312 | } |
2538 | else |
2313 | else |
|
|
2314 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2315 | } |
|
|
2316 | |
|
|
2317 | /* Regenerate Hit Points */ |
|
|
2318 | if (--op->last_heal < 0) |
|
|
2319 | { |
|
|
2320 | if (op->stats.hp < op->stats.maxhp) |
2539 | { |
2321 | { |
2540 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2322 | op->stats.hp++; |
|
|
2323 | |
|
|
2324 | /* dms do not consume food */ |
|
|
2325 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2326 | { |
|
|
2327 | op->stats.food--; |
|
|
2328 | |
|
|
2329 | if (op->contr->digestion < 0) |
|
|
2330 | op->stats.food += op->contr->digestion; |
|
|
2331 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2332 | op->stats.food = last_food; |
|
|
2333 | } |
2541 | } |
2334 | } |
|
|
2335 | |
|
|
2336 | if (max_hp > 1) |
|
|
2337 | { |
|
|
2338 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2339 | |
|
|
2340 | if (over_hp > 0) |
|
|
2341 | { |
|
|
2342 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2343 | op->last_heal = 0; |
|
|
2344 | } |
|
|
2345 | else |
|
|
2346 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2542 | } |
2347 | } |
2543 | else |
2348 | else |
2544 | { |
|
|
2545 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2349 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2546 | } |
2350 | } |
2547 | } |
2351 | } |
2548 | |
2352 | |
2549 | /* Digestion */ |
2353 | /* Digestion */ |
2550 | if (--op->last_eat < 0) |
2354 | if (--op->last_eat < 0) |
2551 | { |
2355 | { |
2552 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
2356 | int bonus = max (0, op->contr->digestion), |
|
|
2357 | penalty = max (0, -op->contr->digestion); |
2553 | |
2358 | |
2554 | if (op->contr->gen_hp > 0) |
|
|
2555 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2359 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2556 | else |
|
|
2557 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2558 | |
2360 | |
2559 | /* dms do not consume food */ |
2361 | /* dms do not consume food */ |
2560 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2362 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2561 | op->stats.food--; |
2363 | op->stats.food--; |
2562 | } |
2364 | } |
2563 | |
2365 | |
2564 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2366 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2565 | { |
2367 | { |
2566 | object *tmp, *flesh = 0; |
2368 | object *flesh = 0; |
2567 | |
2369 | |
2568 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2370 | for_inv_removable (op, tmp) |
2569 | { |
2371 | { |
2570 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2372 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2373 | continue; |
|
|
2374 | |
|
|
2375 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2571 | { |
2376 | { |
2572 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2377 | op->statusmsg ("You blindly grab for a bite of food. " |
2573 | { |
2378 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2574 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2575 | manual_apply (op, tmp, 0); |
2379 | manual_apply (op, tmp, 0); |
|
|
2380 | |
2576 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2381 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2577 | break; |
2382 | break; |
2578 | } |
2383 | } |
2579 | else if (tmp->type == FLESH) |
2384 | else if (tmp->type == FLESH) |
2580 | flesh = tmp; |
2385 | flesh = tmp; |
2581 | } /* End if paid for object */ |
2386 | } |
2582 | } /* end of for loop */ |
|
|
2583 | |
2387 | |
2584 | /* If player is still starving, it means they don't have any food, so |
2388 | /* If player is still starving, it means they don't have any food, so |
2585 | * eat flesh instead. |
2389 | * eat flesh instead. |
2586 | */ |
2390 | */ |
2587 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2391 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2588 | { |
2392 | { |
2589 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2393 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2394 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2590 | manual_apply (op, flesh, 0); |
2395 | manual_apply (op, flesh, 0); |
2591 | } |
2396 | } |
|
|
2397 | |
|
|
2398 | // If player is still starving, alert him! |
|
|
2399 | if (op->stats.food < 0) |
|
|
2400 | op->failmsg ("You are starving! " |
|
|
2401 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2402 | } |
|
|
2403 | |
|
|
2404 | if (op->stats.food < 0) |
2592 | } |
2405 | { |
|
|
2406 | op->stats.hp += op->stats.food; |
|
|
2407 | op->stats.food = 0; |
2593 | |
2408 | |
2594 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2409 | if (op->stats.hp < 0) |
