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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify 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 | |
111 | |
222 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | |
113 | |
224 | assign (title, ob->arch->object::name); |
114 | assign (title, ob->arch->object::name); |
225 | |
115 | |
… | |
… | |
238 | set_dragon_name (ob, abil, skin); |
128 | set_dragon_name (ob, abil, skin); |
239 | } |
129 | } |
240 | |
130 | |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
131 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | |
132 | |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
133 | esrv_new_player (this); |
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134 | |
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135 | ob->update_stats (); |
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136 | |
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137 | ns->floorbox_update (); |
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138 | esrv_send_inventory (ob, ob); |
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139 | esrv_add_spells (this, 0); |
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140 | |
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141 | activate (); |
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142 | |
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143 | INVOKE_PLAYER (CONNECT, this); |
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144 | INVOKE_PLAYER (LOGIN, this); |
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145 | } |
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146 | |
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147 | void |
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148 | player::disconnect () |
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149 | { |
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150 | if (ob) |
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151 | { |
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152 | ob->close_container (); //TODO: client-specific |
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153 | ob->drop_unpaid_items (); |
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154 | } |
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155 | |
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156 | if (ns) |
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157 | { |
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158 | if (active) |
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159 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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160 | |
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161 | INVOKE_PLAYER (DISCONNECT, this); |
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162 | |
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163 | ns->reset_stats (); |
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164 | ns->pl = 0; |
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165 | ns = 0; |
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166 | } |
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167 | |
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168 | // this is important for the player scheduler to get the correct refcount |
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169 | // when ns = 0 |
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170 | observe = viewpoint = ob; |
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171 | |
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172 | deactivate (); |
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173 | } |
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174 | |
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175 | //-GPL |
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176 | |
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177 | // the need for this function can be explained |
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178 | // by load_object not returning the object |
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179 | void |
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180 | player::set_object (object *op) |
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181 | { |
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182 | ob = observe = viewpoint = op; |
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183 | ob->contr = this; /* this aren't yet in archetype */ |
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184 | |
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185 | ob->speed = 1.0f; |
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186 | ob->speed_left = 0.5f; |
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187 | |
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188 | ob->direction = 5; /* So player faces south */ |
244 | |
189 | |
245 | ob->flag [FLAG_READY_WEAPON] = false; |
190 | ob->flag [FLAG_READY_WEAPON] = false; |
246 | ob->flag [FLAG_READY_SKILL] = false; |
191 | ob->flag [FLAG_READY_SKILL] = false; |
247 | ob->flag [FLAG_READY_BOW] = false; |
192 | ob->flag [FLAG_READY_BOW] = false; |
248 | |
193 | |
… | |
… | |
265 | combat_ob = op; |
210 | combat_ob = op; |
266 | break; |
211 | break; |
267 | } |
212 | } |
268 | |
213 | |
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
270 | ob->update_stats (); |
215 | ob->deactivate (); // change_weapon activates, fix this better |
271 | |
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272 | ns->floorbox_update (); |
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273 | esrv_send_inventory (ob, ob); |
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274 | esrv_add_spells (this, 0); |
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275 | |
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276 | activate (); |
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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 | |
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282 | INVOKE_PLAYER (CONNECT, this); |
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283 | INVOKE_PLAYER (LOGIN, this); |
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284 | } |
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285 | |
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286 | void |
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287 | player::disconnect () |
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288 | { |
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289 | if (ns) |
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290 | { |
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291 | if (active) |
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292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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293 | |
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294 | INVOKE_PLAYER (DISCONNECT, this); |
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295 | |
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296 | ns->reset_stats (); |
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297 | ns->pl = 0; |
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298 | ns = 0; |
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299 | } |
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300 | |
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301 | if (ob) |
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302 | { |
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303 | ob->close_container (); //TODO: client-specific |
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304 | ob->drop_unpaid_items (); |
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305 | } |
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306 | |
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307 | observe = ob; |
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308 | |
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309 | deactivate (); |
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310 | } |
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311 | |
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312 | // the need for this function can be explained |
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313 | // by load_object not returning the object |
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314 | void |
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315 | player::set_object (object *op) |
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316 | { |
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317 | ob = observe = op; |
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318 | ob->contr = this; /* this aren't yet in archetype */ |
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319 | |
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320 | ob->speed = 1.0f; |
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321 | ob->speed_left = 0.5f; |
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322 | |
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323 | ob->direction = 5; /* So player faces south */ |
|
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324 | } |
216 | } |
325 | |
217 | |
326 | void |
218 | void |
327 | player::set_observe (object *op) |
219 | player::set_observe (object *op) |
328 | { |
220 | { |
329 | observe = op ? op : ob; |
221 | observe = viewpoint = op ? op : ob; |
330 | do_los = 1; |
222 | do_los = 1; |
331 | } |
223 | } |
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224 | |
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225 | void |
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226 | player::set_viewpoint (object *op) |
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227 | { |
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228 | viewpoint = op ? op : (object *)observe; |
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229 | do_los = 1; |
|
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230 | } |
|
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231 | |
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232 | //+GPL |
332 | |
233 | |
333 | player::player () |
234 | player::player () |
334 | { |
235 | { |
335 | /* There are some elements we want initialised to non zero value - |
236 | /* There are some elements we want initialised to non zero value - |
336 | * we deal with that below this point. |
237 | * we deal with that below this point. |
… | |
… | |
342 | savebed_map = first_map_path; /* Init. respawn position */ |
243 | savebed_map = first_map_path; /* Init. respawn position */ |
343 | |
244 | |
344 | gen_sp_armour = 10; |
245 | gen_sp_armour = 10; |
345 | bowtype = bow_normal; |
246 | bowtype = bow_normal; |
346 | petmode = pet_normal; |
247 | petmode = pet_normal; |
347 | listening = 10; |
|
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348 | usekeys = containers; |
248 | usekeys = containers; |
349 | peaceful = 1; /* default peaceful */ |
249 | peaceful = 1; /* default peaceful */ |
350 | do_los = 1; |
250 | do_los = 1; |
351 | |
251 | |
352 | weapon_sp = 1.0f; |
252 | weapon_sp = 1.0f; |
… | |
… | |
364 | { |
264 | { |
365 | ob->destroy_inv (false); |
265 | ob->destroy_inv (false); |
366 | ob->destroy (); |
266 | ob->destroy (); |
367 | } |
267 | } |
368 | |
268 | |
369 | ob = observe = 0; |
269 | ob = observe = viewpoint = 0; |
370 | } |
270 | } |
371 | |
271 | |
372 | player::~player () |
272 | player::~player () |
373 | { |
273 | { |
374 | /* Clear item stack */ |
274 | /* Clear item stack */ |
375 | free (stack_items); |
275 | free (stack_items); |
|
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276 | } |
|
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277 | |
|
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278 | /* |
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279 | * get_player_archetype() return next player archetype from archetype |
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280 | * list. Not very efficient routine, but used only creating new players. |
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281 | * Note: there MUST be at least one player archetype! |
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282 | */ |
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283 | static archetype * |
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284 | get_player_archetype (archetype *at) |
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285 | { |
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286 | // archetypes could have been reloaded |
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287 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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288 | |
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289 | if (!nat) |
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290 | return at; |
|
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291 | |
|
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292 | archvec::iterator i = archetypes.find (nat); |
|
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293 | |
|
|
294 | for (;;) |
|
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295 | { |
|
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296 | if (++i == archetypes.end ()) |
|
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297 | i = archetypes.begin (); |
|
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298 | else if (*i == at) |
|
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299 | cleanup ("not a single player archetype found"); |
|
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300 | |
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301 | if ((*i)->type == PLAYER) |
|
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302 | return *i; |
|
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303 | } |
376 | } |
304 | } |
377 | |
305 | |
378 | /* Tries to add player on the connection passed in ns. |
306 | /* Tries to add player on the connection passed in ns. |
379 | * All we can really get in this is some settings like host and display |
307 | * All we can really get in this is some settings like host and display |
380 | * mode. |
308 | * mode. |
… | |
… | |
393 | set_first_map (pl->ob); |
321 | set_first_map (pl->ob); |
394 | |
322 | |
395 | return pl; |
323 | return pl; |
396 | } |
324 | } |
397 | |
325 | |
398 | /* |
|
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399 | * get_player_archetype() return next player archetype from archetype |
|
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400 | * list. Not very efficient routine, but used only creating new players. |
|
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401 | * Note: there MUST be at least one player archetype! |
|
|
402 | */ |
|
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403 | archetype * |
|
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404 | get_player_archetype (archetype *at) |
|
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405 | { |
|
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406 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
|
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407 | |
|
