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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <sproto.h> |
25 | #include <sproto.h> |
26 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
241 | |
241 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
243 | |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
245 | |
245 | |
|
|
246 | ob->update_stats (); |
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|
247 | |
|
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248 | ns->floorbox_update (); |
|
|
249 | esrv_send_inventory (ob, ob); |
|
|
250 | esrv_add_spells (this, 0); |
|
|
251 | |
|
|
252 | activate (); |
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|
253 | |
|
|
254 | send_rules (ob); |
|
|
255 | send_news (ob); |
|
|
256 | display_motd (ob); |
|
|
257 | |
|
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258 | INVOKE_PLAYER (CONNECT, this); |
|
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259 | INVOKE_PLAYER (LOGIN, this); |
|
|
260 | } |
|
|
261 | |
|
|
262 | void |
|
|
263 | player::disconnect () |
|
|
264 | { |
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265 | if (ob) |
|
|
266 | { |
|
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267 | ob->close_container (); //TODO: client-specific |
|
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268 | ob->drop_unpaid_items (); |
|
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269 | } |
|
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270 | |
|
|
271 | if (ns) |
|
|
272 | { |
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273 | if (active) |
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274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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|
275 | |
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276 | INVOKE_PLAYER (DISCONNECT, this); |
|
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277 | |
|
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278 | ns->reset_stats (); |
|
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279 | ns->pl = 0; |
|
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280 | ns = 0; |
|
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281 | } |
|
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282 | |
|
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283 | observe = ob; |
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284 | |
|
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285 | deactivate (); |
|
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286 | } |
|
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287 | |
|
|
288 | // the need for this function can be explained |
|
|
289 | // by load_object not returning the object |
|
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290 | void |
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291 | player::set_object (object *op) |
|
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292 | { |
|
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293 | ob = observe = op; |
|
|
294 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
295 | |
|
|
296 | ob->speed = 1.0f; |
|
|
297 | ob->speed_left = 0.5f; |
|
|
298 | |
|
|
299 | ob->direction = 5; /* So player faces south */ |
|
|
300 | |
246 | ob->flag [FLAG_READY_WEAPON] = false; |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
247 | ob->flag [FLAG_READY_SKILL] = false; |
302 | ob->flag [FLAG_READY_SKILL] = false; |
248 | ob->flag [FLAG_READY_BOW] = false; |
303 | ob->flag [FLAG_READY_BOW] = false; |
249 | |
304 | |
250 | for (object *op = ob->inv; op; op = op->below) |
305 | for (object *op = ob->inv; op; op = op->below) |
… | |
… | |
266 | combat_ob = op; |
321 | combat_ob = op; |
267 | break; |
322 | break; |
268 | } |
323 | } |
269 | |
324 | |
270 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
271 | ob->update_stats (); |
326 | ob->deactivate (); // change_Weapon activates, fix this better |
272 | |
|
|
273 | ns->floorbox_update (); |
|
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274 | esrv_send_inventory (ob, ob); |
|
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275 | esrv_add_spells (this, 0); |
|
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276 | |
|
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277 | activate (); |
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278 | |