2595 | op->stats.food++, op->stats.hp--; |
2410 | { |
|
|
2411 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2412 | op->contr->killer->destroy (); |
|
|
2413 | } |
|
|
2414 | } |
2596 | |
2415 | |
|
|
2416 | /* killer should be set here already */ |
2597 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2417 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2598 | kill_player (op); |
2418 | kill_player (op); |
2599 | } |
2419 | } |
2600 | } |
2420 | } |
2601 | |
2421 | |
… | |
… | |
2605 | * file. |
2425 | * file. |
2606 | */ |
2426 | */ |
2607 | void |
2427 | void |
2608 | kill_player (object *op) |
2428 | kill_player (object *op) |
2609 | { |
2429 | { |
2610 | char buf[MAX_BUF]; |
|
|
2611 | int x, y; |
2430 | int x, y; |
2612 | |
|
|
2613 | //int i; |
|
|
2614 | maptile *map; /* this is for resurrection */ |
2431 | maptile *map; /* this is for resurrection */ |
2615 | |
|
|
2616 | /* int z; |
|
|
2617 | int num_stats_lose; |
|
|
2618 | int lost_a_stat; |
|
|
2619 | int lose_this_stat; |
|
|
2620 | int this_stat; */ |
|
|
2621 | int will_kill_again; |
2432 | int will_kill_again; |
2622 | archetype *at; |
2433 | archetype *at; |
2623 | object *tmp; |
2434 | object *tmp; |
2624 | |
2435 | |
2625 | if (save_life (op)) |
2436 | if (save_life (op)) |
2626 | return; |
2437 | return; |
2627 | |
2438 | |
|
|
2439 | dynbuf_text deathtab; |
|
|
2440 | |
|
|
2441 | /* restore player */ |
|
|
2442 | at = archetype::find (shstr_poisoning); |
|
|
2443 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2444 | { |
|
|
2445 | tmp->destroy (); |
|
|
2446 | deathtab << "Your body feels cleansed...\r"; |
|
|
2447 | } |
|
|
2448 | |
|
|
2449 | at = archetype::find (shstr_confusion); |
|
|
2450 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2451 | { |
|
|
2452 | tmp->destroy (); |
|
|
2453 | deathtab << "Your mind feels clearer...\r"; |
|
|
2454 | } |
|
|
2455 | |
|
|
2456 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2457 | |
|
|
2458 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2459 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2460 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2461 | max_it (op->stats.food , 200); |
|
|
2462 | |
|
|
2463 | // remove all spell effects that are active |
|
|
2464 | // to avoid long-term effects such as word-of-recall |
|
|
2465 | for (object *item = op->inv; item; ) |
|
|
2466 | { |
|
|
2467 | object *next = item->below; |
|
|
2468 | |
|
|
2469 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2470 | item->destroy (); |
|
|
2471 | |
|
|
2472 | item = next; |
|
|
2473 | } |
2628 | |
2474 | |
2629 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2475 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2630 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2476 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2631 | * Look at op_on_battleground() for more info --AndreasV |
2477 | * Look at op_on_battleground() for more info --AndreasV |
2632 | */ |
2478 | */ |
2633 | if (op_on_battleground (op, &x, &y)) |
2479 | if (op_on_battleground (op, &x, &y)) |
2634 | { |
2480 | { |
2635 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2481 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2636 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2637 | |
|
|
2638 | /* restore player */ |
|
|
2639 | at = archetype::find ("poisoning"); |
|
|
2640 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2641 | { |
|
|
2642 | tmp->destroy (); |
|
|
2643 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2644 | } |
|
|
2645 | |
|
|
2646 | at = archetype::find ("confusion"); |
|
|
2647 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2648 | { |
|
|
2649 | tmp->destroy (); |
|
|
2650 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2651 | } |
|
|
2652 | |
|
|
2653 | cure_disease (op, 0); /* remove any disease */ |
|
|
2654 | op->stats.hp = op->stats.maxhp; |
|
|
2655 | if (op->stats.food <= 0) |
|
|
2656 | op->stats.food = 999; |
|
|
2657 | |
2482 | |
2658 | /* create a bodypart-trophy to make the winner happy */ |
2483 | /* create a bodypart-trophy to make the winner happy */ |
2659 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2484 | object *tmp = archetype::find (shstr_finger)->instance (); |
2660 | { |
2485 | |
2661 | sprintf (buf, "%s's finger", &op->name); |
2486 | tmp->name = format ("%s's finger" , &op->name); |
2662 | tmp->name = buf; |
2487 | tmp->name_pl = format ("%s's fingers", &op->name); |
2663 | sprintf (buf, " This finger has been cut off %s\n" |
2488 | tmp->msg = format ( |
2664 | " the %s, when he was defeated at\n level %d by %s.\n", |