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408 | for (;;) |
|
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409 | { |
|
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410 | if (++i == archetypes.end ()) |
|
|
411 | i = archetypes.begin (); |
|
|
412 | else if (*i == at) |
|
|
413 | cleanup ("not a single player archetype found"); |
|
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414 | |
|
|
415 | if ((*i)->type == PLAYER) |
|
|
416 | return *i; |
|
|
417 | } |
|
|
418 | } |
|
|
419 | |
|
|
420 | object * |
326 | object * |
421 | get_nearest_player (object *mon) |
327 | get_nearest_player (object *mon) |
422 | { |
328 | { |
423 | object *op = NULL; |
329 | object *op = NULL; |
424 | objectlink *ol; |
330 | objectlink *ol; |
425 | unsigned lastdist; |
331 | unsigned lastdist; |
426 | rv_vector rv; |
332 | rv_vector rv; |
427 | |
333 | |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
334 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
429 | { |
335 | { |
430 | /* We should not find free objects on this friendly list, but it |
|
|
431 | * does periodically happen. Given that, lets deal with it. |
|
|
432 | * While unlikely, it is possible the next object on the friendly |
|
|
433 | * list is also free, so encapsulate this in a while loop. |
|
|
434 | */ |
|
|
435 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
436 | { |
|
|
437 | object *tmp = ol->ob; |
|
|
438 | |
|
|
439 | /* Can't do much more other than log the fact, because the object |
|
|
440 | * itself will have been cleared. |
|
|
441 | */ |
|
|
442 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
443 | tmp->debug_desc ()); |
|
|
444 | ol = ol->next; |
|
|
445 | remove_friendly_object (tmp); |
|
|
446 | if (!ol) |
|
|
447 | return op; |
|
|
448 | } |
|
|
449 | |
|
|
450 | /* Remove special check for player from this. First, it looks to cause |
|
|
451 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
452 | * complicated method of state checking would be needed in any case - |
|
|
453 | * as it was, a clever player could type quit, and the function would |
|
|
454 | * skip them over while waiting for confirmation. Remove |
|
|
455 | * on_same_map check, as can_detect_enemy also does this |
|
|
456 | */ |
|
|
457 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
336 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
458 | continue; |
337 | continue; |
459 | |
338 | |
460 | if (lastdist > rv.distance) |
339 | if (lastdist > rv.distance) |
461 | { |
340 | { |
… | |
… | |
656 | |
535 | |
657 | return firstdir; |
536 | return firstdir; |
658 | } |
537 | } |
659 | |
538 | |
660 | void |
539 | void |
661 | give_initial_items (object *pl, treasurelist * items) |
540 | give_initial_items (object *pl, treasurelist *items) |
662 | { |
541 | { |
663 | object *op, *next = NULL; |
|
|
664 | |
|
|
665 | if (pl->randomitems != NULL) |
542 | if (pl->randomitems) |
666 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
543 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
667 | |
544 | |
668 | for (op = pl->inv; op; op = next) |
545 | for (object *next, *op = pl->inv; op; op = next) |
669 | { |
546 | { |
670 | next = op->below; |
547 | next = op->below; |
671 | |
548 | |
672 | /* Forces get applied per default, unless they have the |
549 | /* Forces get applied per default, unless they have the |
673 | * flag "neutral" set. Sorry but I can't think of a better way |
550 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
678 | /* we never give weapons/armour if these cannot be used |
555 | /* we never give weapons/armour if these cannot be used |
679 | * by this player due to race restrictions |
556 | * by this player due to race restrictions |
680 | */ |
557 | */ |
681 | if (pl->type == PLAYER) |
558 | if (pl->type == PLAYER) |
682 | { |
559 | { |
683 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
560 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
561 | && |
684 | (op->type == ARMOUR || op->type == BOOTS || |
562 | (op->type == ARMOUR || op->type == BOOTS |
685 | op->type == CLOAK || op->type == HELMET || |
563 | || op->type == CLOAK || op->type == HELMET |
686 | op->type == SHIELD || op->type == GLOVES || |
564 | || op->type == SHIELD || op->type == GLOVES |
|
|
565 | || op->type == BRACERS || op->type == GIRDLE)) |
687 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
566 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
688 | { |
567 | { |
689 | op->destroy (); |
568 | op->destroy (); |
690 | continue; |
569 | continue; |
691 | } |
570 | } |
692 | } |
571 | } |
693 | |
572 | |
694 | /* This really needs to be better - we should really give |
573 | /* Here we remove duplicated skills (as duplicated spell objects have |
695 | * a substitute spellbook. The problem is that we don't really |
574 | * _very_ confusing effects for players), which could for instance be |
696 | * have a good idea what to replace it with (need something like |
575 | * generated by bad treasurelists. - elmex |
697 | * a first level treasurelist for each skill.) |
|
|
698 | * remove duplicate skills also |
|
|
699 | */ |
576 | */ |
700 | if (op->type == SPELLBOOK || op->type == SKILL) |
577 | if (op->type == SKILL) |
701 | { |
578 | { |
702 | object *tmp; |
|
|
703 | |
|
|
704 | for (tmp = op->below; tmp; tmp = tmp->below) |
579 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
705 | if (tmp->type == op->type && tmp->name == op->name) |
580 | if (tmp->type == op->type && tmp->name == op->name) |
706 | break; |
|
|
707 | |
|
|
708 | if (tmp) |
|
|
709 | { |
581 | { |
710 | op->destroy (); |
582 | op->destroy (); |
|
|
583 | LOG (llevError, |
711 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
584 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
712 | continue; |
585 | break; |
713 | } |
586 | } |
714 | |
587 | |
715 | if (op->nrof > 1) |
588 | if (op->nrof > 1) |
716 | op->nrof = 1; |
589 | op->nrof = 1; |
717 | } |
590 | } |
718 | |
591 | |
719 | if (op->type == SPELLBOOK && op->inv) |
592 | if (op->type == SPELLBOOK && op->inv) |
720 | { |
|
|
721 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
593 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
722 | } |
|
|
723 | |
594 | |
724 | /* Give starting characters identified, uncursed, and undamned |
595 | /* Give starting characters identified, uncursed, and undamned |
725 | * items. Just don't identify gold or silver, or it won't be |
596 | * items. Just don't identify gold or silver, or it won't be |
726 | * merged properly. |
597 | * merged properly. |
727 | */ |
598 | */ |
728 | if (need_identify (op)) |
599 | if (need_identify (op)) |
729 | { |
600 | { |
730 | SET_FLAG (op, FLAG_IDENTIFIED); |
601 | SET_FLAG (op, FLAG_IDENTIFIED); |
731 | CLEAR_FLAG (op, FLAG_CURSED); |
602 | CLEAR_FLAG (op, FLAG_CURSED); |
732 | CLEAR_FLAG (op, FLAG_DAMNED); |
603 | CLEAR_FLAG (op, FLAG_DAMNED); |
733 | } |
604 | } |
|
|
605 | |
734 | if (op->type == SPELL) |
606 | if (op->type == SPELL) |
735 | { |
607 | { |
736 | op->destroy (); |
608 | op->destroy (); |
737 | continue; |
609 | continue; |
738 | } |
610 | } |
… | |
… | |
740 | { |
612 | { |
741 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
613 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
742 | op->stats.exp = 0; |
614 | op->stats.exp = 0; |
743 | op->level = 1; |
615 | op->level = 1; |
744 | } |
616 | } |
745 | /* lock all 'normal items by default */ |
617 | else /* lock all 'normal items by default */ |
746 | else |
|
|
747 | SET_FLAG (op, FLAG_INV_LOCKED); |
618 | SET_FLAG (op, FLAG_INV_LOCKED); |
748 | } /* for loop of objects in player inv */ |
619 | } /* for loop of objects in player inv */ |
749 | |
620 | |
750 | /* Need to set up the skill pointers */ |
621 | /* Need to set up the skill pointers */ |
751 | link_player_skills (pl); |
622 | pl->contr->link_skills (); |
752 | } |
623 | } |
753 | |
624 | |
754 | void |
625 | void |
755 | get_party_password (object *op, partylist *party) |
626 | get_party_password (object *op, partylist *party) |
756 | { |
627 | { |
… | |
… | |
857 | static void |
728 | static void |
858 | start_info (object *op) |
729 | start_info (object *op) |
859 | { |
730 | { |
860 | char buf[MAX_BUF]; |
731 | char buf[MAX_BUF]; |
861 | |
732 | |
862 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
733 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
863 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
734 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
864 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
865 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
866 | } |
735 | } |
867 | |
736 | |
868 | /* This function takes the key that is passed, and does the |
737 | /* This function takes the key that is passed, and does the |
869 | * appropriate action with it (change race, or other things). |
738 | * appropriate action with it (change race, or other things). |
870 | * The function name is for historical reasons - now we have |
739 | * The function name is for historical reasons - now we have |
… | |
… | |
873 | */ |
742 | */ |
874 | void |
743 | void |
875 | player::chargen_race_done () |
744 | player::chargen_race_done () |
876 | { |
745 | { |
877 | /* this must before then initial items are given */ |
746 | /* this must before then initial items are given */ |
878 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
747 | esrv_new_player (ob->contr); |
879 | |
748 | |
880 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
749 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
881 | if (tl) |
750 | if (tl) |
882 | create_treasure (tl, ob, 0, 0, 0); |
751 | create_treasure (tl, ob, 0, 0, 0); |
883 | |
752 | |
… | |
… | |
887 | ob->contr->ns->state = ST_PLAYING; |
756 | ob->contr->ns->state = ST_PLAYING; |
888 | |
757 | |
889 | if (ob->msg) |
758 | if (ob->msg) |
890 | ob->msg = 0; |
759 | ob->msg = 0; |
891 | |
760 | |
892 | /* We create this now because some of the unique maps will need it |
|
|
893 | * to save here. |
|
|
894 | */ |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
|
|
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
898 | make_path_to_file (buf); |
|
|
899 | } |
|
|
900 | |
|
|
901 | start_info (ob); |
761 | start_info (ob); |
902 | CLEAR_FLAG (ob, FLAG_WIZ); |
762 | CLEAR_FLAG (ob, FLAG_WIZ); |
903 | give_initial_items (ob, ob->randomitems); |
763 | give_initial_items (ob, ob->randomitems); |
904 | link_player_skills (ob); |
|
|
905 | esrv_send_inventory (ob, ob); |
764 | esrv_send_inventory (ob, ob); |
906 | ob->update_stats (); |
765 | ob->update_stats (); |
907 | |
766 | |
908 | /* This moves the player to a different start map, if there |
767 | /* This moves the player to a different start map, if there |
909 | * is one for this race |
768 | * is one for this race |
910 | */ |
769 | */ |
911 | if (*first_map_ext_path) |
770 | if (*first_map_ext_path) |
912 | { |
771 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
913 | object *tmp; |
|
|
914 | char mapname[MAX_BUF]; |
|
|
915 | |
|
|
916 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
917 | tmp = object::create (); |
|
|
918 | EXIT_PATH (tmp) = mapname; |
|
|
919 | EXIT_X (tmp) = ob->x; |
|
|
920 | EXIT_Y (tmp) = ob->y; |
|
|
921 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
922 | * if the map isn't there, then stay on the |
|
|
923 | * default initial map */ |
|
|
924 | tmp->destroy (); |
|
|
925 | } |
|
|
926 | else |
772 | else |
927 | LOG (llevDebug, "first_map_ext_path not set\n"); |
773 | LOG (llevDebug, "first_map_ext_path not set\n"); |
928 | } |
774 | } |
929 | |
775 | |
930 | void |
776 | void |
… | |
… | |
961 | ob->stats.hp = ob->stats.maxhp; |
807 | ob->stats.hp = ob->stats.maxhp; |
962 | ob->stats.sp = ob->stats.maxsp; |
808 | ob->stats.sp = ob->stats.maxsp; |
963 | ob->stats.grace = 0; |
809 | ob->stats.grace = 0; |
964 | } |
810 | } |
965 | |
811 | |
966 | void |
812 | static void |
967 | flee_player (object *op) |
813 | flee_player (object *op) |
968 | { |
814 | { |
969 | int dir, diff; |
815 | int dir, diff; |
970 | rv_vector rv; |
816 | rv_vector rv; |
971 | |
817 | |
… | |
… | |
974 | LOG (llevDebug, "Fleeing player is dead.\n"); |
820 | LOG (llevDebug, "Fleeing player is dead.\n"); |
975 | CLEAR_FLAG (op, FLAG_SCARED); |
821 | CLEAR_FLAG (op, FLAG_SCARED); |
976 | return; |
822 | return; |
977 | } |
823 | } |
978 | |
824 | |
979 | if (op->enemy == NULL) |
825 | if (!op->enemy) |
980 | { |
826 | { |
981 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
827 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
982 | CLEAR_FLAG (op, FLAG_SCARED); |
828 | CLEAR_FLAG (op, FLAG_SCARED); |
983 | return; |
829 | return; |
984 | } |
830 | } |
985 | |
831 | |
986 | /* Seen some crashes here. Since we don't store an |
|
|
987 | * op->enemy_count, it is possible that something destroys the |
|
|
988 | * actual enemy, and the object is recycled. |
|
|
989 | */ |
|
|
990 | if (op->enemy->map == NULL) |
|
|
991 | { |
|
|
992 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
993 | op->enemy = NULL; |
|
|
994 | return; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
832 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
998 | { |
833 | { |
999 | op->enemy = NULL; |
834 | op->enemy = NULL; |
1000 | CLEAR_FLAG (op, FLAG_SCARED); |
835 | CLEAR_FLAG (op, FLAG_SCARED); |
1001 | return; |
836 | return; |
… | |
… | |
1004 | get_rangevector (op, op->enemy, &rv, 0); |
839 | get_rangevector (op, op->enemy, &rv, 0); |
1005 | |
840 | |
1006 | dir = absdir (4 + rv.direction); |
841 | dir = absdir (4 + rv.direction); |
1007 | for (diff = 0; diff < 3; diff++) |
842 | for (diff = 0; diff < 3; diff++) |
1008 | { |
843 | { |
1009 | int m = 1 - (RANDOM () & 2); |
844 | int m = 1 - rndm (2) * 2; |
1010 | |
845 | |
1011 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1012 | return; |
847 | return; |
1013 | } |
848 | } |
1014 | |
849 | |
… | |
… | |
1025 | check_pick (object *op) |
860 | check_pick (object *op) |
1026 | { |
861 | { |
1027 | object *tmp, *next; |
862 | object *tmp, *next; |
1028 | int stop = 0; |
863 | int stop = 0; |
1029 | int wvratio; |
864 | int wvratio; |
1030 | char putstring[128]; |
|
|
1031 | |
865 | |
1032 | /* if you're flying, you cna't pick up anything */ |
866 | /* if you're flying, you cna't pick up anything */ |
1033 | if (op->move_type & MOVE_FLYING) |
867 | if (op->move_type & MOVE_FLYING) |
1034 | return 1; |
868 | return 1; |
1035 | |
869 | |
1036 | next = op->below; |
870 | next = op->below; |
1037 | |
871 | |
|
|
872 | int cnt = MAX_ITEM_PER_DROP; |
|
|
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
874 | |
1038 | /* loop while there are items on the floor that are not marked as |
875 | /* loop while there are items on the floor that are not marked as |
1039 | * destroyed */ |
876 | * destroyed */ |
1040 | while (next && !next->destroyed ()) |
877 | while (next && !next->destroyed ()) |
1041 | { |
878 | { |
1042 | tmp = next; |
879 | tmp = next; |
1043 | next = tmp->below; |
880 | next = tmp->below; |
1044 | |
881 | |
|
|
882 | if (cnt <= 0) |
|
|
883 | { |
|
|
884 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
885 | return 0; |
|
|
886 | } |
|
|
887 | |
1045 | if (op->destroyed ()) |
888 | if (op->destroyed ()) |
1046 | return 0; |
889 | return 0; |
1047 | |
890 | |
1048 | if (!can_pick (op, tmp)) |
891 | if (!can_pick (op, tmp)) |
1049 | continue; |