|
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279 | send_rules (ob); |
|
|
280 | send_news (ob); |
|
|
281 | display_motd (ob); |
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282 | |
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283 | INVOKE_PLAYER (CONNECT, this); |
|
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284 | INVOKE_PLAYER (LOGIN, this); |
|
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285 | } |
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286 | |
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287 | void |
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288 | player::disconnect () |
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289 | { |
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290 | if (ob) |
|
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291 | { |
|
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292 | ob->close_container (); //TODO: client-specific |
|
|
293 | ob->drop_unpaid_items (); |
|
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294 | } |
|
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295 | |
|
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296 | if (ns) |
|
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297 | { |
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298 | if (active) |
|
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299 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
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300 | |
|
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301 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
302 | |
|
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303 | ns->reset_stats (); |
|
|
304 | ns->pl = 0; |
|
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305 | ns = 0; |
|
|
306 | } |
|
|
307 | |
|
|
308 | observe = ob; |
|
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309 | |
|
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310 | deactivate (); |
|
|
311 | } |
|
|
312 | |
|
|
313 | // the need for this function can be explained |
|
|
314 | // by load_object not returning the object |
|
|
315 | void |
|
|
316 | player::set_object (object *op) |
|
|
317 | { |
|
|
318 | ob = observe = op; |
|
|
319 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
320 | |
|
|
321 | ob->speed = 1.0f; |
|
|
322 | ob->speed_left = 0.5f; |
|
|
323 | |
|
|
324 | ob->direction = 5; /* So player faces south */ |
|
|
325 | } |
327 | } |
326 | |
328 | |
327 | void |
329 | void |
328 | player::set_observe (object *op) |
330 | player::set_observe (object *op) |
329 | { |
331 | { |
… | |
… | |
402 | * Note: there MUST be at least one player archetype! |
404 | * Note: there MUST be at least one player archetype! |
403 | */ |
405 | */ |
404 | archetype * |
406 | archetype * |
405 | get_player_archetype (archetype *at) |
407 | get_player_archetype (archetype *at) |
406 | { |
408 | { |
|
|
409 | // archetypes could have been reloaded |
|
|
410 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
411 | |
|
|
412 | if (!nat) |
|
|
413 | return at; |
|
|
414 | |
407 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
415 | archvec::iterator i = archetypes.find (nat); |
408 | |
416 | |
409 | for (;;) |
417 | for (;;) |
410 | { |
418 | { |
411 | if (++i == archetypes.end ()) |
419 | if (++i == archetypes.end ()) |
412 | i = archetypes.begin (); |
420 | i = archetypes.begin (); |
… | |
… | |
630 | |
638 | |
631 | return firstdir; |
639 | return firstdir; |
632 | } |
640 | } |
633 | |
641 | |
634 | void |
642 | void |
635 | give_initial_items (object *pl, treasurelist * items) |
643 | give_initial_items (object *pl, treasurelist *items) |
636 | { |
644 | { |
637 | object *op, *next = NULL; |
|
|
638 | |
|
|
639 | if (pl->randomitems != NULL) |
645 | if (pl->randomitems) |
640 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
646 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
641 | |
647 | |
642 | for (op = pl->inv; op; op = next) |
648 | for (object *next, *op = pl->inv; op; op = next) |
643 | { |
649 | { |
644 | next = op->below; |
650 | next = op->below; |
645 | |
651 | |
646 | /* Forces get applied per default, unless they have the |
652 | /* Forces get applied per default, unless they have the |
647 | * flag "neutral" set. Sorry but I can't think of a better way |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