2489 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2665 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2490 | &op->name, op->contr->title, |
2666 | tmp->msg = buf; |
2491 | (int)op->level, |
|
|
2492 | op->contr->killer_name () |
|
|
2493 | ); |
2667 | tmp->value = 0, tmp->type = 0; |
2494 | tmp->value = 0, tmp->type = 0; |
2668 | tmp->materialname = "organics"; |
2495 | tmp->material = name_to_material (shstr_organic); |
2669 | tmp->insert_at (op, tmp); |
2496 | tmp->insert_at (op, tmp); |
2670 | } |
|
|
2671 | |
2497 | |
2672 | /* teleport defeated player to new destination */ |
2498 | /* teleport defeated player to new destination */ |
2673 | transfer_ob (op, x, y, 0, NULL); |
2499 | transfer_ob (op, x, y, 0, NULL); |
2674 | op->contr->braced = 0; |
2500 | op->contr->braced = 0; |
|
|
2501 | |
|
|
2502 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2675 | return; |
2503 | return; |
2676 | } |
2504 | } |
2677 | |
2505 | |
|
|
2506 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2507 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2508 | |
2678 | INVOKE_PLAYER (DEATH, op->contr); |
2509 | INVOKE_PLAYER (DEATH, op->contr); |
2679 | |
2510 | |
2680 | command_kill_pets (op, 0); |
2511 | command_kill_pets (op, 0); |
2681 | |
2512 | |
2682 | if (op->stats.food < 0) |
2513 | op->contr->play_sound (sound_find ("player_dies")); |
2683 | { |
|
|
2684 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2685 | strcpy (op->contr->killer, "starvation"); |
|
|
2686 | } |
|
|
2687 | else |
|
|
2688 | sprintf (buf, "%s died.", &op->name); |
|
|
2689 | |
|
|
2690 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2691 | |
2514 | |
2692 | /* save the map location for corpse, gravestone */ |
2515 | /* save the map location for corpse, gravestone */ |
2693 | x = op->x; |
2516 | x = op->x; |
2694 | y = op->y; |
2517 | y = op->y; |
2695 | map = op->map; |
2518 | map = op->map; |
… | |
… | |
2723 | |
2546 | |
2724 | lost_a_stat = 0; |
2547 | lost_a_stat = 0; |
2725 | |
2548 | |
2726 | for (z = 0; z < num_stats_lose; z++) |
2549 | for (z = 0; z < num_stats_lose; z++) |
2727 | { |
2550 | { |
2728 | i = RANDOM () % NUM_STATS; |
2551 | i = rndm (NUM_STATS); |
2729 | |
2552 | |
2730 | if (settings.stat_loss_on_death) |
2553 | if (settings.stat_loss_on_death) |
2731 | { |
2554 | { |
2732 | /* Pick a random stat and take a point off it. Tell the player |
2555 | /* Pick a random stat and take a point off it. Tell the player |
2733 | * what he lost. |
2556 | * what he lost. |
… | |
… | |
2740 | lost_a_stat = 1; |
2563 | lost_a_stat = 1; |
2741 | } |
2564 | } |
2742 | else |
2565 | else |
2743 | { |
2566 | { |
2744 | /* deplete a stat */ |
2567 | /* deplete a stat */ |
2745 | archetype *deparch = archetype::find ("depletion"); |
2568 | archetype *deparch = archetype::find (shstr_depletion); |
2746 | object *dep; |
2569 | object *dep; |
2747 | |
2570 | |
2748 | dep = present_arch_in_ob (deparch, op); |
2571 | dep = present_arch_in_ob (deparch, op); |
2749 | if (!dep) |
2572 | if (!dep) |
2750 | { |
2573 | { |
2751 | dep = arch_to_object (deparch); |
2574 | dep = deparch->instance (); |
2752 | insert_ob_in_ob (dep, op); |
2575 | insert_ob_in_ob (dep, op); |
2753 | } |
2576 | } |
2754 | lose_this_stat = 1; |
2577 | lose_this_stat = 1; |
2755 | if (settings.balanced_stat_loss) |
2578 | if (settings.balanced_stat_loss) |
2756 | { |
2579 | { |
… | |
… | |
2784 | } |
2607 | } |
2785 | } |
2608 | } |
2786 | |
2609 | |
2787 | if (lose_this_stat) |
2610 | if (lose_this_stat) |
2788 | { |
2611 | { |
2789 | this_stat = get_attr_value (&(dep->stats), i); |
2612 | this_stat = get_attr_value (&dep->stats, i); |
2790 | /* We could try to do something clever like find another |
2613 | /* We could try to do something clever like find another |
2791 | * stat to reduce if this fails. But chances are, if |
2614 | * stat to reduce if this fails. But chances are, if |
2792 | * stats have been depleted to -50, all are pretty low |
2615 | * stats have been depleted to -50, all are pretty low |
2793 | * and should be roughly the same, so it shouldn't make a |
2616 | * and should be roughly the same, so it shouldn't make a |
2794 | * difference. |
2617 | * difference. |
… | |
… | |
2802 | lost_a_stat = 1; |
2625 | lost_a_stat = 1; |
2803 | } |
2626 | } |
2804 | } |
2627 | } |
2805 | } |
2628 | } |
2806 | } |
2629 | } |
|
|
2630 | |
2807 | /* If no stat lost, tell the player. */ |
2631 | /* If no stat lost, tell the player. */ |
2808 | if (!lost_a_stat) |
2632 | if (!lost_a_stat) |
2809 | { |
2633 | { |
2810 | /* determine_god() seems to not work sometimes... why is this? |
2634 | /* determine_god() seems to not work sometimes... why is this? |
2811 | Should I be using something else? GD */ |