892 | continue; |
1050 | |
893 | |
1051 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
894 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1052 | { |
895 | { |
1053 | if (item_matched_string (op, tmp, op->contr->search_str)) |
896 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1054 | pick_up (op, tmp); |
897 | CHK_PICK_PICKUP; |
|
|
898 | |
1055 | continue; |
899 | continue; |
1056 | } |
900 | } |
1057 | |
901 | |
1058 | /* high not bit set? We're using the old autopickup model */ |
902 | /* pickup handling */ |
|
|
903 | if (op->contr->mode & PU_DEBUG) |
|
|
904 | { |
|
|
905 | /* some debugging code to figure out item information */ |
|
|
906 | const char *str = tmp->name |
|
|
907 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
908 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
909 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
910 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
911 | |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
913 | } |
|
|
914 | |
|
|
915 | if (op->contr->mode & PU_INHIBIT) |
|
|
916 | return 1; |
|
|
917 | |
|
|
918 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
919 | return 1; |
|
|
920 | |
|
|
921 | /* philosophy: |
|
|
922 | * It's easy to grab an item type from a pile, as long as it's |
|
|
923 | * generic. This takes no game-time. For more detailed pickups |
|
|
924 | * and selections, select-items should be used. This is a |
|
|
925 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
926 | * example. |
|
|
927 | * The drawback: right now it has no frontend, so you need to |
|
|
928 | * stick the bits you want into a calculator in hex mode and then |
|
|
929 | * convert to decimal and then 'pickup <#> |
|
|
930 | */ |
|
|
931 | |
|
|
932 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
933 | * STOP then we stop. All the rest are applied sequentially, |
|
|
934 | * meaning if any test passes, the item gets picked up. */ |
|
|
935 | |
|
|
936 | /* if mode is set to pick nothing up, return */ |
|
|
937 | if (op->contr->mode == PU_NOTHING) |
|
|
938 | return 1; |
|
|
939 | |
|
|
940 | /* if mode is set to stop when encountering objects, return */ |
|
|
941 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
942 | * anything up */ |
|
|
943 | if (op->contr->mode & PU_STOP) |
|
|
944 | return 0; |
|
|
945 | |
|
|
946 | /* useful for going into stores and not losing your settings... */ |
|
|
947 | /* and for battles wher you don't want to get loaded down while |
|
|
948 | * fighting */ |
|
|
949 | if (op->contr->mode & PU_INHIBIT) |
|
|
950 | return 1; |
|
|
951 | |
|
|
952 | /* prevent us from turning into auto-thieves :) */ |
|
|
953 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
954 | continue; |
|
|
955 | |
|
|
956 | /* ignore known cursed objects */ |
|
|
957 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
958 | continue; |
|
|
959 | |
|
|
960 | /* all food and drink if desired */ |
|
|
961 | /* question: don't pick up known-poisonous stuff? */ |
1059 | if (!(op->contr->mode & PU_NEWMODE)) |
962 | if (op->contr->mode & PU_FOOD) |
|
|
963 | if (tmp->type == FOOD) |
1060 | { |
964 | { |
1061 | switch (op->contr->mode) |
965 | CHK_PICK_PICKUP; |
|
|
966 | continue; |
|
|
967 | } |
|
|
968 | |
|
|
969 | if (op->contr->mode & PU_DRINK) |
|
|
970 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
971 | { |
|
|
972 | CHK_PICK_PICKUP; |
|
|
973 | continue; |
|
|
974 | } |
|
|
975 | |
|
|
976 | if (op->contr->mode & PU_POTION) |
|
|
977 | if (tmp->type == POTION) |
|
|
978 | { |
|
|
979 | CHK_PICK_PICKUP; |
|
|
980 | continue; |
|
|
981 | } |
|
|
982 | |
|
|
983 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
984 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
985 | if (tmp->type == SPELLBOOK) |
|
|
986 | { |
|
|
987 | CHK_PICK_PICKUP; |
|
|
988 | continue; |
|
|
989 | } |
|
|
990 | |
|
|
991 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
992 | if (tmp->type == SKILLSCROLL) |
|
|
993 | { |
|
|
994 | CHK_PICK_PICKUP; |
|
|
995 | continue; |
|
|
996 | } |
|
|
997 | |
|
|
998 | if (op->contr->mode & PU_READABLES) |
|
|
999 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1000 | { |
|
|
1001 | CHK_PICK_PICKUP; |
|
|
1002 | continue; |
|
|
1003 | } |
|
|
1004 | |
|
|
1005 | /* wands/staves/rods/horns */ |
|
|
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | /* pick up all magical items */ |
|
|
1014 | if (op->contr->mode & PU_MAGICAL) |
|
|
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1016 | { |
|
|
1017 | CHK_PICK_PICKUP; |
|
|
1018 | continue; |
|
|
1019 | } |
|
|
1020 | |
|
|
1021 | if (op->contr->mode & PU_VALUABLES) |
|
|
1022 | { |
|
|
1023 | if (tmp->type == MONEY || tmp->type == GEM) |
1062 | { |
1024 | { |
1063 | case 0: |
1025 | CHK_PICK_PICKUP; |
1064 | return 1; /* don't pick up */ |
1026 | continue; |
1065 | case 1: |
|
|
1066 | pick_up (op, tmp); |
|
|
1067 | return 1; |
|
|
1068 | case 2: |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | return 0; |
|
|
1071 | case 3: |
|
|
1072 | return 0; /* stop before pickup */ |
|
|
1073 | case 4: |
|
|
1074 | pick_up (op, tmp); |
|
|
1075 | break; |
|
|
1076 | case 5: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | stop = 1; |
|
|
1079 | break; |
|
|
1080 | case 6: |
|
|
1081 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1082 | pick_up (op, tmp); |
|
|
1083 | break; |
|
|
1084 | |
|
|
1085 | case 7: |
|
|
1086 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1087 | pick_up (op, tmp); |
|
|
1088 | break; |
|
|
1089 | |
|
|
1090 | default: |
|
|
1091 | /* use value density */ |
|
|
1092 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1093 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1094 | pick_up (op, tmp); |
|
|
1095 | } |
1027 | } |
1096 | } |
1028 | } |
1097 | else |
1029 | |
1098 | { /* old model */ |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1099 | /* NEW pickup handling */ |
|
|
1100 | if (op->contr->mode & PU_DEBUG) |
1031 | if (op->contr->mode & PU_JEWELS) |
|
|
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1101 | { |
1033 | { |
1102 | /* some debugging code to figure out item information */ |
1034 | CHK_PICK_PICKUP; |
1103 | if (tmp->name != NULL) |
|
|
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | else |
|
|
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1108 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1109 | |
|
|
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1111 | } |
|
|
1112 | |
|
|
1113 | /* philosophy: |
|
|
1114 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1115 | * generic. This takes no game-time. For more detailed pickups |
|
|
1116 | * and selections, select-items should be used. This is a |
|
|
1117 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1118 | * example. |
|
|
1119 | * The drawback: right now it has no frontend, so you need to |
|
|
1120 | * stick the bits you want into a calculator in hex mode and then |
|
|
1121 | * convert to decimal and then 'pickup <#> |
|
|
1122 | */ |
|
|
1123 | |
|
|
1124 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1125 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1126 | * meaning if any test passes, the item gets picked up. */ |
|
|
1127 | |
|
|
1128 | /* if mode is set to pick nothing up, return */ |
|
|
1129 | |
|
|
1130 | if (op->contr->mode & PU_NOTHING) |
|
|
1131 | return 1; |
|
|
1132 | |
|
|
1133 | /* if mode is set to stop when encountering objects, return */ |
|
|
1134 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1135 | * anything up */ |
|
|
1136 | |
|
|
1137 | if (op->contr->mode & PU_STOP) |
|
|
1138 | return 0; |
|
|
1139 | |
|
|
1140 | /* useful for going into stores and not losing your settings... */ |
|
|
1141 | /* and for battles wher you don't want to get loaded down while |
|
|
1142 | * fighting */ |
|
|
1143 | if (op->contr->mode & PU_INHIBIT) |
|
|
1144 | return 1; |
|
|
1145 | |
|
|
1146 | /* prevent us from turning into auto-thieves :) */ |
|
|
1147 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1148 | continue; |
1035 | continue; |
|
|
1036 | } |
1149 | |
1037 | |
1150 | /* ignore known cursed objects */ |
1038 | /* we don't forget dragon food */ |
1151 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1039 | if (op->contr->mode & PU_FLESH) |
|
|
1040 | if (tmp->type == FLESH) |
|
|
1041 | { |
|
|
1042 | CHK_PICK_PICKUP; |
1152 | continue; |
1043 | continue; |
|
|
1044 | } |
1153 | |
1045 | |
1154 | /* all food and drink if desired */ |
1046 | /* bows and arrows. Bows are good for selling! */ |
1155 | /* question: don't pick up known-poisonous stuff? */ |
1047 | if (op->contr->mode & PU_BOW) |
|
|
1048 | if (tmp->type == BOW) |
|
|
1049 | { |
|
|
1050 | CHK_PICK_PICKUP; |
|
|
1051 | continue; |
|
|
1052 | } |
|
|
1053 | |
|
|
1054 | if (op->contr->mode & PU_ARROW) |
|
|
1055 | if (tmp->type == ARROW) |
|
|
1056 | { |
|
|
1057 | CHK_PICK_PICKUP; |
|
|
1058 | continue; |
|
|
1059 | } |
|
|
1060 | |
|
|
1061 | /* all kinds of armor etc. */ |
|
|
1062 | if (op->contr->mode & PU_ARMOUR) |
|
|
1063 | if (tmp->type == ARMOUR) |
|
|
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | if (op->contr->mode & PU_HELMET) |
|
|
1070 | if (tmp->type == HELMET) |
|
|
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | if (op->contr->mode & PU_SHIELD) |
|
|
1077 | if (tmp->type == SHIELD) |
|
|
1078 | { |
|
|
1079 | CHK_PICK_PICKUP; |
|
|
1080 | continue; |
|
|
1081 | } |
|
|
1082 | |
1156 | if (op->contr->mode & PU_FOOD) |
1083 | if (op->contr->mode & PU_BOOTS) |
1157 | if (tmp->type == FOOD) |
1084 | if (tmp->type == BOOTS) |
|
|
1085 | { |
|
|
1086 | CHK_PICK_PICKUP; |
|
|
1087 | continue; |
|
|
1088 | } |
|
|
1089 | |
|
|
1090 | if (op->contr->mode & PU_GLOVES) |
|
|
1091 | if (tmp->type == GLOVES) |
|
|
1092 | { |
|
|
1093 | CHK_PICK_PICKUP; |
|
|
1094 | continue; |
|
|
1095 | } |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_CLOAK) |
|
|
1098 | if (tmp->type == CLOAK) |
|
|
1099 | { |
|
|
1100 | CHK_PICK_PICKUP; |
|
|
1101 | continue; |
|
|
1102 | } |
|
|
1103 | |
|
|
1104 | /* hoping to catch throwing daggers here */ |
|
|
1105 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1106 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1107 | { |
|
|
1108 | CHK_PICK_PICKUP; |
|
|
1109 | continue; |
|
|
1110 | } |
|
|
1111 | |
|
|
1112 | /* careful: chairs and tables are weapons! */ |
|
|
1113 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1114 | { |
|
|
1115 | if (tmp->type == WEAPON) |
|
|
1116 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1158 | { |
1117 | { |
1159 | pick_up (op, tmp); |
1118 | CHK_PICK_PICKUP; |
1160 | continue; |
1119 | continue; |
1161 | } |
1120 | } |
|
|
1121 | } |
1162 | |
1122 | |
|
|
1123 | /* misc stuff that's useful */ |
1163 | if (op->contr->mode & PU_DRINK) |
1124 | if (op->contr->mode & PU_KEY) |
1164 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1125 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1165 | { |
1126 | { |
1166 | pick_up (op, tmp); |
1127 | CHK_PICK_PICKUP; |
1167 | continue; |
1128 | continue; |
1168 | } |
1129 | } |
1169 | |
1130 | |
|
|
1131 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1132 | * pickups */ |
1170 | if (op->contr->mode & PU_POTION) |
1133 | if (op->contr->mode & PU_RATIO) |
1171 | if (tmp->type == POTION) |
1134 | { |
|
|
1135 | /* use value density to decide what else to grab */ |
|
|
1136 | /* >=7 was >= op->contr->mode */ |
|
|
1137 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1172 | { |
1138 | */ |
1173 | pick_up (op, tmp); |
|
|
1174 | continue; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1178 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1179 | if (tmp->type == SPELLBOOK) |
|
|
1180 | { |
|
|
1181 | pick_up (op, tmp); |
|
|
1182 | continue; |
|
|
1183 | } |
|
|
1184 | |
|
|
1185 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1186 | if (tmp->type == SKILLSCROLL) |
|
|
1187 | { |
|
|
1188 | pick_up (op, tmp); |
|
|
1189 | continue; |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | if (op->contr->mode & PU_READABLES) |
|
|
1193 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1194 | { |
|
|
1195 | pick_up (op, tmp); |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* wands/staves/rods/horns */ |
|
|
1200 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1201 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1202 | { |
|
|
1203 | pick_up (op, tmp); |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* pick up all magical items */ |
|
|
1208 | if (op->contr->mode & PU_MAGICAL) |
1139 | wvratio = op->contr->mode & PU_RATIO; |
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1140 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1210 | { |
|
|
1211 | pick_up (op, tmp); |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_VALUABLES) |
|
|
1216 | { |
1141 | { |
1217 | if (tmp->type == MONEY || tmp->type == GEM) |
1142 | #if 0 |
|
|
1143 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1144 | if (tmp->name != NULL) |
1218 | { |
1145 | { |
1219 | pick_up (op, tmp); |
1146 | fprintf (stderr, "%s", tmp->name); |
1220 | continue; |
|
|
1221 | } |
1147 | } |
1222 | } |
|
|
1223 | |
|
|
1224 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1225 | if (op->contr->mode & PU_JEWELS) |
|
|
1226 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1227 | { |
|
|
1228 | pick_up (op, tmp); |
|
|
1229 | continue; |
|
|
1230 | } |
|
|
1231 | |
|
|
1232 | /* we don't forget dragon food */ |
|
|
1233 | if (op->contr->mode & PU_FLESH) |
|
|
1234 | if (tmp->type == FLESH) |
|
|
1235 | { |
|
|
1236 | pick_up (op, tmp); |
|
|
1237 | continue; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* bows and arrows. Bows are good for selling! */ |
|
|
1241 | if (op->contr->mode & PU_BOW) |
|
|
1242 | if (tmp->type == BOW) |
|
|
1243 | { |
|
|
1244 | pick_up (op, tmp); |
|
|
1245 | continue; |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | if (op->contr->mode & PU_ARROW) |
|
|
1249 | if (tmp->type == ARROW) |
|
|
1250 | { |
|
|
1251 | pick_up (op, tmp); |
|
|
1252 | continue; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | /* all kinds of armor etc. */ |
|
|
1256 | if (op->contr->mode & PU_ARMOUR) |
|
|
1257 | if (tmp->type == ARMOUR) |
|
|
1258 | { |
|
|
1259 | pick_up (op, tmp); |
|
|
1260 | continue; |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | if (op->contr->mode & PU_HELMET) |
|
|
1264 | if (tmp->type == HELMET) |
|
|
1265 | { |
|
|
1266 | pick_up (op, tmp); |
|
|
1267 | continue; |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | if (op->contr->mode & PU_SHIELD) |
|
|
1271 | if (tmp->type == SHIELD) |
|
|
1272 | { |
|
|
1273 | pick_up (op, tmp); |
|
|
1274 | continue; |
|
|
1275 | } |
|
|
1276 | |
|
|
1277 | if (op->contr->mode & PU_BOOTS) |
|
|
1278 | if (tmp->type == BOOTS) |
|
|
1279 | { |
|
|
1280 | pick_up (op, tmp); |
|
|
1281 | continue; |
|
|
1282 | } |
|
|
1283 | |
|
|
1284 | if (op->contr->mode & PU_GLOVES) |
|
|
1285 | if (tmp->type == GLOVES) |
|
|
1286 | { |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | if (op->contr->mode & PU_CLOAK) |
|
|
1292 | if (tmp->type == CLOAK) |
|
|
1293 | { |
|
|
1294 | pick_up (op, tmp); |
|
|
1295 | continue; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | /* hoping to catch throwing daggers here */ |
|
|