652 | /* we never give weapons/armour if these cannot be used |
658 | /* we never give weapons/armour if these cannot be used |
653 | * by this player due to race restrictions |
659 | * by this player due to race restrictions |
654 | */ |
660 | */ |
655 | if (pl->type == PLAYER) |
661 | if (pl->type == PLAYER) |
656 | { |
662 | { |
657 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
664 | && |
658 | (op->type == ARMOUR || op->type == BOOTS || |
665 | (op->type == ARMOUR || op->type == BOOTS |
659 | op->type == CLOAK || op->type == HELMET || |
666 | || op->type == CLOAK || op->type == HELMET |
660 | op->type == SHIELD || op->type == GLOVES || |
667 | || op->type == SHIELD || op->type == GLOVES |
|
|
668 | || op->type == BRACERS || op->type == GIRDLE)) |
661 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
662 | { |
670 | { |
663 | op->destroy (); |
671 | op->destroy (); |
664 | continue; |
672 | continue; |
665 | } |
673 | } |
666 | } |
674 | } |
… | |
… | |
689 | if (op->nrof > 1) |
697 | if (op->nrof > 1) |
690 | op->nrof = 1; |
698 | op->nrof = 1; |
691 | } |
699 | } |
692 | |
700 | |
693 | if (op->type == SPELLBOOK && op->inv) |
701 | if (op->type == SPELLBOOK && op->inv) |
694 | { |
|
|
695 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
696 | } |
|
|
697 | |
703 | |
698 | /* Give starting characters identified, uncursed, and undamned |
704 | /* Give starting characters identified, uncursed, and undamned |
699 | * items. Just don't identify gold or silver, or it won't be |
705 | * items. Just don't identify gold or silver, or it won't be |
700 | * merged properly. |
706 | * merged properly. |
701 | */ |
707 | */ |
702 | if (need_identify (op)) |
708 | if (need_identify (op)) |
703 | { |
709 | { |
704 | SET_FLAG (op, FLAG_IDENTIFIED); |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
705 | CLEAR_FLAG (op, FLAG_CURSED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
706 | CLEAR_FLAG (op, FLAG_DAMNED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
707 | } |
713 | } |
|
|
714 | |
708 | if (op->type == SPELL) |
715 | if (op->type == SPELL) |
709 | { |
716 | { |
710 | op->destroy (); |
717 | op->destroy (); |
711 | continue; |
718 | continue; |
712 | } |
719 | } |
… | |
… | |
714 | { |
721 | { |
715 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
716 | op->stats.exp = 0; |
723 | op->stats.exp = 0; |
717 | op->level = 1; |
724 | op->level = 1; |
718 | } |
725 | } |
719 | /* lock all 'normal items by default */ |
726 | else /* lock all 'normal items by default */ |
720 | else |
|
|
721 | SET_FLAG (op, FLAG_INV_LOCKED); |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
722 | } /* for loop of objects in player inv */ |
728 | } /* for loop of objects in player inv */ |
723 | |
729 | |
724 | /* Need to set up the skill pointers */ |
730 | /* Need to set up the skill pointers */ |
725 | link_player_skills (pl); |
731 | link_player_skills (pl); |
… | |
… | |
831 | static void |
837 | static void |
832 | start_info (object *op) |
838 | start_info (object *op) |
833 | { |
839 | { |
834 | char buf[MAX_BUF]; |
840 | char buf[MAX_BUF]; |
835 | |
841 | |
836 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
842 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
837 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
843 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
838 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
839 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
840 | } |
844 | } |
841 | |
845 | |
842 | /* This function takes the key that is passed, and does the |
846 | /* This function takes the key that is passed, and does the |
843 | * appropriate action with it (change race, or other things). |
847 | * appropriate action with it (change race, or other things). |
844 | * The function name is for historical reasons - now we have |
848 | * The function name is for historical reasons - now we have |
… | |
… | |
1007 | if (op->move_type & MOVE_FLYING) |
1011 | if (op->move_type & MOVE_FLYING) |
1008 | return 1; |
1012 | return 1; |
1009 | |
1013 | |
1010 | next = op->below; |
1014 | next = op->below; |
1011 | |
1015 | |
|
|
1016 | int cnt = MAX_ITEM_PER_DROP; |
|
|
1017 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
1018 | |
1012 | /* loop while there are items on the floor that are not marked as |