2635 | Should I be using something else? GD */ |
2812 | const char *god = determine_god (op); |
2636 | shstr_tmp god = determine_god (op); |
2813 | |
2637 | |
2814 | if (god && (strcmp (god, "none"))) |
2638 | if (god != shstr_none) |
2815 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2639 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2816 | else |
2640 | else |
2817 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2641 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2818 | } |
2642 | } |
2819 | #else |
2643 | #else |
2820 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2644 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2821 | #endif |
2645 | #endif |
2822 | |
2646 | |
2823 | /* Put a gravestone up where the character 'almost' died. List the |
2647 | /* Put a gravestone up where the character 'almost' died. List the |
2824 | * exp loss on the stone. |
2648 | * exp loss on the stone. |
2825 | */ |
2649 | */ |
2826 | tmp = arch_to_object (archetype::find ("gravestone")); |
2650 | tmp = archetype::find (shstr_gravestone)->instance (); |
2827 | sprintf (buf, "%s's gravestone", &op->name); |
2651 | tmp->name = format ("%s's gravestone", &op->name); |
2828 | tmp->name = buf; |
2652 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2829 | sprintf (buf, "%s's gravestones", &op->name); |
2653 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2830 | tmp->name_pl = buf; |
2654 | &op->name, op->contr->title, op->contr->killer_name ()); |
2831 | 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); |
|
|
2832 | tmp->msg = buf; |
|
|
2833 | tmp->x = op->x, tmp->y = op->y; |
2655 | tmp->x = op->x, tmp->y = op->y; |
2834 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2656 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2835 | |
2657 | |
2836 | /**************************************/ |
2658 | /**************************************/ |
2837 | /* */ |
2659 | /* */ |
2838 | /* Subtract the experience points, */ |
2660 | /* Subtract the experience points, */ |
2839 | /* if we died cause of food, give us */ |
|
|
2840 | /* food, and reset HP's... */ |
|
|
2841 | /* */ |
2661 | /* */ |
2842 | /**************************************/ |
2662 | /**************************************/ |
2843 | |
2663 | |
2844 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2845 | /* restore player */ |
|
|
2846 | at = archetype::find ("poisoning"); |
|
|
2847 | tmp = present_arch_in_ob (at, op); |
|
|
2848 | |
|
|
2849 | if (tmp) |
|
|
2850 | { |
|
|
2851 | tmp->destroy (); |
|
|
2852 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2853 | } |
|
|
2854 | |
|
|
2855 | at = archetype::find ("confusion"); |
|
|
2856 | tmp = present_arch_in_ob (at, op); |
|
|
2857 | if (tmp) |
|
|
2858 | { |
|
|
2859 | tmp->destroy (); |
|
|
2860 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2861 | } |
|
|
2862 | |
|
|
2863 | cure_disease (op, 0); /* remove any disease */ |
|
|
2864 | |
|
|
2865 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2664 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2866 | apply_death_exp_penalty (op); |
2665 | apply_death_exp_penalty (op); |
2867 | if (op->stats.food < 100) |
|
|
2868 | op->stats.food = 900; |
|
|
2869 | op->stats.hp = op->stats.maxhp; |
|
|
2870 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2871 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2872 | |
2666 | |
2873 | /* |
2667 | /* |
2874 | * Check to see if the player has any unpaid items. If so, remove them |
2668 | * Check to see if the player has any unpaid items. If so, remove them |
2875 | * and put them back in the map. |
2669 | * and put them back in the map. |
2876 | */ |
2670 | */ |
2877 | remove_unpaid_objects (op->inv, op); |
2671 | op->drop_unpaid_items (); |
2878 | |
2672 | |
2879 | /****************************************/ |
2673 | /****************************************/ |
2880 | /* */ |
2674 | /* */ |
2881 | /* Move player to his current respawn- */ |
2675 | /* Move player to his current respawn- */ |
2882 | /* position (usually last savebed) */ |
2676 | /* position (usually last savebed) */ |
… | |
… | |
2911 | if (will_kill_again & (1 << at)) |
2705 | if (will_kill_again & (1 << at)) |
2912 | force->resist[at] = 100; |
2706 | force->resist[at] = 100; |
2913 | |
2707 | |
2914 | insert_ob_in_ob (force, op); |
2708 | insert_ob_in_ob (force, op); |
2915 | op->update_stats (); |
2709 | op->update_stats (); |
2916 | |
|
|
2917 | } |
2710 | } |
2918 | |
2711 | |
2919 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2712 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2920 | } |
2713 | } |
2921 | |
2714 | |
2922 | void |
2715 | static void |