1299 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1300 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1301 | { |
|
|
1302 | pick_up (op, tmp); |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | |
|
|
1306 | /* careful: chairs and tables are weapons! */ |
|
|
1307 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1308 | { |
|
|
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1310 | { |
|
|
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1313 | { |
|
|
1314 | pick_up (op, tmp); |
|
|
1315 | continue; |
|
|
1316 | } |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1320 | { |
|
|
1321 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | continue; |
|
|
1325 | } |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | /* misc stuff that's useful */ |
|
|
1330 | if (op->contr->mode & PU_KEY) |
|
|
1331 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1332 | { |
|
|
1333 | pick_up (op, tmp); |
|
|
1334 | continue; |
|
|
1335 | } |
|
|
1336 | |
|
|
1337 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1338 | * pickups */ |
|
|
1339 | if (op->contr->mode & PU_RATIO) |
|
|
1340 | { |
|
|
1341 | /* use value density to decide what else to grab */ |
|
|
1342 | /* >=7 was >= op->contr->mode */ |
|
|
1343 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1344 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1345 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1346 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1347 | { |
|
|
1348 | pick_up (op, tmp); |
|
|
1349 | #if 0 |
|
|
1350 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1351 | if (tmp->name != NULL) |
|
|
1352 | { |
|
|
1353 | fprintf (stderr, "%s", tmp->name); |
|
|
1354 | } |
|
|
1355 | else |
1148 | else |
1356 | fprintf (stderr, "%s", tmp->arch->archname); |
1149 | fprintf (stderr, "%s", tmp->arch->archname); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1150 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1151 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1359 | #endif |
1152 | #endif |
|
|
1153 | CHK_PICK_PICKUP; |
1360 | continue; |
1154 | continue; |
1361 | } |
|
|
1362 | } |
1155 | } |
1363 | } /* the new pickup model */ |
1156 | } /* the new pickup model */ |
1364 | } |
1157 | } |
1365 | |
1158 | |
1366 | return !stop; |
1159 | return !stop; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | /* routine for both players and monsters. We call this when |
|
|
1163 | * there is a possibility for our action distrubing our hiding |
|
|
1164 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1165 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1166 | * return 0. |
|
|
1167 | */ |
|
|
1168 | static int |
|
|
1169 | action_makes_visible (object *op) |
|
|
1170 | { |
|
|
1171 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1172 | { |
|
|
1173 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1174 | { |
|
|
1175 | // artefact invisibility is permanent, but we still make noise |
|
|
1176 | // this is important for game-balance. |
|
|
1177 | if (op->contr) |
|
|
1178 | op->make_noise (); |
|
|
1179 | |
|
|
1180 | return 0; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1184 | return 0; |
|
|
1185 | |
|
|
1186 | /* If monsters, they should become visible */ |
|
|
1187 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1188 | { |
|
|
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1190 | return 1; |
|
|
1191 | } |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | return 0; |
1367 | } |
1195 | } |
1368 | |
1196 | |
1369 | /* |
1197 | /* |
1370 | * Find an arrow in the inventory and after that |
1198 | * Find an arrow in the inventory and after that |
1371 | * in the right type container (quiver). Pointer to the |
1199 | * in the right type container (quiver). Pointer to the |
1372 | * found object is returned. |
1200 | * found object is returned. |
1373 | */ |
1201 | */ |
1374 | object * |
1202 | static object * |
1375 | find_arrow (object *op, const char *type) |
1203 | find_arrow (object *op, const char *type) |
1376 | { |
1204 | { |
1377 | object *tmp = 0; |
|
|
1378 | |
|
|
1379 | for (op = op->inv; op; op = op->below) |
1205 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1381 | tmp = find_arrow (op, type); |
|
|
1382 | else if (op->type == ARROW && op->race == type) |
1206 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1207 | return splay (tmp); |
|
|
1208 | |
|
|
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1210 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1211 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1212 | { |
|
|
1213 | splay (tmp); |
1383 | return op; |
1214 | return arrow; |
|
|
1215 | } |
1384 | |
1216 | |
1385 | return tmp; |
1217 | return 0; |
1386 | } |
1218 | } |
1387 | |
1219 | |
1388 | /* |
1220 | /* |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1221 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1390 | * against the target. A full test is not performed, simply a basic test |
1222 | * against the target. A full test is not performed, simply a basic test |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1223 | * of resistances. The archer is making a quick guess at what he sees down |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1224 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1393 | */ |
1225 | */ |
1394 | object * |
1226 | static object * |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1227 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1396 | { |
1228 | { |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1229 | object *tmp = NULL, *arrow, *ntmp; |
1398 | int attacknum, attacktype, betterby = 0, i; |
1230 | int attacknum, attacktype, betterby = 0, i; |
1399 | |
1231 | |
1400 | if (!type) |
1232 | if (!type) |
… | |
… | |
1404 | { |
1236 | { |
1405 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1237 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1406 | { |
1238 | { |
1407 | i = 0; |
1239 | i = 0; |
1408 | ntmp = find_better_arrow (arrow, target, type, &i); |
1240 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1241 | |
1409 | if (i > betterby) |
1242 | if (i > betterby) |
1410 | { |
1243 | { |
1411 | tmp = ntmp; |
1244 | tmp = ntmp; |
1412 | betterby = i; |
1245 | betterby = i; |
1413 | } |
1246 | } |
1414 | } |
1247 | } |
1415 | else if (arrow->type == ARROW && arrow->race == type) |
1248 | else if (arrow->type == ARROW && arrow->race == type) |
1416 | { |
1249 | { |
1417 | /* allways prefer assasination/slaying */ |
1250 | /* allways prefer assasination/slaying */ |
1418 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1251 | if (target->race && arrow->slaying.contains (target->race)) |
1419 | { |
1252 | { |
1420 | if (arrow->attacktype & AT_DEATH) |
1253 | if (arrow->attacktype & AT_DEATH) |
1421 | { |
1254 | { |
1422 | *better = 100; |
1255 | *better = 100; |
1423 | return arrow; |
1256 | return arrow; |
… | |
… | |
1438 | { |
1271 | { |
1439 | tmp = arrow; |
1272 | tmp = arrow; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1273 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1441 | } |
1274 | } |
1442 | } |
1275 | } |
|
|
1276 | |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1277 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | { |
1278 | { |
1445 | tmp = arrow; |
1279 | tmp = arrow; |
1446 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1280 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1447 | } |
1281 | } |
|
|
1282 | |
1448 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1283 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1449 | { |
1284 | { |
1450 | tmp = arrow; |
1285 | tmp = arrow; |
1451 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1286 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1452 | } |
1287 | } |
1453 | } |
1288 | } |
1454 | } |
1289 | } |
1455 | } |
1290 | } |
|
|
1291 | |
1456 | if (tmp == NULL && arrow == NULL) |
1292 | if (tmp == NULL && arrow == NULL) |
1457 | return find_arrow (op, type); |
1293 | return find_arrow (op, type); |
1458 | |
1294 | |
1459 | *better = betterby; |
1295 | *better = betterby; |
1460 | return tmp; |
1296 | return tmp; |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1300 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1301 | * op = the shooter |
1466 | * type = bow->race |
1302 | * type = bow->race |
1467 | * dir = fire direction |
1303 | * dir = fire direction |
1468 | */ |
1304 | */ |
1469 | object * |
1305 | static object * |
1470 | pick_arrow_target (object *op, const char *type, int dir) |
1306 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1471 | { |
1307 | { |
1472 | object *tmp = NULL; |
1308 | object *tmp = NULL; |
1473 | maptile *m; |
1309 | maptile *m; |
1474 | int i, mflags, found, number; |
1310 | int i, mflags, found, number; |
1475 | sint16 x, y; |
1311 | sint16 x, y; |
… | |
… | |
1490 | for (i = 0, found = 0; i < 20; i++) |
1326 | for (i = 0, found = 0; i < 20; i++) |
1491 | { |
1327 | { |
1492 | x += freearr_x[dir]; |
1328 | x += freearr_x[dir]; |
1493 | y += freearr_y[dir]; |
1329 | y += freearr_y[dir]; |
1494 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1330 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1331 | |
1495 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1332 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1496 | { |
1333 | { |
1497 | tmp = NULL; |
1334 | tmp = 0; |
1498 | break; |
1335 | break; |
1499 | } |
1336 | } |
1500 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1337 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1501 | { |
1338 | { |
1502 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1339 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1503 | * perhaps a bad assumption. |
1340 | * perhaps a bad assumption. |
1504 | */ |
1341 | */ |
1505 | tmp = NULL; |
1342 | tmp = 0; |
1506 | break; |
1343 | break; |
1507 | } |
1344 | } |
|
|
1345 | |
1508 | if (mflags & P_IS_ALIVE) |
1346 | if (mflags & P_IS_ALIVE) |
1509 | { |
|
|
1510 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1347 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1511 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1348 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1512 | { |
|
|
1513 | found++; |
|
|
1514 | break; |
|
|
1515 | } |
|
|
1516 | if (found) |
|
|
1517 | break; |
1349 | break; |
1518 | } |
|
|
1519 | } |
1350 | } |
1520 | if (tmp == NULL) |
1351 | |
|
|
1352 | if (!tmp) |
1521 | return find_arrow (op, type); |
1353 | return find_arrow (op, type); |
1522 | |
1354 | |
1523 | if (tmp->head) |
1355 | if (tmp->head) |
1524 | tmp = tmp->head; |
1356 | tmp = tmp->head; |
1525 | |
1357 | |
… | |
… | |
1565 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1397 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1566 | return 0; |
1398 | return 0; |
1567 | } |
1399 | } |
1568 | |
1400 | |
1569 | // optimisation: move object to top so we will find it quickly again |
1401 | // optimisation: move object to top so we will find it quickly again |
1570 | if (bow->below) |
1402 | splay (bow); |
1571 | { |
|
|
1572 | bow->remove (); |
|
|
1573 | op->insert (bow); |
|
|
1574 | } |
|
|
1575 | |
|
|
1576 | } |
1403 | } |
1577 | |
1404 | |
1578 | if (!bow->race || !bow->skill) |
1405 | if (!bow->race || !bow->skill) |
1579 | { |
1406 | { |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1407 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1606 | } |
1433 | } |
1607 | |
1434 | |
1608 | /* this should not happen, but sometimes does */ |
1435 | /* this should not happen, but sometimes does */ |
1609 | if (arrow->nrof == 0) |
1436 | if (arrow->nrof == 0) |
1610 | { |
1437 | { |
|
|
1438 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1611 | arrow->destroy (); |
1439 | arrow->destroy (); |
1612 | return 0; |
1440 | return 0; |
1613 | } |
1441 | } |
1614 | |
1442 | |
1615 | left = arrow; /* these are arrows left to the player */ |
1443 | left = arrow; /* these are arrows left to the player */ |
1616 | arrow = get_split_ob (arrow, 1); |
1444 | arrow = arrow->split (); |
1617 | if (!arrow) |
1445 | if (!arrow) |
1618 | { |
1446 | { |
1619 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1447 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1620 | return 0; |
1448 | return 0; |
1621 | } |
1449 | } |
… | |
… | |
1625 | arrow->direction = dir; |
1453 | arrow->direction = dir; |
1626 | |
1454 | |
1627 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1455 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1628 | arrow->stats.hp = arrow->stats.dam; |
1456 | arrow->stats.hp = arrow->stats.dam; |
1629 | arrow->stats.grace = arrow->attacktype; |
1457 | arrow->stats.grace = arrow->attacktype; |
1630 | |
1458 | arrow->custom_name = arrow->slaying; |
1631 | if (arrow->slaying) |
|
|
1632 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1633 | |
1459 | |
1634 | #if 0 |
1460 | #if 0 |
1635 | if (player *pl = op->contr) |
1461 | if (player *pl = op->contr) |
1636 | { |
1462 | { |
1637 | float speed = pl->weapon_sp; |
1463 | float speed = pl->weapon_sp; |
… | |
… | |
1688 | op->play_sound (sound_find ("fire_arrow")); |
1514 | op->play_sound (sound_find ("fire_arrow")); |
1689 | m->insert (arrow, sx, sy, op); |
1515 | m->insert (arrow, sx, sy, op); |
1690 | |
1516 | |
1691 | if (!arrow->destroyed ()) |
1517 | if (!arrow->destroyed ()) |
1692 | move_arrow (arrow); |
1518 | move_arrow (arrow); |
1693 | |
|
|
1694 | if (op->type == PLAYER) |
|
|
1695 | { |
|
|
1696 | if (left->destroyed ()) |
|
|
1697 | esrv_del_item (op->contr, left->count); |
|
|
1698 | else |
|
|
1699 | esrv_send_item (op, left); |
|
|
1700 | } |
|
|
1701 | |
1519 | |
1702 | return 1; |
1520 | return 1; |
1703 | } |
1521 | } |
1704 | |
1522 | |
1705 | /* Special fire code for players - this takes into |
1523 | /* Special fire code for players - this takes into |
… | |
… | |
1707 | * but monsters can't. Putting that code here |
1525 | * but monsters can't. Putting that code here |
1708 | * makes the fire_bow code much cleaner. |
1526 | * makes the fire_bow code much cleaner. |
1709 | * this function should only be called if 'op' is a player, |
1527 | * this function should only be called if 'op' is a player, |
1710 | * hence the function name. |
1528 | * hence the function name. |
1711 | */ |
1529 | */ |
1712 | int |
1530 | static int |
1713 | player_fire_bow (object *op, int dir) |
1531 | player_fire_bow (object *op, int dir) |
1714 | { |
1532 | { |
1715 | int ret = 0, wcmod = 0; |
1533 | int ret; |
1716 | |
1534 | |
1717 | if (op->contr->bowtype == bow_bestarrow) |
1535 | if (op->contr->bowtype == bow_bestarrow) |
1718 | { |
1536 | { |
1719 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1537 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1720 | } |
1538 | } |
1721 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1539 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1722 | { |
1540 | { |
1723 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1541 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1724 | wcmod = -1; |
|
|
1725 | |
|
|
1726 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1542 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1727 | } |
1543 | } |
1728 | else if (op->contr->bowtype == bow_threewide) |
1544 | else if (op->contr->bowtype == bow_threewide) |
1729 | { |
1545 | { |