1019 | /* loop while there are items on the floor that are not marked as |
1013 | * destroyed */ |
1020 | * destroyed */ |
1014 | while (next && !next->destroyed ()) |
1021 | while (next && !next->destroyed ()) |
1015 | { |
1022 | { |
1016 | tmp = next; |
1023 | tmp = next; |
1017 | next = tmp->below; |
1024 | next = tmp->below; |
1018 | |
1025 | |
|
|
1026 | if (cnt <= 0) |
|
|
1027 | { |
|
|
1028 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1029 | return 0; |
|
|
1030 | } |
|
|
1031 | |
1019 | if (op->destroyed ()) |
1032 | if (op->destroyed ()) |
1020 | return 0; |
1033 | return 0; |
1021 | |
1034 | |
1022 | if (!can_pick (op, tmp)) |
1035 | if (!can_pick (op, tmp)) |
1023 | continue; |
1036 | continue; |
1024 | |
1037 | |
1025 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1038 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1026 | { |
1039 | { |
1027 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1040 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1028 | pick_up (op, tmp); |
1041 | CHK_PICK_PICKUP; |
1029 | continue; |
1042 | continue; |
1030 | } |
1043 | } |
1031 | |
1044 | |
1032 | /* high not bit set? We're using the old autopickup model */ |
1045 | /* high not bit set? We're using the old autopickup model */ |
1033 | if (!(op->contr->mode & PU_NEWMODE)) |
1046 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1035 | switch (op->contr->mode) |
1048 | switch (op->contr->mode) |
1036 | { |
1049 | { |
1037 | case 0: |
1050 | case 0: |
1038 | return 1; /* don't pick up */ |
1051 | return 1; /* don't pick up */ |
1039 | case 1: |
1052 | case 1: |
1040 | pick_up (op, tmp); |
1053 | CHK_PICK_PICKUP; |
1041 | return 1; |
1054 | return 1; |
1042 | case 2: |
1055 | case 2: |
1043 | pick_up (op, tmp); |
1056 | CHK_PICK_PICKUP; |
1044 | return 0; |
1057 | return 0; |
1045 | case 3: |
1058 | case 3: |
1046 | return 0; /* stop before pickup */ |
1059 | return 0; /* stop before pickup */ |
1047 | case 4: |
1060 | case 4: |
1048 | pick_up (op, tmp); |
1061 | CHK_PICK_PICKUP; |
1049 | break; |
1062 | break; |
1050 | case 5: |
1063 | case 5: |
1051 | pick_up (op, tmp); |
1064 | CHK_PICK_PICKUP; |
1052 | stop = 1; |
1065 | stop = 1; |
1053 | break; |
1066 | break; |
1054 | case 6: |
1067 | case 6: |
1055 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1056 | pick_up (op, tmp); |
1069 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1070 | CHK_PICK_PICKUP; |
1057 | break; |
1071 | break; |
1058 | |
1072 | |
1059 | case 7: |
1073 | case 7: |
1060 | if (tmp->type == MONEY || tmp->type == GEM) |
1074 | if (tmp->type == MONEY || tmp->type == GEM) |
1061 | pick_up (op, tmp); |
1075 | CHK_PICK_PICKUP; |
1062 | break; |
1076 | break; |
1063 | |
1077 | |
1064 | default: |
1078 | default: |
1065 | /* use value density */ |
1079 | /* use value density */ |
1066 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1080 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1067 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1081 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1068 | pick_up (op, tmp); |
1082 | CHK_PICK_PICKUP; |
1069 | } |
1083 | } |
1070 | } |
1084 | } |
1071 | else |
1085 | else |
1072 | { /* old model */ |
1086 | { /* old model */ |
1073 | /* NEW pickup handling */ |
1087 | /* NEW pickup handling */ |
… | |
… | |
1128 | /* all food and drink if desired */ |
1142 | /* all food and drink if desired */ |
1129 | /* question: don't pick up known-poisonous stuff? */ |
1143 | /* question: don't pick up known-poisonous stuff? */ |
1130 | if (op->contr->mode & PU_FOOD) |
1144 | if (op->contr->mode & PU_FOOD) |
1131 | if (tmp->type == FOOD) |
1145 | if (tmp->type == FOOD) |
1132 | { |
1146 | { |
1133 | pick_up (op, tmp); |
1147 | CHK_PICK_PICKUP; |
1134 | continue; |
1148 | continue; |
1135 | } |
1149 | } |
1136 | |
1150 | |
1137 | if (op->contr->mode & PU_DRINK) |
1151 | if (op->contr->mode & PU_DRINK) |
1138 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1152 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1139 | { |
1153 | { |
1140 | pick_up (op, tmp); |
1154 | CHK_PICK_PICKUP; |
1141 | continue; |
1155 | continue; |
1142 | } |
1156 | } |
1143 | |
1157 | |
1144 | if (op->contr->mode & PU_POTION) |
1158 | if (op->contr->mode & PU_POTION) |
1145 | if (tmp->type == POTION) |
1159 | if (tmp->type == POTION) |
1146 | { |
1160 | { |