2923 | loot_object (object *op) |
2716 | loot_object (object *op) |
2924 | { /* Grab and destroy some treasure */ |
2717 | { /* Grab and destroy some treasure */ |
2925 | object *tmp, *tmp2, *next; |
2718 | object *tmp, *tmp2, *next; |
2926 | |
2719 | |
2927 | op->close_container (); /* close open sack first */ |
2720 | op->close_container (); /* close open sack first */ |
… | |
… | |
2941 | |
2734 | |
2942 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2735 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2943 | { |
2736 | { |
2944 | if (tmp->nrof > 1) |
2737 | if (tmp->nrof > 1) |
2945 | { |
2738 | { |
2946 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2739 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2947 | tmp2->destroy (); |
|
|
2948 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2740 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2949 | } |
2741 | } |
2950 | else |
2742 | else |
2951 | tmp->destroy (); |
2743 | tmp->destroy (); |
2952 | } |
2744 | } |
… | |
… | |
2959 | * fix_weight(): Check recursively the weight of all players, and fix |
2751 | * fix_weight(): Check recursively the weight of all players, and fix |
2960 | * what needs to be fixed. Refresh windows and fix speed if anything |
2752 | * what needs to be fixed. Refresh windows and fix speed if anything |
2961 | * was changed. |
2753 | * was changed. |
2962 | */ |
2754 | */ |
2963 | void |
2755 | void |
2964 | fix_weight (void) |
2756 | fix_weight () |
2965 | { |
2757 | { |
2966 | for_all_players (pl) |
2758 | for_all_players (pl) |
2967 | { |
2759 | { |
2968 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2760 | sint32 old = pl->ob->carrying; |
2969 | |
2761 | |
2970 | if (old == sum) |
2762 | pl->ob->update_weight (); |
2971 | continue; |
2763 | |
|
|
2764 | if (old != pl->ob->carrying) |
|
|
2765 | { |
2972 | pl->ob->update_stats (); |
2766 | pl->ob->update_stats (); |
2973 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2767 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2768 | } |
2974 | } |
2769 | } |
2975 | } |
2770 | } |
2976 | |
2771 | |
2977 | void |
2772 | void |
2978 | fix_luck (void) |
2773 | fix_luck () |
2979 | { |
2774 | { |
2980 | for_all_players (pl) |
2775 | for_all_players (pl) |
2981 | if (!pl->ob->contr->ns->state) |
2776 | if (!pl->ob->contr->ns->state) |
2982 | pl->ob->change_luck (0); |
2777 | pl->ob->change_luck (0); |
2983 | } |
2778 | } |
… | |
… | |
3020 | } |
2815 | } |
3021 | |
2816 | |
3022 | void |
2817 | void |
3023 | make_visible (object *op) |
2818 | make_visible (object *op) |
3024 | { |
2819 | { |
3025 | op->hide = 0; |
2820 | op->flag [FLAG_HIDDEN] = 0; |
3026 | op->invisible = 0; |
2821 | op->invisible = 0; |
|
|
2822 | |
3027 | if (op->type == PLAYER) |
2823 | if (op->type == PLAYER) |
3028 | { |
2824 | { |
3029 | op->contr->tmp_invis = 0; |
2825 | op->contr->tmp_invis = 0; |
3030 | op->contr->invis_race = 0; |
2826 | op->contr->invis_race = 0; |
3031 | } |
2827 | } |
… | |
… | |
3044 | |
2840 | |
3045 | /* look at the surrounding terrain to determine |
2841 | /* look at the surrounding terrain to determine |
3046 | * the hideability of this object. Positive levels |
2842 | * the hideability of this object. Positive levels |
3047 | * indicate greater hideability. |
2843 | * indicate greater hideability. |
3048 | */ |
2844 | */ |
3049 | |
|
|
3050 | int |
2845 | int |
3051 | hideability (object *ob) |
2846 | hideability (object *ob) |
3052 | { |
2847 | { |
3053 | int i, level = 0, mflag; |
2848 | int i, level = 0, mflag; |
3054 | sint16 x, y; |
2849 | sint16 x, y; |
3055 | |
2850 | |
3056 | if (!ob || !ob->map) |
2851 | if (!ob || !ob->map) |
3057 | return 0; |
2852 | return 0; |
3058 | |
2853 | |
3059 | /* so, on normal lighted maps, its hard to hide */ |
2854 | /* so, on normal lighted maps, its hard to hide */ |
3060 | level = ob->map->darkness - 2; |
2855 | level = ob->map->darklevel () - 2; |
3061 | |
2856 | |
3062 | /* this also picks up whether the object is glowing. |
2857 | /* this also picks up whether the object is glowing. |
3063 | * If you carry a light on a non-dark map, its not |
2858 | * If you carry a light on a non-dark map, its not |
3064 | * as bad as carrying a light on a pitch dark map */ |
2859 | * as bad as carrying a light on a pitch dark map */ |
3065 | if (has_carried_lights (ob)) |
2860 | if (ob->has_carried_lights ()) |
3066 | level = -(10 + (2 * ob->map->darkness)); |
2861 | level = -(10 + (2 * ob->map->darklevel ())); |
3067 | |
2862 | |
3068 | /* scan through all nearby squares for terrain to hide in */ |
2863 | /* scan through all nearby squares for terrain to hide in */ |