1730 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1546 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1731 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1547 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1732 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1548 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1733 | } |
1549 | } |
1734 | else if (op->contr->bowtype == bow_spreadshot) |
1550 | else if (op->contr->bowtype == bow_spreadshot) |
1735 | { |
1551 | { |
1736 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1552 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1737 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1553 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1554 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1739 | } |
1555 | } |
1740 | else |
1556 | else |
1741 | { |
1557 | { |
… | |
… | |
1747 | } |
1563 | } |
1748 | |
1564 | |
1749 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1565 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1750 | * Broken apart from 'fire' to keep it more readable. |
1566 | * Broken apart from 'fire' to keep it more readable. |
1751 | */ |
1567 | */ |
1752 | void |
1568 | static void |
1753 | fire_misc_object (object *op, int dir) |
1569 | fire_misc_object (object *op, int dir) |
1754 | { |
1570 | { |
1755 | object *item = op->contr->ranged_ob; |
1571 | object *item = op->contr->ranged_ob; |
1756 | |
1572 | |
1757 | if (!item) |
1573 | if (!item) |
… | |
… | |
1779 | return; |
1595 | return; |
1780 | } |
1596 | } |
1781 | } |
1597 | } |
1782 | else if (item->type == ROD || item->type == HORN) |
1598 | else if (item->type == ROD || item->type == HORN) |
1783 | { |
1599 | { |
1784 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1600 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1601 | |
|
|
1602 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1603 | // for a rod or horn, this fixes some broken rods. |
|
|
1604 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1785 | { |
1605 | { |
1786 | op->contr->play_sound (sound_find ("wand_poof")); |
1606 | op->contr->play_sound (sound_find ("wand_poof")); |
1787 | |
1607 | |
1788 | if (item->type == ROD) |
1608 | if (item->type == ROD) |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1609 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1794 | } |
1614 | } |
1795 | } |
1615 | } |
1796 | |
1616 | |
1797 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1617 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1798 | { |
1618 | { |
1799 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1619 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1620 | |
1800 | if (item->type == WAND) |
1621 | if (item->type == WAND) |
1801 | { |
1622 | { |
1802 | if (!(--item->stats.food)) |
1623 | if (!(--item->stats.food)) |
1803 | { |
1624 | { |
1804 | object *tmp; |
1625 | object *tmp; |
… | |
… | |
1808 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1629 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1809 | item->face = item->arch->face; |
1630 | item->face = item->arch->face; |
1810 | item->set_speed (0); |
1631 | item->set_speed (0); |
1811 | } |
1632 | } |
1812 | |
1633 | |
1813 | if ((tmp = item->in_player ())) |
1634 | if (object *pl = item->visible_to ()) |
1814 | esrv_update_item (UPD_ANIM, tmp, item); |
1635 | esrv_update_item (UPD_ANIM, pl, item); |
1815 | } |
1636 | } |
1816 | } |
1637 | } |
1817 | else if (item->type == ROD || item->type == HORN) |
1638 | else if (item->type == ROD || item->type == HORN) |
1818 | drain_rod_charge (item); |
1639 | drain_rod_charge (item); |
1819 | } |
1640 | } |
… | |
… | |
1824 | bool |
1645 | bool |
1825 | fire (object *op, int dir) |
1646 | fire (object *op, int dir) |
1826 | { |
1647 | { |
1827 | int spellcost = 0; |
1648 | int spellcost = 0; |
1828 | |
1649 | |
1829 | /* check for loss of invisiblity/hide */ |
|
|
1830 | if (action_makes_visible (op)) |
|
|
1831 | make_visible (op); |
|
|
1832 | |
|
|
1833 | player *pl = op->contr; |
1650 | player *pl = op->contr; |
1834 | |
1651 | |
1835 | if (pl->golem) |
1652 | if (pl->golem) |
1836 | { |
1653 | { |
1837 | control_golem (op->contr->golem, dir); |
1654 | control_golem (op->contr->golem, dir); |
… | |
… | |
1839 | } |
1656 | } |
1840 | |
1657 | |
1841 | object *ob = pl->ranged_ob; |
1658 | object *ob = pl->ranged_ob; |
1842 | |
1659 | |
1843 | if (!ob) |
1660 | if (!ob) |
1844 | return false; |
|
|
1845 | |
|
|
1846 | if (!op->change_weapon (ob)) |
|
|
1847 | return false; |
1661 | return false; |
1848 | |
1662 | |
1849 | if (op->speed_left > 0.f) |
1663 | if (op->speed_left > 0.f) |
1850 | --op->speed_left; |
1664 | --op->speed_left; |
1851 | else |
1665 | else |
1852 | return false; |
1666 | return false; |
1853 | |
1667 | |
|
|
1668 | if (!op->change_weapon (ob)) |
|
|
1669 | return false; |
|
|
1670 | |
|
|
1671 | /* check for loss of invisiblity/hide */ |
|
|
1672 | if (action_makes_visible (op)) |
|
|
1673 | make_visible (op); |
|
|
1674 | |
1854 | switch (ob->type) |
1675 | switch (ob->type) |
1855 | { |
1676 | { |
1856 | case BOW: |
1677 | case BOW: |
1857 | player_fire_bow (op, dir); |
1678 | player_fire_bow (op, dir); |
1858 | break; |
1679 | break; |
1859 | |
1680 | |
1860 | case SPELL: |
1681 | case SPELL: |
1861 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1682 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1862 | break; |
1683 | break; |
1863 | |
1684 | |
1864 | case BUILDER: |
1685 | case BUILDER: |
1865 | apply_map_builder (op, dir); |
1686 | apply_map_builder (op, dir); |
1866 | break; |
1687 | break; |
… | |
… | |
1875 | } |
1696 | } |
1876 | |
1697 | |
1877 | return true; |
1698 | return true; |
1878 | } |
1699 | } |
1879 | |
1700 | |
1880 | /* find_key |
1701 | static object * |
1881 | * We try to find a key for the door as passed. If we find a key |
|
|
1882 | * and successfully use it, we return the key, otherwise NULL |
|
|
1883 | * This function merges both normal and locked door, since the logic |
|
|
1884 | * for both is the same - just the specific key is different. |
|
|
1885 | * pl is the player, |
|
|
1886 | * inv is the objects inventory to searched |
|
|
1887 | * door is the door we are trying to match against. |
|
|
1888 | * This function can be called recursively to search containers. |
|
|
1889 | */ |
|
|
1890 | object * |
|
|
1891 | find_key (object *pl, object *container, object *door) |
1702 | find_key_ (object *pl, object *container, object *door) |
1892 | { |
1703 | { |
1893 | object *tmp, *key; |
1704 | object *tmp, *key; |
1894 | |
1705 | |
1895 | /* Should not happen, but sanity checking is never bad */ |
1706 | /* Should not happen, but sanity checking is never bad */ |
1896 | if (!container->inv) |
1707 | if (!container->inv) |
… | |
… | |
1899 | /* First, lets try to find a key in the top level inventory */ |
1710 | /* First, lets try to find a key in the top level inventory */ |
1900 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1711 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1901 | { |
1712 | { |
1902 | if (door->type == DOOR && tmp->type == KEY) |
1713 | if (door->type == DOOR && tmp->type == KEY) |
1903 | break; |
1714 | break; |
|
|
1715 | |
1904 | /* For sanity, we should really check door type, but other stuff |
1716 | /* For sanity, we should really check door type, but other stuff |
1905 | * (like containers) can be locked with special keys |
1717 | * (like containers) can be locked with special keys |
1906 | */ |
1718 | */ |
1907 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1719 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1908 | break; |
1720 | break; |
… | |
… | |
1914 | * a key, return |
1726 | * a key, return |
1915 | */ |
1727 | */ |
1916 | if (!tmp) |
1728 | if (!tmp) |
1917 | { |
1729 | { |
1918 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1730 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1919 | { |
|
|
1920 | /* No reason to search empty containers */ |
1731 | /* No reason to search empty containers */ |
1921 | if (tmp->type == CONTAINER && tmp->inv) |
1732 | if (tmp->type == CONTAINER && tmp->inv) |
1922 | { |
|
|
1923 | if ((key = find_key (pl, tmp, door))) |
1733 | if ((key = find_key_ (pl, tmp, door))) |
1924 | return key; |
1734 | return key; |
1925 | } |
|
|
1926 | } |
|
|
1927 | |
1735 | |
1928 | if (!tmp) |
1736 | if (!tmp) |
1929 | return NULL; |
1737 | return 0; |
1930 | } |
1738 | } |
1931 | |
1739 | |
1932 | /* We get down here if we have found a key. Now if its in a container, |
1740 | /* We get down here if we have found a key. Now if its in a container, |
1933 | * see if we actually want to use it |
1741 | * see if we actually want to use it |
1934 | */ |
1742 | */ |
1935 | if (pl != container) |
1743 | if (pl != container) |
1936 | { |
1744 | { |
1937 | /* Only let players use keys in containers */ |
1745 | /* Only let players use keys in containers */ |
1938 | if (!pl->contr) |
1746 | if (!pl->contr) |
1939 | return NULL; |
1747 | return 0; |
|
|
1748 | |
1940 | /* cases where this fails: |
1749 | /* cases where this fails: |
1941 | * If we only search the player inventory, return now since we |
1750 | * If we only search the player inventory, return now since we |
1942 | * are not in the players inventory. |
1751 | * are not in the players inventory. |
1943 | * If the container is not active, return now since only active |
1752 | * If the container is not active, return now since only active |
1944 | * containers can be used. |
1753 | * containers can be used. |
… | |
… | |
1948 | * inv must have been an container and must have been active. |
1757 | * inv must have been an container and must have been active. |
1949 | * |
1758 | * |
1950 | * Change the color so that the message doesn't disappear with |
1759 | * Change the color so that the message doesn't disappear with |
1951 | * all the others. |
1760 | * all the others. |
1952 | */ |
1761 | */ |
1953 | if (pl->contr->usekeys == key_inventory || |
1762 | if (pl->contr->usekeys == key_inventory |
1954 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1763 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1955 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1764 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1956 | { |
1765 | { |
1957 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1766 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1958 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1767 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1959 | return NULL; |
1768 | return NULL; |
1960 | } |
1769 | } |
1961 | } |
1770 | } |
1962 | |
1771 | |
1963 | return tmp; |
1772 | return tmp; |
|
|
1773 | } |
|
|
1774 | |
|
|
1775 | /* find_key |
|
|
1776 | * We try to find a key for the door as passed. If we find a key |
|
|
1777 | * and successfully use it, we return the key, otherwise NULL |
|
|
1778 | * This function merges both normal and locked door, since the logic |
|
|
1779 | * for both is the same - just the specific key is different. |
|
|
1780 | * pl is the player, |
|
|
1781 | * inv is the objects inventory to searched |
|
|
1782 | * door is the door we are trying to match against. |
|
|
1783 | * This function can be called recursively to search containers. |
|
|
1784 | */ |
|
|
1785 | object * |
|
|
1786 | find_key (object *pl, object *container, object *door) |
|
|
1787 | { |
|
|
1788 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1789 | { |
|
|
1790 | // for match expressions, we try to find the key by applying the match |
|
|
1791 | // to the op itself, which is supposed to find the "key", instead |
|
|
1792 | // of searching through containers ourselves. |
|
|
1793 | |
|
|
1794 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1795 | } |
|
|
1796 | else |
|
|
1797 | return find_key_ (pl, container, door); |
1964 | } |
1798 | } |
1965 | |
1799 | |
1966 | /* moved door processing out of move_player_attack. |
1800 | /* moved door processing out of move_player_attack. |
1967 | * returns 1 if player has opened the door with a key |
1801 | * returns 1 if player has opened the door with a key |
1968 | * such that the caller should not do anything more, |
1802 | * such that the caller should not do anything more, |
… | |
… | |
1990 | |
1824 | |
1991 | if (door->type == DOOR) |
1825 | if (door->type == DOOR) |
1992 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1826 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1993 | else if (door->type == LOCKED_DOOR) |
1827 | else if (door->type == LOCKED_DOOR) |
1994 | { |
1828 | { |
1995 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1829 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1996 | remove_door2 (door); /* remove door without violence ;-) */ |
1830 | remove_door2 (door); /* remove door without violence ;-) */ |
1997 | } |
1831 | } |
1998 | |
1832 | |
1999 | /* Do this after we print the message */ |
1833 | /* Do this after we print the message */ |
2000 | decrease_ob (key); /* Use up one of the keys */ |
1834 | key->decrease (); /* Use up one of the keys */ |
2001 | /* Need to update the weight the container the key was in */ |
|
|
2002 | if (container != op) |
|
|
2003 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2004 | |
1835 | |
2005 | return 1; /* Nothing more to do below */ |
1836 | return 1; /* Nothing more to do below */ |
2006 | } |
1837 | } |
2007 | else if (door->type == LOCKED_DOOR) |
1838 | else if (door->type == LOCKED_DOOR) |
2008 | { |
1839 | { |
2009 | /* Might as well return now - no other way to open this */ |
1840 | /* Might as well return now - no other way to open this */ |
2010 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1841 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2011 | return 1; |
1842 | return 1; |
2012 | } |
1843 | } |
2013 | |
1844 | |
2014 | return 0; |
1845 | return 0; |
2015 | } |
1846 | } |
… | |
… | |
2021 | * going to try and move (not fire weapons). |
1852 | * going to try and move (not fire weapons). |
2022 | */ |
1853 | */ |
2023 | bool |
1854 | bool |
2024 | move_player_attack (object *op, int dir) |
1855 | move_player_attack (object *op, int dir) |
2025 | { |
1856 | { |
|
|
1857 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1858 | { |
|
|
1859 | --op->speed_left; |
|
|
1860 | return true; |
|
|
1861 | } |
|
|
1862 | |
2026 | int on_battleground; |
1863 | int on_battleground; |
2027 | |
1864 | |
2028 | sint16 nx = freearr_x[dir] + op->x; |
1865 | sint16 nx = freearr_x[dir] + op->x; |
2029 | sint16 ny = freearr_y[dir] + op->y; |
1866 | sint16 ny = freearr_y[dir] + op->y; |
2030 | |
1867 | |
2031 | on_battleground = op_on_battleground (op, 0, 0); |
1868 | on_battleground = op_on_battleground (op, 0, 0); |
2032 | |
1869 | |
2033 | if (out_of_map (op->map, nx, ny)) |
1870 | if (out_of_map (op->map, nx, ny)) |
2034 | return false; |
1871 | return false; |
2035 | |
|
|
2036 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2037 | { |
|
|
2038 | --op->speed_left; |
|
|
2039 | return true; |
|
|
2040 | } |
|
|
2041 | |
1872 | |
2042 | /* If braced, or can't move to the square, and it is not out of the |
1873 | /* If braced, or can't move to the square, and it is not out of the |
2043 | * map, attack it. Note order of if statement is important - don't |
1874 | * map, attack it. Note order of if statement is important - don't |