1147 | pick_up (op, tmp); |
1161 | CHK_PICK_PICKUP; |
1148 | continue; |
1162 | continue; |
1149 | } |
1163 | } |
1150 | |
1164 | |
1151 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1165 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1152 | if (op->contr->mode & PU_SPELLBOOK) |
1166 | if (op->contr->mode & PU_SPELLBOOK) |
1153 | if (tmp->type == SPELLBOOK) |
1167 | if (tmp->type == SPELLBOOK) |
1154 | { |
1168 | { |
1155 | pick_up (op, tmp); |
1169 | CHK_PICK_PICKUP; |
1156 | continue; |
1170 | continue; |
1157 | } |
1171 | } |
1158 | |
1172 | |
1159 | if (op->contr->mode & PU_SKILLSCROLL) |
1173 | if (op->contr->mode & PU_SKILLSCROLL) |
1160 | if (tmp->type == SKILLSCROLL) |
1174 | if (tmp->type == SKILLSCROLL) |
1161 | { |
1175 | { |
1162 | pick_up (op, tmp); |
1176 | CHK_PICK_PICKUP; |
1163 | continue; |
1177 | continue; |
1164 | } |
1178 | } |
1165 | |
1179 | |
1166 | if (op->contr->mode & PU_READABLES) |
1180 | if (op->contr->mode & PU_READABLES) |
1167 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1181 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1168 | { |
1182 | { |
1169 | pick_up (op, tmp); |
1183 | CHK_PICK_PICKUP; |
1170 | continue; |
1184 | continue; |
1171 | } |
1185 | } |
1172 | |
1186 | |
1173 | /* wands/staves/rods/horns */ |
1187 | /* wands/staves/rods/horns */ |
1174 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1188 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1175 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1189 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1176 | { |
1190 | { |
1177 | pick_up (op, tmp); |
1191 | CHK_PICK_PICKUP; |
1178 | continue; |
1192 | continue; |
1179 | } |
1193 | } |
1180 | |
1194 | |
1181 | /* pick up all magical items */ |
1195 | /* pick up all magical items */ |
1182 | if (op->contr->mode & PU_MAGICAL) |
1196 | if (op->contr->mode & PU_MAGICAL) |
1183 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1197 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1184 | { |
1198 | { |
1185 | pick_up (op, tmp); |
1199 | CHK_PICK_PICKUP; |
1186 | continue; |
1200 | continue; |
1187 | } |
1201 | } |
1188 | |
1202 | |
1189 | if (op->contr->mode & PU_VALUABLES) |
1203 | if (op->contr->mode & PU_VALUABLES) |
1190 | { |
1204 | { |
1191 | if (tmp->type == MONEY || tmp->type == GEM) |
1205 | if (tmp->type == MONEY || tmp->type == GEM) |
1192 | { |
1206 | { |
1193 | pick_up (op, tmp); |
1207 | CHK_PICK_PICKUP; |
1194 | continue; |
1208 | continue; |
1195 | } |
1209 | } |
1196 | } |
1210 | } |
1197 | |
1211 | |
1198 | /* rings & amulets - talismans seems to be typed AMULET */ |
1212 | /* rings & amulets - talismans seems to be typed AMULET */ |
1199 | if (op->contr->mode & PU_JEWELS) |
1213 | if (op->contr->mode & PU_JEWELS) |
1200 | if (tmp->type == RING || tmp->type == AMULET) |
1214 | if (tmp->type == RING || tmp->type == AMULET) |
1201 | { |
1215 | { |
1202 | pick_up (op, tmp); |
1216 | CHK_PICK_PICKUP; |
1203 | continue; |
1217 | continue; |
1204 | } |
1218 | } |
1205 | |
1219 | |
1206 | /* we don't forget dragon food */ |
1220 | /* we don't forget dragon food */ |
1207 | if (op->contr->mode & PU_FLESH) |
1221 | if (op->contr->mode & PU_FLESH) |
1208 | if (tmp->type == FLESH) |
1222 | if (tmp->type == FLESH) |
1209 | { |
1223 | { |
1210 | pick_up (op, tmp); |
1224 | CHK_PICK_PICKUP; |
1211 | continue; |
1225 | continue; |
1212 | } |
1226 | } |
1213 | |
1227 | |
1214 | /* bows and arrows. Bows are good for selling! */ |
1228 | /* bows and arrows. Bows are good for selling! */ |
1215 | if (op->contr->mode & PU_BOW) |
1229 | if (op->contr->mode & PU_BOW) |
1216 | if (tmp->type == BOW) |
1230 | if (tmp->type == BOW) |
1217 | { |
1231 | { |
1218 | pick_up (op, tmp); |
1232 | CHK_PICK_PICKUP; |
1219 | continue; |
1233 | continue; |
1220 | } |
1234 | } |
1221 | |
1235 | |
1222 | if (op->contr->mode & PU_ARROW) |
1236 | if (op->contr->mode & PU_ARROW) |
1223 | if (tmp->type == ARROW) |
1237 | if (tmp->type == ARROW) |
1224 | { |
1238 | { |
1225 | pick_up (op, tmp); |
1239 | CHK_PICK_PICKUP; |
1226 | continue; |
1240 | continue; |
1227 | } |
1241 | } |
1228 | |
1242 | |
1229 | /* all kinds of armor etc. */ |
1243 | /* all kinds of armor etc. */ |
1230 | if (op->contr->mode & PU_ARMOUR) |
1244 | if (op->contr->mode & PU_ARMOUR) |
1231 | if (tmp->type == ARMOUR) |
1245 | if (tmp->type == ARMOUR) |
1232 | { |