3069 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2864 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2865 | i <= SIZEOFFREE1; |
|
|
2866 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3070 | { |
2867 | { |
3071 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2868 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3072 | if (mflag & P_OUT_OF_MAP) |
2869 | if (mflag & P_OUT_OF_MAP) |
3073 | { |
|
|
3074 | continue; |
2870 | continue; |
3075 | } |
2871 | |
3076 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2872 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3077 | level += 2; |
2873 | level += 2; |
3078 | else /* open terrain! */ |
2874 | else /* open terrain! */ |
3079 | level -= 1; |
2875 | level -= 1; |
3080 | } |
2876 | } |
… | |
… | |
3091 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2887 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3092 | */ |
2888 | */ |
3093 | void |
2889 | void |
3094 | do_hidden_move (object *op) |
2890 | do_hidden_move (object *op) |
3095 | { |
2891 | { |
3096 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2892 | int hide = 0; |
3097 | object *skop; |
|
|
3098 | |
2893 | |
3099 | if (!op || !op->map) |
2894 | if (!op || !op->map) |
3100 | return; |
2895 | return; |
3101 | |
2896 | |
3102 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2897 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2898 | int num = random_roll (0, 19, op, PREFER_LOW); |
3103 | |
2899 | |
3104 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2900 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3105 | if (op->type == PLAYER && op->contr->run_on) |
2901 | if (op->type == PLAYER && op->contr->run_on) |
3106 | if (!skop || num >= skop->level) |
2902 | if (!skop || num >= skop->level) |
3107 | { |
2903 | { |
… | |
… | |
3117 | num -= hide; |
2913 | num -= hide; |
3118 | |
2914 | |
3119 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2915 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3120 | { |
2916 | { |
3121 | make_visible (op); |
2917 | make_visible (op); |
|
|
2918 | |
3122 | if (op->type == PLAYER) |
2919 | if (op->type == PLAYER) |
3123 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2920 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3124 | } |
2921 | } |
3125 | else if (op->type == PLAYER && skop) |
2922 | else if (op->type == PLAYER && skop) |
3126 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2923 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3179 | * object op. This function works fine for monsters, |
2976 | * object op. This function works fine for monsters, |
3180 | * but we dont worry if the object isnt the top one in |
2977 | * but we dont worry if the object isnt the top one in |
3181 | * a pile (say a coin under a table would return "viewable" |
2978 | * a pile (say a coin under a table would return "viewable" |
3182 | * by this routine). Another question, should we be |
2979 | * by this routine). Another question, should we be |
3183 | * concerned with the direction the player is looking |
2980 | * concerned with the direction the player is looking |
3184 | * in? Realistically, most of use cant see stuff behind |
2981 | * in? Realistically, most of us can't see stuff behind |
3185 | * our backs...on the other hand, does the "facing" direction |
2982 | * our backs...on the other hand, does the "facing" direction |
3186 | * imply the way your head, or body is facing? Its possible |
2983 | * imply the way your head, or body is facing? It's possible |
3187 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2984 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3188 | * -b.t. |
2985 | * -b.t. |
3189 | * This function is now map tiling safe. |
2986 | * This function is now map tiling safe. |
3190 | */ |
2987 | */ |
3191 | |
|
|
3192 | int |
2988 | int |
3193 | player_can_view (object *pl, object *op) |
2989 | player_can_view (object *pl, object *op) |
3194 | { |
2990 | { |
3195 | rv_vector rv; |
2991 | rv_vector rv; |
3196 | int dx, dy; |
2992 | int dx, dy; |
… | |
… | |
3208 | |
3004 | |
3209 | get_rangevector (pl, op, &rv, 0x1); |
3005 | get_rangevector (pl, op, &rv, 0x1); |
3210 | |
3006 | |
3211 | /* starting with the 'head' part, lets loop |
3007 | /* starting with the 'head' part, lets loop |
3212 | * through the object and find if it has any |
3008 | * through the object and find if it has any |
3213 | * part that is in the los array but isnt on |
3009 | * part that is in the los array but isn't on |
3214 | * a blocked los square. |
3010 | * a blocked los square. |
3215 | * we use the archetype to figure out offsets. |
3011 | * we use the archetype to figure out offsets. |