2044 | * want to be calling move_ob if braced, because move_ob will move the |
1875 | * want to be calling move_ob if braced, because move_ob will move the |
2045 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2105 | --op->speed_left; |
1936 | --op->speed_left; |
2106 | |
1937 | |
2107 | op->play_sound (sound_find ("push_player")); |
1938 | op->play_sound (sound_find ("push_player")); |
2108 | push_ob (mon, dir, op); |
1939 | push_ob (mon, dir, op); |
2109 | |
1940 | |
2110 | if (op->contr->tmp_invis || op->hide) |
1941 | if (action_makes_visible (op)) |
2111 | make_visible (op); |
1942 | make_visible (op); |
2112 | |
1943 | |
2113 | return true; |
1944 | return true; |
2114 | } |
1945 | } |
2115 | else |
1946 | else |
… | |
… | |
2135 | { |
1966 | { |
2136 | op->play_sound (sound_find ("push_player")); |
1967 | op->play_sound (sound_find ("push_player")); |
2137 | push_ob (mon, dir, op); |
1968 | push_ob (mon, dir, op); |
2138 | } |
1969 | } |
2139 | else |
1970 | else |
2140 | new_draw_info (0, 0, op, "You withhold your attack"); |
1971 | op->statusmsg ("You withhold your attack"); |
2141 | |
1972 | |
2142 | if (op->contr->tmp_invis || op->hide) |
1973 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2143 | make_visible (op); |
1974 | make_visible (op); |
2144 | |
1975 | |
2145 | return true; |
1976 | return true; |
2146 | } |
1977 | } |
2147 | } |
1978 | } |
… | |
… | |
2189 | bool |
2020 | bool |
2190 | move_player (object *op, int dir) |
2021 | move_player (object *op, int dir) |
2191 | { |
2022 | { |
2192 | int pick; |
2023 | int pick; |
2193 | |
2024 | |
2194 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2195 | return 0; |
2026 | return 0; |
2196 | |
2027 | |
2197 | /* Sanity check: make sure dir is valid */ |
2028 | /* Sanity check: make sure dir is valid */ |
2198 | if ((dir < 0) || (dir >= 9)) |
2029 | if ((dir < 0) || (dir >= 9)) |
2199 | { |
2030 | { |
… | |
… | |
2205 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2206 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2207 | |
2038 | |
2208 | op->facing = dir; |
2039 | op->facing = dir; |
2209 | |
2040 | |
2210 | if (op->hide) |
2041 | if (op->flag [FLAG_HIDDEN]) |
2211 | do_hidden_move (op); |
2042 | do_hidden_move (op); |
2212 | |
2043 | |
2213 | bool retval; |
2044 | bool retval; |
2214 | |
2045 | |
2215 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2046 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2275 | return move_player (op, op->direction); |
2106 | return move_player (op, op->direction); |
2276 | |
2107 | |
2277 | return false; |
2108 | return false; |
2278 | } |
2109 | } |
2279 | |
2110 | |
2280 | int |
2111 | static int |
2281 | save_life (object *op) |
2112 | save_life (object *op) |
2282 | { |
2113 | { |
2283 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2114 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2284 | return 0; |
2115 | return 0; |
2285 | |
2116 | |
… | |
… | |
2287 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2118 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2288 | { |
2119 | { |
2289 | op->play_sound (sound_find ("ob_evaporate")); |
2120 | op->play_sound (sound_find ("ob_evaporate")); |
2290 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2121 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2291 | |
2122 | |
2292 | if (op->contr) |
|
|
2293 | esrv_del_item (op->contr, tmp->count); |
|
|
2294 | |
|
|
2295 | tmp->destroy (); |
2123 | tmp->destroy (); |
2296 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2124 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2297 | |
2125 | |
2298 | if (op->stats.hp < 0) |
2126 | if (op->stats.hp < 0) |
2299 | op->stats.hp = op->stats.maxhp; |
2127 | op->stats.hp = op->stats.maxhp; |
… | |
… | |
2311 | return 0; |
2139 | return 0; |
2312 | } |
2140 | } |
2313 | |
2141 | |
2314 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2142 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2315 | * back in the map (location and map determined by values of env). This |
2143 | * back in the map (location and map determined by values of env). This |
2316 | * function will descend into containers. op is the object to start the search |
2144 | * function will descend into containers. op is the object to start the search |
2317 | * from. |
2145 | * from. |
2318 | */ |
2146 | */ |
2319 | static void |
2147 | static void |
2320 | drop_unpaid_items (object *op, object *env) |
2148 | drop_unpaid_items (object *op, object *env) |
2321 | { |
2149 | { |
2322 | while (op) |
2150 | while (op) |
2323 | { |
2151 | { |
2324 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2152 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2325 | |
2153 | |
2326 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2154 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2327 | { |
|
|
2328 | if (env->type == PLAYER) |
|
|
2329 | esrv_del_item (env->contr, op->count); |
|
|
2330 | |
|
|
2331 | op->insert_at (env); |
2155 | op->insert_at (env); |
2332 | } |
|
|
2333 | else if (op->inv) |
2156 | else if (op->inv) |
2334 | drop_unpaid_items (op->inv, env); |
2157 | drop_unpaid_items (op->inv, env); |
2335 | |
2158 | |
2336 | op = next; |
2159 | op = next; |
2337 | } |
2160 | } |
… | |
… | |
2340 | void |
2163 | void |
2341 | object::drop_unpaid_items () |
2164 | object::drop_unpaid_items () |
2342 | { |
2165 | { |
2343 | if (!flag [FLAG_REMOVED]) |
2166 | if (!flag [FLAG_REMOVED]) |
2344 | ::drop_unpaid_items (inv, this); |
2167 | ::drop_unpaid_items (inv, this); |
2345 | } |
|
|
2346 | |
|
|
2347 | /* |
|
|
2348 | * Returns pointer a static string containing gravestone text |
|
|
2349 | * Moved from apply.c to player.c - player.c is what |
|
|
2350 | * actually uses this function. player.c may not be quite the |
|
|
2351 | * best, a misc file for object actions is probably better, |
|
|
2352 | * but there isn't one in the server directory. |
|
|
2353 | */ |
|
|
2354 | char * |
|
|
2355 | gravestone_text (object *op) |
|
|
2356 | { |
|
|
2357 | static char buf2[MAX_BUF]; |
|
|
2358 | char buf[MAX_BUF]; |
|
|
2359 | time_t now = time (NULL); |
|
|
2360 | |
|
|
2361 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2362 | if (op->type == PLAYER) |
|
|
2363 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2364 | else |
|
|
2365 | sprintf (buf, "%s\n", &op->name); |
|
|
2366 | |
|
|
2367 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2368 | strcat (buf2, buf); |
|
|
2369 | if (op->type == PLAYER) |
|
|
2370 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2371 | else |
|
|
2372 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2373 | |
|
|
2374 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2375 | strcat (buf2, buf); |
|
|
2376 | if (op->type == PLAYER) |
|
|
2377 | { |
|
|
2378 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2379 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2380 | strcat (buf2, buf); |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2384 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2385 | strcat (buf2, buf); |
|
|
2386 | |
|
|
2387 | return buf2; |
|
|
2388 | } |
2168 | } |
2389 | |
2169 | |
2390 | void |
2170 | void |
2391 | do_some_living (object *op) |
2171 | do_some_living (object *op) |
2392 | { |
2172 | { |
… | |
… | |
2444 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2224 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2445 | else |
2225 | else |
2446 | { |
2226 | { |
2447 | gen_grace = op->stats.maxgrace; |
2227 | gen_grace = op->stats.maxgrace; |
2448 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2228 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2449 | } |
|
|
2450 | |
|
|
2451 | /* Regenerate Spell Points */ |
|
|
2452 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2453 | { |
|
|
2454 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2455 | if (op->stats.sp < op->stats.maxsp) |
|
|
2456 | { |
|
|
2457 | op->stats.sp++; |
|
|
2458 | /* dms do not consume food */ |
|
|
2459 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2460 | { |
|
|
2461 | op->stats.food--; |
|
|
2462 | if (op->contr->digestion < 0) |
|
|
2463 | op->stats.food += op->contr->digestion; |
|
|
2464 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2465 | op->stats.food = last_food; |
|
|
2466 | } |
|
|
2467 | } |
|
|
2468 | |
|
|
2469 | if (max_sp > 1) |
|
|
2470 | { |
|
|
2471 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2472 | if (over_sp > 0) |
|
|
2473 | { |
|
|
2474 | if (op->stats.sp < op->stats.maxsp) |
|
|
2475 | { |
|
|
2476 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2477 | |
|
|
2478 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2479 | op->stats.sp--; |
|
|
2480 | |
|
|
2481 | if (op->stats.sp > op->stats.maxsp) |
|
|
2482 | op->stats.sp = op->stats.maxsp; |
|
|
2483 | } |
|
|
2484 | op->last_sp = 0; |
|
|
2485 | } |
|
|
2486 | else |
|
|
2487 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2488 | } |
|
|
2489 | else |
|
|
2490 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2491 | } |
2229 | } |
2492 | |
2230 | |
2493 | /* Regenerate Grace */ |
2231 | /* Regenerate Grace */ |
2494 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2232 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2495 | if (--op->last_grace < 0) |
2233 | if (--op->last_grace < 0) |
… | |
… | |
2516 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2254 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2517 | } |
2255 | } |
2518 | /* wearing stuff doesn't detract from grace generation. */ |
2256 | /* wearing stuff doesn't detract from grace generation. */ |
2519 | } |
2257 | } |
2520 | |
2258 | |
|
|
2259 | if (op->stats.food > 0) |
|
|
2260 | { |
2521 | /* Regenerate Hit Points */ |
2261 | /* Regenerate Spell Points */ |
2522 | if (--op->last_heal < 0) |
2262 | if (!op->contr->golem && --op->last_sp < 0) |
2523 | { |
|
|
2524 | if (op->stats.hp < op->stats.maxhp) |
|
|
2525 | { |
2263 | { |
2526 | op->stats.hp++; |
2264 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2527 | /* dms do not consume food */ |
2265 | |
2528 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2266 | if (op->stats.sp < op->stats.maxsp) |
2529 | { |
2267 | { |
|
|
2268 | op->stats.sp++; |
|
|
2269 | |
|
|
2270 | /* dms do not consume food */ |
|
|
2271 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2272 | { |
2530 | op->stats.food--; |
2273 | op->stats.food--; |
|
|
2274 | |
2531 | if (op->contr->digestion < 0) |
2275 | if (op->contr->digestion < 0) |
2532 | op->stats.food += op->contr->digestion; |
2276 | op->stats.food += op->contr->digestion; |
2533 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2277 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2534 | op->stats.food = last_food; |
2278 | op->stats.food = last_food; |
|
|
2279 | } |
2535 | } |
2280 | } |
2536 | } |
|
|
2537 | |
2281 | |
2538 | if (max_hp > 1) |
2282 | if (max_sp > 1) |
2539 | { |
|
|
2540 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2541 | if (over_hp > 0) |
|
|
2542 | { |
2283 | { |
2543 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2284 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2285 | if (over_sp > 0) |
|
|
2286 | { |
|
|
2287 | if (op->stats.sp < op->stats.maxsp) |
|
|
2288 | { |
|
|
2289 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2290 | |
|
|
2291 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2292 | op->stats.sp--; |
|
|
2293 | |
|
|
2294 | if (op->stats.sp > op->stats.maxsp) |
|
|
2295 | op->stats.sp = op->stats.maxsp; |
|
|
2296 | } |
|
|
2297 | |
2544 | op->last_heal = 0; |
2298 | op->last_sp = 0; |
|
|
2299 | } |
|
|
2300 | else |
|
|
2301 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2545 | } |
2302 | } |
2546 | else |
2303 | else |
|
|
2304 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2305 | } |
|
|
2306 | |
|
|
2307 | /* Regenerate Hit Points */ |
|
|
2308 | if (--op->last_heal < 0) |
|
|
2309 | { |
|
|
2310 | if (op->stats.hp < op->stats.maxhp) |
2547 | { |
2311 | { |
2548 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2312 | op->stats.hp++; |
|
|
2313 | |
|
|
2314 | /* dms do not consume food */ |
|
|
2315 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2316 | { |
|
|
2317 | op->stats.food--; |
|
|
2318 | |
|
|
2319 | if (op->contr->digestion < 0) |
|
|
2320 | op->stats.food += op->contr->digestion; |
|
|
2321 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2322 | op->stats.food = last_food; |
|
|
2323 | } |
2549 | } |
2324 | } |
|
|
2325 | |
|
|
2326 | if (max_hp > 1) |
|
|
2327 | { |
|
|
2328 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2329 | |
|
|
2330 | if (over_hp > 0) |
|
|
2331 | { |
|
|
2332 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2333 | op->last_heal = 0; |
|
|
2334 | } |
|
|
2335 | else |
|
|
2336 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2550 | } |
2337 | } |
2551 | else |
2338 | else |
2552 | { |
|
|
2553 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2339 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2554 | } |
2340 | } |
2555 | } |
2341 | } |
2556 | |
2342 | |
2557 | /* Digestion */ |
2343 | /* Digestion */ |
2558 | if (--op->last_eat < 0) |
2344 | if (--op->last_eat < 0) |
… | |
… | |
2567 | op->stats.food--; |
2353 | op->stats.food--; |
2568 | } |
2354 | } |
2569 | |
2355 | |
2570 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2356 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2571 | { |
2357 | { |
2572 | object *tmp, *flesh = 0; |
2358 | object *flesh = 0; |
2573 | |
2359 | |
2574 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2360 | for_inv_removable (op, tmp) |
2575 | { |
2361 | { |
2576 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2362 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2363 | continue; |
|
|
2364 | |
|
|
2365 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2577 | { |
2366 | { |
2578 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2367 | op->statusmsg ("You blindly grab for a bite of food. " |
2579 | { |
2368 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2580 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2581 | manual_apply (op, tmp, 0); |
2369 | manual_apply (op, tmp, 0); |
|
|
2370 | |
2582 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2371 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2583 | break; |
2372 | break; |
2584 | } |
2373 | } |
2585 | else if (tmp->type == FLESH) |
2374 | else if (tmp->type == FLESH) |
2586 | flesh = tmp; |
2375 | flesh = tmp; |
2587 | } /* End if paid for object */ |
2376 | } |
2588 | } /* end of for loop */ |
|
|
2589 | |
2377 | |
2590 | /* If player is still starving, it means they don't have any food, so |
2378 | /* If player is still starving, it means they don't have any food, so |
2591 | * eat flesh instead. |
2379 | * eat flesh instead. |
2592 | */ |
2380 | */ |
2593 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2381 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2594 | { |
2382 | { |
2595 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2383 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2384 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2596 | manual_apply (op, flesh, 0); |
2385 | manual_apply (op, flesh, 0); |
2597 | } |
2386 | } |
|
|
2387 | |
|
|
2388 | // If player is still starving, alert him! |
|
|
2389 | if (op->stats.food < 0) |
|
|