3216 | */ |
3012 | */ |
3217 | while (op) |
3013 | while (op) |
3218 | { |
3014 | { |
3219 | dx = rv.distance_x + op->arch->x; |
3015 | dx = rv.distance_x + op->arch->x; |
3220 | dy = rv.distance_y + op->arch->y; |
3016 | dy = rv.distance_y + op->arch->y; |
3221 | |
3017 | |
3222 | /* only the viewable area the player sees is updated by LOS |
3018 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3223 | * code, so we need to restrict ourselves to that range of values |
|
|
3224 | * for any meaningful values. |
|
|
3225 | */ |
|
|
3226 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3227 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3228 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3229 | return 1; |
3019 | return 1; |
|
|
3020 | |
3230 | op = op->more; |
3021 | op = op->more; |
3231 | } |
3022 | } |
3232 | return 0; |
|
|
3233 | } |
|
|
3234 | |
3023 | |
3235 | /* routine for both players and monsters. We call this when |
|
|
3236 | * there is a possibility for our action distrubing our hiding |
|
|
3237 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3238 | * effected by this. If we arent invisible to begin with, we |
|
|
3239 | * return 0. |
|
|
3240 | */ |
|
|
3241 | int |
|
|
3242 | action_makes_visible (object *op) |
|
|
3243 | { |
|
|
3244 | |
|
|
3245 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3246 | { |
|
|
3247 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3248 | return 0; |
|
|
3249 | |
|
|
3250 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3251 | return 0; |
|
|
3252 | |
|
|
3253 | /* If monsters, they should become visible */ |
|
|
3254 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3255 | { |
|
|
3256 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3257 | return 1; |
|
|
3258 | } |
|
|
3259 | } |
|
|
3260 | return 0; |
3024 | return 0; |
3261 | } |
3025 | } |
3262 | |
3026 | |
3263 | /* op_on_battleground - checks if the given object op (usually |
3027 | /* op_on_battleground - checks if the given object op (usually |
3264 | * a player) is standing on a valid battleground-tile, |
3028 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3269 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3033 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3270 | */ |
3034 | */ |
3271 | int |
3035 | int |
3272 | op_on_battleground (object *op, int *x, int *y) |
3036 | op_on_battleground (object *op, int *x, int *y) |
3273 | { |
3037 | { |
3274 | object *tmp; |
|
|
3275 | |
|
|
3276 | /* A battleground-tile needs the following attributes to be valid: |
3038 | /* A battleground-tile needs the following attributes to be valid: |
3277 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3039 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3278 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3040 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3279 | * and the exit-coordinates sp/hp must both be > 0. |
3041 | * and the exit-coordinates sp/hp must both be > 0. |
3280 | * => The intention here is to prevent abuse of the battleground- |
3042 | * => The intention here is to prevent abuse of the battleground- |
3281 | * feature (like pickable or hidden battleground tiles). */ |
3043 | * feature (like pickable or hidden battleground tiles). */ |
3282 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3044 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3283 | { |
3045 | { |
3284 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3046 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3285 | { |
3047 | { |
3286 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3048 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3287 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3049 | && tmp->type == BATTLEGROUND |
|
|
3050 | && tmp->name == shstr_battleground |
|
|
3051 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3288 | { |
3052 | { |
3289 | /*before we assign the exit, check if this is a teambattle */ |
3053 | /* before we assign the exit, check if this is a teambattle */ |
3290 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3054 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3291 | { |
|
|
3292 | object *invtmp; |
|
|
3293 | |
|
|
3294 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3055 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3056 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3295 | { |
3057 | { |
3296 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3297 | { |
|
|
3298 | if (x != NULL && y != NULL) |
3058 | if (x && y) |
3299 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3059 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3060 | |
3300 | return 1; |