2390 | op->failmsg ("You are starving! " |
|
|
2391 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2392 | } |
|
|
2393 | |
|
|
2394 | if (op->stats.food < 0) |
2598 | } |
2395 | { |
|
|
2396 | op->stats.hp += op->stats.food; |
|
|
2397 | op->stats.food = 0; |
2599 | |
2398 | |
2600 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2399 | if (op->stats.hp < 0) |
2601 | op->stats.food++, op->stats.hp--; |
2400 | { |
|
|
2401 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2402 | op->contr->killer->destroy (); |
|
|
2403 | } |
|
|
2404 | } |
2602 | |
2405 | |
|
|
2406 | /* killer should be set here already */ |
2603 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2407 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2604 | kill_player (op); |
2408 | kill_player (op); |
2605 | } |
2409 | } |
2606 | } |
2410 | } |
2607 | |
2411 | |
… | |
… | |
2611 | * file. |
2415 | * file. |
2612 | */ |
2416 | */ |
2613 | void |
2417 | void |
2614 | kill_player (object *op) |
2418 | kill_player (object *op) |
2615 | { |
2419 | { |
2616 | char buf[MAX_BUF]; |
|
|
2617 | int x, y; |
2420 | int x, y; |
2618 | |
|
|
2619 | //int i; |
|
|
2620 | maptile *map; /* this is for resurrection */ |
2421 | maptile *map; /* this is for resurrection */ |
2621 | |
|
|
2622 | /* int z; |
|
|
2623 | int num_stats_lose; |
|
|
2624 | int lost_a_stat; |
|
|
2625 | int lose_this_stat; |
|
|
2626 | int this_stat; */ |
|
|
2627 | int will_kill_again; |
2422 | int will_kill_again; |
2628 | archetype *at; |
2423 | archetype *at; |
2629 | object *tmp; |
2424 | object *tmp; |
2630 | |
2425 | |
2631 | if (save_life (op)) |
2426 | if (save_life (op)) |
2632 | return; |
2427 | return; |
|
|
2428 | |
|
|
2429 | dynbuf_text deathtab; |
|
|
2430 | |
|
|
2431 | /* restore player */ |
|
|
2432 | at = archetype::find ("poisoning"); |
|
|
2433 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2434 | { |
|
|
2435 | tmp->destroy (); |
|
|
2436 | deathtab << "Your body feels cleansed...\r"; |
|
|
2437 | } |
|
|
2438 | |
|
|
2439 | at = archetype::find ("confusion"); |
|
|
2440 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2441 | { |
|
|
2442 | tmp->destroy (); |
|
|
2443 | deathtab << "Your mind feels clearer...\r"; |
|
|
2444 | } |
|
|
2445 | |
|
|
2446 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2447 | |
|
|
2448 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2449 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2450 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2451 | |
|
|
2452 | if (op->stats.food <= 0) |
|
|
2453 | op->stats.food = 999; |
|
|
2454 | |
|
|
2455 | // remove all spell effects that are active |
|
|
2456 | // to avoid long-term effects such as word-of-recall |
|
|
2457 | for (object *item = op->inv; item; ) |
|
|
2458 | { |
|
|
2459 | object *next = item->below; |
|
|
2460 | |
|
|
2461 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2462 | item->destroy (); |
|
|
2463 | |
|
|
2464 | item = next; |
|
|
2465 | } |
2633 | |
2466 | |
2634 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2467 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2635 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2468 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2636 | * Look at op_on_battleground() for more info --AndreasV |
2469 | * Look at op_on_battleground() for more info --AndreasV |
2637 | */ |
2470 | */ |
2638 | if (op_on_battleground (op, &x, &y)) |
2471 | if (op_on_battleground (op, &x, &y)) |
2639 | { |
2472 | { |
2640 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2473 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2641 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2642 | |
|
|
2643 | /* restore player */ |
|
|
2644 | at = archetype::find ("poisoning"); |
|
|
2645 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2646 | { |
|
|
2647 | tmp->destroy (); |
|
|
2648 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2649 | } |
|
|
2650 | |
|
|
2651 | at = archetype::find ("confusion"); |
|
|
2652 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2653 | { |
|
|
2654 | tmp->destroy (); |
|
|
2655 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2656 | } |
|
|
2657 | |
|
|
2658 | cure_disease (op, 0); /* remove any disease */ |
|
|
2659 | op->stats.hp = op->stats.maxhp; |
|
|
2660 | if (op->stats.food <= 0) |
|
|
2661 | op->stats.food = 999; |
|
|
2662 | |
2474 | |
2663 | /* create a bodypart-trophy to make the winner happy */ |
2475 | /* create a bodypart-trophy to make the winner happy */ |
2664 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2476 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2665 | { |
2477 | { |
2666 | sprintf (buf, "%s's finger", &op->name); |
2478 | tmp->name = format ("%s's finger" , &op->name); |
2667 | tmp->name = buf; |
2479 | tmp->name_pl = format ("%s's fingers", &op->name); |
2668 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2669 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2670 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2671 | tmp->msg = buf; |
2480 | tmp->msg = format ( |
|
|
2481 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2482 | &op->name, op->contr->title, |
|
|
2483 | (int)op->level, |
|
|
2484 | op->contr->killer_name () |
|
|
2485 | ); |
2672 | tmp->value = 0, tmp->type = 0; |
2486 | tmp->value = 0, tmp->type = 0; |
2673 | tmp->materialname = "organics"; |
2487 | tmp->materialname = "organics"; |
2674 | tmp->insert_at (op, tmp); |
2488 | tmp->insert_at (op, tmp); |
2675 | } |
2489 | } |
2676 | |
2490 | |
2677 | /* teleport defeated player to new destination */ |
2491 | /* teleport defeated player to new destination */ |
2678 | transfer_ob (op, x, y, 0, NULL); |
2492 | transfer_ob (op, x, y, 0, NULL); |
2679 | op->contr->braced = 0; |
2493 | op->contr->braced = 0; |
|
|
2494 | |
|
|
2495 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2680 | return; |
2496 | return; |
2681 | } |
2497 | } |
2682 | |
2498 | |
|
|
2499 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2500 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2501 | |
2683 | INVOKE_PLAYER (DEATH, op->contr); |
2502 | INVOKE_PLAYER (DEATH, op->contr); |
2684 | |
2503 | |
2685 | command_kill_pets (op, 0); |
2504 | command_kill_pets (op, 0); |
2686 | |
|
|
2687 | if (op->stats.food < 0) |
|
|
2688 | { |
|
|
2689 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2690 | strcpy (op->contr->killer, "starvation"); |
|
|
2691 | } |
|
|
2692 | else |
|
|
2693 | sprintf (buf, "%s died.", &op->name); |
|
|
2694 | |
2505 | |
2695 | op->contr->play_sound (sound_find ("player_dies")); |
2506 | op->contr->play_sound (sound_find ("player_dies")); |
2696 | |
2507 | |
2697 | /* save the map location for corpse, gravestone */ |
2508 | /* save the map location for corpse, gravestone */ |
2698 | x = op->x; |
2509 | x = op->x; |
… | |
… | |
2728 | |
2539 | |
2729 | lost_a_stat = 0; |
2540 | lost_a_stat = 0; |
2730 | |
2541 | |
2731 | for (z = 0; z < num_stats_lose; z++) |
2542 | for (z = 0; z < num_stats_lose; z++) |
2732 | { |
2543 | { |
2733 | i = RANDOM () % NUM_STATS; |
2544 | i = rndm (NUM_STATS); |
2734 | |
2545 | |
2735 | if (settings.stat_loss_on_death) |
2546 | if (settings.stat_loss_on_death) |
2736 | { |
2547 | { |
2737 | /* Pick a random stat and take a point off it. Tell the player |
2548 | /* Pick a random stat and take a point off it. Tell the player |
2738 | * what he lost. |
2549 | * what he lost. |
… | |
… | |
2789 | } |
2600 | } |
2790 | } |
2601 | } |
2791 | |
2602 | |
2792 | if (lose_this_stat) |
2603 | if (lose_this_stat) |
2793 | { |
2604 | { |
2794 | this_stat = get_attr_value (&(dep->stats), i); |
2605 | this_stat = get_attr_value (&dep->stats, i); |
2795 | /* We could try to do something clever like find another |
2606 | /* We could try to do something clever like find another |
2796 | * stat to reduce if this fails. But chances are, if |
2607 | * stat to reduce if this fails. But chances are, if |
2797 | * stats have been depleted to -50, all are pretty low |
2608 | * stats have been depleted to -50, all are pretty low |
2798 | * and should be roughly the same, so it shouldn't make a |
2609 | * and should be roughly the same, so it shouldn't make a |
2799 | * difference. |
2610 | * difference. |
… | |
… | |
2807 | lost_a_stat = 1; |
2618 | lost_a_stat = 1; |
2808 | } |
2619 | } |
2809 | } |
2620 | } |
2810 | } |
2621 | } |
2811 | } |
2622 | } |
|
|
2623 | |
2812 | /* If no stat lost, tell the player. */ |
2624 | /* If no stat lost, tell the player. */ |
2813 | if (!lost_a_stat) |
2625 | if (!lost_a_stat) |
2814 | { |
2626 | { |
2815 | /* determine_god() seems to not work sometimes... why is this? |
2627 | /* determine_god() seems to not work sometimes... why is this? |
2816 | Should I be using something else? GD */ |
2628 | Should I be using something else? GD */ |
2817 | const char *god = determine_god (op); |
2629 | shstr_tmp god = determine_god (op); |
2818 | |
2630 | |
2819 | if (god && (strcmp (god, "none"))) |
2631 | if (god != shstr_none) |
2820 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2632 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2821 | else |
2633 | else |
2822 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2634 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2823 | } |
2635 | } |
2824 | #else |
2636 | #else |
2825 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2637 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2826 | #endif |
2638 | #endif |
2827 | |
2639 | |
2828 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | /* Put a gravestone up where the character 'almost' died. List the |
2829 | * exp loss on the stone. |
2641 | * exp loss on the stone. |
2830 | */ |
2642 | */ |
2831 | tmp = arch_to_object (archetype::find ("gravestone")); |
2643 | tmp = arch_to_object (archetype::find ("gravestone")); |
2832 | sprintf (buf, "%s's gravestone", &op->name); |
2644 | tmp->name = format ("%s's gravestone", &op->name); |
2833 | tmp->name = buf; |
2645 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2834 | sprintf (buf, "%s's gravestones", &op->name); |
2646 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2835 | tmp->name_pl = buf; |
2647 | &op->name, op->contr->title, op->contr->killer_name ()); |
2836 | 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); |
|
|
2837 | tmp->msg = buf; |
|
|
2838 | tmp->x = op->x, tmp->y = op->y; |
2648 | tmp->x = op->x, tmp->y = op->y; |
2839 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2649 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2840 | |
2650 | |
2841 | /**************************************/ |
2651 | /**************************************/ |
2842 | /* */ |
2652 | /* */ |
2843 | /* Subtract the experience points, */ |
2653 | /* Subtract the experience points, */ |
2844 | /* if we died cause of food, give us */ |
|
|
2845 | /* food, and reset HP's... */ |
|
|
2846 | /* */ |
2654 | /* */ |
2847 | /**************************************/ |
2655 | /**************************************/ |
2848 | |
2656 | |
2849 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2850 | /* restore player */ |
|
|
2851 | at = archetype::find ("poisoning"); |
|
|
2852 | tmp = present_arch_in_ob (at, op); |
|
|
2853 | |
|
|
2854 | if (tmp) |
|
|
2855 | { |
|
|
2856 | tmp->destroy (); |
|
|
2857 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2858 | } |
|
|
2859 | |
|
|
2860 | at = archetype::find ("confusion"); |
|
|
2861 | tmp = present_arch_in_ob (at, op); |
|
|
2862 | if (tmp) |
|
|
2863 | { |
|
|
2864 | tmp->destroy (); |
|
|
2865 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2866 | } |
|
|
2867 | |
|
|
2868 | cure_disease (op, 0); /* remove any disease */ |
|
|
2869 | |
|
|
2870 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2657 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2871 | apply_death_exp_penalty (op); |
2658 | apply_death_exp_penalty (op); |
2872 | if (op->stats.food < 100) |
|
|
2873 | op->stats.food = 900; |
|
|
2874 | op->stats.hp = op->stats.maxhp; |
|
|
2875 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2876 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2877 | |
2659 | |
2878 | /* |
2660 | /* |
2879 | * Check to see if the player has any unpaid items. If so, remove them |
2661 | * Check to see if the player has any unpaid items. If so, remove them |
2880 | * and put them back in the map. |
2662 | * and put them back in the map. |
2881 | */ |
2663 | */ |
… | |
… | |
2916 | if (will_kill_again & (1 << at)) |
2698 | if (will_kill_again & (1 << at)) |
2917 | force->resist[at] = 100; |
2699 | force->resist[at] = 100; |
2918 | |
2700 | |
2919 | insert_ob_in_ob (force, op); |
2701 | insert_ob_in_ob (force, op); |
2920 | op->update_stats (); |
2702 | op->update_stats (); |
2921 | |
|
|
2922 | } |
2703 | } |
2923 | |
2704 | |
2924 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2705 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2925 | } |
2706 | } |
2926 | |
2707 | |
2927 | void |
2708 | static void |
2928 | loot_object (object *op) |
2709 | loot_object (object *op) |
2929 | { /* Grab and destroy some treasure */ |
2710 | { /* Grab and destroy some treasure */ |
2930 | object *tmp, *tmp2, *next; |
2711 | object *tmp, *tmp2, *next; |
2931 | |
2712 | |
2932 | op->close_container (); /* close open sack first */ |
2713 | op->close_container (); /* close open sack first */ |
… | |
… | |
2946 | |
2727 | |
2947 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2728 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2948 | { |
2729 | { |
2949 | if (tmp->nrof > 1) |
2730 | if (tmp->nrof > 1) |
2950 | { |
2731 | { |
2951 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2732 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2952 | tmp2->destroy (); |
|
|
2953 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2733 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2954 | } |
2734 | } |
2955 | else |
2735 | else |
2956 | tmp->destroy (); |
2736 | tmp->destroy (); |
2957 | } |
2737 | } |
… | |
… | |
2968 | void |
2748 | void |
2969 | fix_weight (void) |
2749 | fix_weight (void) |
2970 | { |
2750 | { |
2971 | for_all_players (pl) |
2751 | for_all_players (pl) |
2972 | { |
2752 | { |
2973 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2753 | sint32 old = pl->ob->carrying; |
2974 | |
2754 | |
2975 | if (old == sum) |
2755 | pl->ob->update_weight (); |
2976 | continue; |
2756 | |
|
|
2757 | if (old != pl->ob->carrying) |
|
|
2758 | { |
2977 | pl->ob->update_stats (); |
2759 | pl->ob->update_stats (); |
2978 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2760 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2761 | } |
2979 | } |
2762 | } |
2980 | } |
2763 | } |
2981 | |
2764 | |
2982 | void |
2765 | void |
2983 | fix_luck (void) |
2766 | fix_luck (void) |
… | |
… | |
3025 | } |
2808 | } |
3026 | |
2809 | |
3027 | void |
2810 | void |
3028 | make_visible (object *op) |
2811 | make_visible (object *op) |
3029 | { |
2812 | { |
3030 | op->hide = 0; |
2813 | op->flag [FLAG_HIDDEN] = 0; |
3031 | op->invisible = 0; |
2814 | op->invisible = 0; |
|
|
2815 | |
3032 | if (op->type == PLAYER) |
2816 | if (op->type == PLAYER) |
3033 | { |
2817 | { |
3034 | op->contr->tmp_invis = 0; |
2818 | op->contr->tmp_invis = 0; |
3035 | op->contr->invis_race = 0; |
2819 | op->contr->invis_race = 0; |
3036 | } |
2820 | } |
… | |
… | |
3049 | |
2833 | |
3050 | /* look at the surrounding terrain to determine |
2834 | /* look at the surrounding terrain to determine |
3051 | * the hideability of this object. Positive levels |
2835 | * the hideability of this object. Positive levels |
3052 | * indicate greater hideability. |
2836 | * indicate greater hideability. |
3053 | */ |
2837 | */ |
3054 | |
|
|
3055 | int |
2838 | int |
3056 | hideability (object *ob) |
2839 | hideability (object *ob) |
3057 | { |
2840 | { |
3058 | int i, level = 0, mflag; |
2841 | int i, level = 0, mflag; |
3059 | sint16 x, y; |
2842 | sint16 x, y; |
3060 | |
2843 | |
3061 | if (!ob || !ob->map) |
2844 | if (!ob || !ob->map) |
3062 | return 0; |
2845 | return 0; |
3063 | |
2846 | |
3064 | /* so, on normal lighted maps, its hard to hide */ |
2847 | /* so, on normal lighted maps, its hard to hide */ |
3065 | level = ob->map->darkness - 2; |
2848 | level = ob->map->darklevel () - 2; |
3066 | |
2849 | |
3067 | /* this also picks up whether the object is glowing. |
2850 | /* this also picks up whether the object is glowing. |
3068 | * If you carry a light on a non-dark map, its not |
2851 | * If you carry a light on a non-dark map, its not |
3069 | * as bad as carrying a light on a pitch dark map */ |
2852 | * as bad as carrying a light on a pitch dark map */ |
3070 | if (has_carried_lights (ob)) |
2853 | if (ob->has_carried_lights ()) |
3071 | level = -(10 + (2 * ob->map->darkness)); |
2854 | level = -(10 + (2 * ob->map->darklevel ())); |
3072 | |
2855 | |
3073 | /* scan through all nearby squares for terrain to hide in */ |
2856 | /* scan through all nearby squares for terrain to hide in */ |
3074 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2857 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2858 | i <= SIZEOFFREE1; |
|
|
2859 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3075 | { |
2860 | { |
3076 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2861 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3077 | if (mflag & P_OUT_OF_MAP) |
2862 | if (mflag & P_OUT_OF_MAP) |
3078 | { |
|
|
3079 | continue; |
2863 | continue; |
3080 | } |
2864 | |
3081 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2865 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3082 | level += 2; |
2866 | level += 2; |
3083 | else /* open terrain! */ |
2867 | else /* open terrain! */ |
3084 | level -= 1; |
2868 | level -= 1; |
3085 | } |
2869 | } |
… | |
… | |
3096 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2880 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3097 | */ |
2881 | */ |
3098 | void |
2882 | void |
3099 | do_hidden_move (object *op) |
2883 | do_hidden_move (object *op) |
3100 | { |
2884 | { |
3101 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2885 | int hide = 0; |
3102 | object *skop; |
|
|
3103 | |
2886 | |
3104 | if (!op || !op->map) |
2887 | if (!op || !op->map) |
3105 | return; |
2888 | return; |
3106 | |
2889 | |
3107 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2890 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2891 | int num = random_roll (0, 19, op, PREFER_LOW); |
3108 | |
2892 | |
3109 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2893 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3110 | if (op->type == PLAYER && op->contr->run_on) |
2894 | if (op->type == PLAYER && op->contr->run_on) |
3111 | if (!skop || num >= skop->level) |
2895 | if (!skop || num >= skop->level) |
3112 | { |
2896 | { |
… | |
… | |
3122 | num -= hide; |
2906 | num -= hide; |
3123 | |
2907 | |
3124 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2908 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3125 | { |
2909 | { |
3126 | make_visible (op); |
2910 | make_visible (op); |
|
|
2911 | |
3127 | if (op->type == PLAYER) |
2912 | if (op->type == PLAYER) |
3128 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2913 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3129 | } |
2914 | } |
3130 | else if (op->type == PLAYER && skop) |
2915 | else if (op->type == PLAYER && skop) |
3131 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2916 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3184 | * object op. This function works fine for monsters, |
2969 | * object op. This function works fine for monsters, |
3185 | * but we dont worry if the object isnt the top one in |
2970 | * but we dont worry if the object isnt the top one in |
3186 | * a pile (say a coin under a table would return "viewable" |
2971 | * a pile (say a coin under a table would return "viewable" |
3187 | * by this routine). Another question, should we be |
2972 | * by this routine). Another question, should we be |
3188 | * concerned with the direction the player is looking |
2973 | * concerned with the direction the player is looking |
3189 | * in? Realistically, most of use cant see stuff behind |
2974 | * in? Realistically, most of us can't see stuff behind |
3190 | * our backs...on the other hand, does the "facing" direction |
2975 | * our backs...on the other hand, does the "facing" direction |
3191 | * imply the way your head, or body is facing? Its possible |
2976 | * imply the way your head, or body is facing? It's possible |
3192 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2977 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3193 | * -b.t. |
2978 | * -b.t. |
3194 | * This function is now map tiling safe. |
2979 | * This function is now map tiling safe. |
3195 | */ |
2980 | */ |
3196 | |
|
|
3197 | int |
2981 | int |
3198 | player_can_view (object *pl, object *op) |
2982 | player_can_view (object *pl, object *op) |
3199 | { |
2983 | { |
3200 | rv_vector rv; |
2984 | rv_vector rv; |
3201 | int dx, dy; |
2985 | int dx, dy; |
… | |
… | |
3213 | |
2997 | |
3214 | get_rangevector (pl, op, &rv, 0x1); |
2998 | get_rangevector (pl, op, &rv, 0x1); |
3215 | |
2999 | |
3216 | /* starting with the 'head' part, lets loop |
3000 | /* starting with the 'head' part, lets loop |
3217 | * through the object and find if it has any |
3001 | * through the object and find if it has any |
3218 | * part that is in the los array but isnt on |
3002 | * part that is in the los array but isn't on |
3219 | * a blocked los square. |
3003 | * a blocked los square. |
3220 | * we use the archetype to figure out offsets. |
3004 | * we use the archetype to figure out offsets. |
3221 | */ |
3005 | */ |
3222 | while (op) |
3006 | while (op) |
3223 | { |
3007 | { |
3224 | dx = rv.distance_x + op->arch->x; |
3008 | dx = rv.distance_x + op->arch->x; |
3225 | dy = rv.distance_y + op->arch->y; |
3009 | dy = rv.distance_y + op->arch->y; |
3226 | |
3010 | |
3227 | /* only the viewable area the player sees is updated by LOS |
3011 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3228 | * code, so we need to restrict ourselves to that range of values |
|
|
3229 | * for any meaningful values. |
|
|
3230 | */ |
|
|
3231 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3232 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3233 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3234 | return 1; |
3012 | return 1; |
|
|
3013 | |
3235 | op = op->more; |
3014 | op = op->more; |
3236 | } |
3015 | } |
3237 | return 0; |
|
|
3238 | } |
|
|
3239 | |
3016 | |
3240 | /* routine for both players and monsters. We call this when |
|
|
3241 | * there is a possibility for our action distrubing our hiding |
|
|
3242 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3243 | * effected by this. If we arent invisible to begin with, we |
|
|
3244 | * return 0. |
|
|
3245 | */ |
|
|
3246 | int |
|
|
3247 | action_makes_visible (object *op) |
|
|
3248 | { |
|
|
3249 | |
|
|
3250 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3251 | { |
|
|
3252 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3253 | return 0; |
|
|
3254 | |
|
|
3255 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3256 | return 0; |
|
|
3257 | |
|
|
3258 | /* If monsters, they should become visible */ |
|
|
3259 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3260 | { |
|
|
3261 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3262 | return 1; |
|
|
3263 | } |
|
|
3264 | } |
|
|
3265 | return 0; |
3017 | return 0; |
3266 | } |
3018 | } |
3267 | |
3019 | |
3268 | /* op_on_battleground - checks if the given object op (usually |
3020 | /* op_on_battleground - checks if the given object op (usually |
3269 | * a player) is standing on a valid battleground-tile, |
3021 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3274 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3026 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3275 | */ |
3027 | */ |
3276 | int |
3028 | int |
3277 | op_on_battleground (object *op, int *x, int *y) |
3029 | op_on_battleground (object *op, int *x, int *y) |
3278 | { |
3030 | { |
3279 | object *tmp; |
|
|
3280 | |
|
|
3281 | /* A battleground-tile needs the following attributes to be valid: |
3031 | /* A battleground-tile needs the following attributes to be valid: |
3282 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3032 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3283 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3033 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3284 | * and the exit-coordinates sp/hp must both be > 0. |
3034 | * and the exit-coordinates sp/hp must both be > 0. |
3285 | * => The intention here is to prevent abuse of the battleground- |
3035 | * => The intention here is to prevent abuse of the battleground- |
3286 | * feature (like pickable or hidden battleground tiles). */ |
3036 | * feature (like pickable or hidden battleground tiles). */ |
3287 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3037 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3288 | { |
3038 | { |
3289 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3039 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3290 | { |
3040 | { |
3291 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3041 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3292 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3042 | && tmp->type == BATTLEGROUND |
|
|
3043 | && tmp->name == shstr_battleground |
|
|
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3293 | { |
3045 | { |
3294 | /*before we assign the exit, check if this is a teambattle */ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3295 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3296 | { |
3048 | { |
3297 | object *invtmp; |
|
|
3298 | |
|
|
3299 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3049 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3300 | { |
3050 | { |
3301 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3051 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3302 | { |
3052 | { |
3303 | if (x != NULL && y != NULL) |
3053 | if (x && y) |
3304 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3054 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3055 | |
3305 | return 1; |
3056 | return 1; |
3306 | } |
3057 | } |
3307 | } |
3058 | } |
3308 | } |
3059 | } |
|
|
3060 | |
3309 | if (x != NULL && y != NULL) |
3061 | if (x && y) |
3310 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3062 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3063 | |
3311 | return 1; |
3064 | return 1; |
3312 | } |
3065 | } |
3313 | } |
3066 | } |
3314 | } |
3067 | } |
|
|
3068 | |
3315 | /* If we got here, did not find a battleground */ |
3069 | /* If we got here, did not find a battleground */ |
3316 | return 0; |
3070 | return 0; |
3317 | } |
3071 | } |
3318 | |
3072 | |
3319 | /* |
3073 | /* |
… | |
… | |
3335 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3089 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3336 | int i = 0, j = 0; |
3090 | int i = 0, j = 0; |
3337 | |
3091 | |
3338 | /* get the appropriate treasurelist */ |
3092 | /* get the appropriate treasurelist */ |
3339 | if (atnr == ATNR_FIRE) |
3093 | if (atnr == ATNR_FIRE) |
3340 | trlist = treasurelist::find ("dragon_ability_fire"); |
3094 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3341 | else if (atnr == ATNR_COLD) |
3095 | else if (atnr == ATNR_COLD) |
3342 | trlist = treasurelist::find ("dragon_ability_cold"); |
3096 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3343 | else if (atnr == ATNR_ELECTRICITY) |
3097 | else if (atnr == ATNR_ELECTRICITY) |
3344 | trlist = treasurelist::find ("dragon_ability_elec"); |
3098 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3345 | else if (atnr == ATNR_POISON) |
3099 | else if (atnr == ATNR_POISON) |
3346 | trlist = treasurelist::find ("dragon_ability_poison"); |
3100 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3347 | |
3101 | |
3348 | if (trlist == NULL || who->type != PLAYER) |
3102 | if (trlist == NULL || who->type != PLAYER) |
3349 | return; |
3103 | return; |
3350 | |
3104 | |
3351 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3105 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3469 | else |
3223 | else |
3470 | { |
3224 | { |
3471 | /* generate misc. treasure */ |
3225 | /* generate misc. treasure */ |
3472 | tmp = arch_to_object (tr->item); |
3226 | tmp = arch_to_object (tr->item); |
3473 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3227 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3474 | tmp = insert_ob_in_ob (tmp, who); |
3228 | who->insert (tmp); |
3475 | if (who->type == PLAYER) |
|
|
3476 | esrv_send_item (who, tmp); |
|
|
3477 | } |
3229 | } |
3478 | } |
3230 | } |
3479 | |
3231 | |
3480 | /** |
3232 | /** |
3481 | * Unready an object for a player. This function does nothing if the object was |
3233 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3492 | |
3244 | |
3493 | if (pl->ranged_ob == ob) |
3245 | if (pl->ranged_ob == ob) |
3494 | pl->ranged_ob = 0; |
3246 | pl->ranged_ob = 0; |
3495 | } |
3247 | } |
3496 | |
3248 | |
|
|
3249 | //-GPL |
|
|
3250 | |
3497 | sint8 |
3251 | sint8 |
3498 | player::visibility_at (maptile *map, int x, int y) const |
3252 | player::darkness_at (maptile *map, int x, int y) const |
3499 | { |
3253 | { |
3500 | if (!ns) |
3254 | if (!ns) |
3501 | return 0; |
3255 | return LOS_BLOCKED; |
3502 | |
3256 | |
3503 | int dx, dy; |
3257 | int dx, dy; |
3504 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3258 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3505 | return 0; |
3259 | return LOS_BLOCKED; |
3506 | |
3260 | |
3507 | x += dx - ns->current_x + ns->mapx / 2; |
3261 | x += dx - ns->current_x; |
3508 | y += dy - ns->current_y + ns->mapy / 2; |
3262 | y += dy - ns->current_y; |
3509 | |
3263 | |
3510 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3511 | return 0; |
|
|
3512 | |
|
|
3513 | return 100 - blocked_los [x][y]; |
3264 | return blocked_los (x, y); |
3514 | } |
3265 | } |
|
|
3266 | |
|
|
3267 | void |
|
|
3268 | player::infobox (const char *title, const char *msg, int color) |
|
|
3269 | { |
|
|
3270 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3271 | } |
|
|
3272 | |
|
|
3273 | void |
|
|
3274 | player::statusmsg (const char *msg, int color) |
|
|
3275 | { |
|
|
3276 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3277 | } |
|
|
3278 | |
|
|
3279 | void |
|
|
3280 | player::failmsg (const char *msg, int color) |
|
|
3281 | { |
|
|
3282 | play_sound (sound_find ("generic_failure")); |
|
|
3283 | statusmsg (msg, color); |
|
|
3284 | } |
|
|
3285 | |