3061 | return 1; |
3301 | } |
|
|
3302 | } |
3062 | } |
3303 | } |
3063 | |
3304 | if (x != NULL && y != NULL) |
3064 | if (x && y) |
3305 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3065 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3066 | |
3306 | return 1; |
3067 | return 1; |
3307 | } |
3068 | } |
3308 | } |
3069 | } |
3309 | } |
3070 | } |
|
|
3071 | |
3310 | /* If we got here, did not find a battleground */ |
3072 | /* If we got here, did not find a battleground */ |
3311 | return 0; |
3073 | return 0; |
3312 | } |
3074 | } |
3313 | |
3075 | |
3314 | /* |
3076 | /* |
… | |
… | |
3330 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3092 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3331 | int i = 0, j = 0; |
3093 | int i = 0, j = 0; |
3332 | |
3094 | |
3333 | /* get the appropriate treasurelist */ |
3095 | /* get the appropriate treasurelist */ |
3334 | if (atnr == ATNR_FIRE) |
3096 | if (atnr == ATNR_FIRE) |
3335 | trlist = treasurelist::find ("dragon_ability_fire"); |
3097 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3336 | else if (atnr == ATNR_COLD) |
3098 | else if (atnr == ATNR_COLD) |
3337 | trlist = treasurelist::find ("dragon_ability_cold"); |
3099 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3338 | else if (atnr == ATNR_ELECTRICITY) |
3100 | else if (atnr == ATNR_ELECTRICITY) |
3339 | trlist = treasurelist::find ("dragon_ability_elec"); |
3101 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3340 | else if (atnr == ATNR_POISON) |
3102 | else if (atnr == ATNR_POISON) |
3341 | trlist = treasurelist::find ("dragon_ability_poison"); |
3103 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3342 | |
3104 | |
3343 | if (trlist == NULL || who->type != PLAYER) |
3105 | if (trlist == NULL || who->type != PLAYER) |
3344 | return; |
3106 | return; |
3345 | |
3107 | |
3346 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3108 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3462 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3224 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3463 | } |
3225 | } |
3464 | else |
3226 | else |
3465 | { |
3227 | { |
3466 | /* generate misc. treasure */ |
3228 | /* generate misc. treasure */ |
3467 | tmp = arch_to_object (tr->item); |
3229 | tmp = tr->item->instance (); |
3468 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3230 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3469 | tmp = insert_ob_in_ob (tmp, who); |
3231 | who->insert (tmp); |
3470 | if (who->type == PLAYER) |
|
|
3471 | esrv_send_item (who, tmp); |
|
|
3472 | } |
3232 | } |
3473 | } |
3233 | } |
3474 | |
3234 | |
3475 | /** |
3235 | //-GPL |
3476 | * Unready an object for a player. This function does nothing if the object was |
|
|
3477 | * not readied. |
|
|
3478 | */ |
|
|
3479 | void |
|
|
3480 | player_unready_range_ob (player *pl, object *ob) |
|
|
3481 | { |
|
|
3482 | if (pl->ob->current_weapon == ob) |
|
|
3483 | pl->ob->current_weapon = 0; |
|
|
3484 | |
|
|
3485 | if (pl->combat_ob == ob) |
|
|
3486 | pl->combat_ob = 0; |
|
|
3487 | |
|
|
3488 | if (pl->ranged_ob == ob) |
|
|
3489 | pl->ranged_ob = 0; |
|
|
3490 | } |
|
|
3491 | |
3236 | |
3492 | sint8 |
3237 | sint8 |
3493 | player::visibility_at (maptile *map, int x, int y) const |
3238 | player::darkness_at (maptile *map, int x, int y) const |
3494 | { |
3239 | { |
3495 | if (!ns) |
3240 | if (!ns) |
3496 | return 0; |
3241 | return LOS_BLOCKED; |
3497 | |
3242 | |
3498 | int dx, dy; |
3243 | int dx, dy; |
3499 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3244 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3500 | return 0; |
3245 | return LOS_BLOCKED; |
3501 | |
3246 | |
3502 | x += dx - ns->current_x + ns->mapx / 2; |
3247 | x += dx - ns->current_x; |
3503 | y += dy - ns->current_y + ns->mapy / 2; |
3248 | y += dy - ns->current_y; |
3504 | |
3249 | |
3505 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3506 | return 0; |
|
|
3507 | |
|
|
3508 | return 100 - blocked_los [x][y]; |
3250 | return blocked_los (x, y); |
3509 | } |
3251 | } |
|
|
3252 | |
|
|
3253 | void |
|
|
3254 | player::infobox (const char *title, const char *msg, int color) |
|
|
3255 | { |
|
|
3256 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3257 | } |
|
|
3258 | |
|
|
3259 | void |
|
|
3260 | player::statusmsg (const char *msg, int color) |
|
|
3261 | { |
|
|
3262 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3263 | } |
|
|
3264 | |
|
|
3265 | void |
|
|
3266 | player::failmsg (const char *msg, int color) |
|
|
3267 | { |
|
|
3268 | play_sound (sound_find ("generic_failure")); |
|
|
3269 | statusmsg (msg, color); |
|
|
3270 | } |
|
|
3271 | |