1246 | { |
1233 | pick_up (op, tmp); |
1247 | CHK_PICK_PICKUP; |
1234 | continue; |
1248 | continue; |
1235 | } |
1249 | } |
1236 | |
1250 | |
1237 | if (op->contr->mode & PU_HELMET) |
1251 | if (op->contr->mode & PU_HELMET) |
1238 | if (tmp->type == HELMET) |
1252 | if (tmp->type == HELMET) |
1239 | { |
1253 | { |
1240 | pick_up (op, tmp); |
1254 | CHK_PICK_PICKUP; |
1241 | continue; |
1255 | continue; |
1242 | } |
1256 | } |
1243 | |
1257 | |
1244 | if (op->contr->mode & PU_SHIELD) |
1258 | if (op->contr->mode & PU_SHIELD) |
1245 | if (tmp->type == SHIELD) |
1259 | if (tmp->type == SHIELD) |
1246 | { |
1260 | { |
1247 | pick_up (op, tmp); |
1261 | CHK_PICK_PICKUP; |
1248 | continue; |
1262 | continue; |
1249 | } |
1263 | } |
1250 | |
1264 | |
1251 | if (op->contr->mode & PU_BOOTS) |
1265 | if (op->contr->mode & PU_BOOTS) |
1252 | if (tmp->type == BOOTS) |
1266 | if (tmp->type == BOOTS) |
1253 | { |
1267 | { |
1254 | pick_up (op, tmp); |
1268 | CHK_PICK_PICKUP; |
1255 | continue; |
1269 | continue; |
1256 | } |
1270 | } |
1257 | |
1271 | |
1258 | if (op->contr->mode & PU_GLOVES) |
1272 | if (op->contr->mode & PU_GLOVES) |
1259 | if (tmp->type == GLOVES) |
1273 | if (tmp->type == GLOVES) |
1260 | { |
1274 | { |
1261 | pick_up (op, tmp); |
1275 | CHK_PICK_PICKUP; |
1262 | continue; |
1276 | continue; |
1263 | } |
1277 | } |
1264 | |
1278 | |
1265 | if (op->contr->mode & PU_CLOAK) |
1279 | if (op->contr->mode & PU_CLOAK) |
1266 | if (tmp->type == CLOAK) |
1280 | if (tmp->type == CLOAK) |
1267 | { |
1281 | { |
1268 | pick_up (op, tmp); |
1282 | CHK_PICK_PICKUP; |
1269 | continue; |
1283 | continue; |
1270 | } |
1284 | } |
1271 | |
1285 | |
1272 | /* hoping to catch throwing daggers here */ |
1286 | /* hoping to catch throwing daggers here */ |
1273 | if (op->contr->mode & PU_MISSILEWEAPON) |
1287 | if (op->contr->mode & PU_MISSILEWEAPON) |
1274 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1288 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1275 | { |
1289 | { |
1276 | pick_up (op, tmp); |
1290 | CHK_PICK_PICKUP; |
1277 | continue; |
1291 | continue; |
1278 | } |
1292 | } |
1279 | |
1293 | |
1280 | /* careful: chairs and tables are weapons! */ |
1294 | /* careful: chairs and tables are weapons! */ |
1281 | if (op->contr->mode & PU_ALLWEAPON) |
1295 | if (op->contr->mode & PU_ALLWEAPON) |
… | |
… | |
1283 | if (tmp->type == WEAPON && tmp->name != NULL) |
1297 | if (tmp->type == WEAPON && tmp->name != NULL) |
1284 | { |
1298 | { |
1285 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1299 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1286 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1300 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1287 | { |
1301 | { |
1288 | pick_up (op, tmp); |
1302 | CHK_PICK_PICKUP; |
1289 | continue; |
1303 | continue; |
1290 | } |
1304 | } |
1291 | } |
1305 | } |
1292 | |
1306 | |
1293 | if (tmp->type == WEAPON && tmp->name == NULL) |
1307 | if (tmp->type == WEAPON && tmp->name == NULL) |
1294 | { |
1308 | { |
1295 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1309 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1296 | { |
1310 | { |
1297 | pick_up (op, tmp); |
1311 | CHK_PICK_PICKUP; |
1298 | continue; |
1312 | continue; |
1299 | } |
1313 | } |
1300 | } |
1314 | } |
1301 | } |
1315 | } |
1302 | |
1316 | |
1303 | /* misc stuff that's useful */ |
1317 | /* misc stuff that's useful */ |
1304 | if (op->contr->mode & PU_KEY) |
1318 | if (op->contr->mode & PU_KEY) |
1305 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1319 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1306 | { |
1320 | { |
1307 | pick_up (op, tmp); |
1321 | CHK_PICK_PICKUP; |
1308 | continue; |
1322 | continue; |
1309 | } |
1323 | } |
1310 | |
1324 | |
1311 | /* any of the last 4 bits set means we use the ratio for value |
1325 | /* any of the last 4 bits set means we use the ratio for value |
1312 | * pickups */ |
1326 | * pickups */ |
… | |
… | |
1317 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1331 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1318 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1332 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1319 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1333 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1320 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1334 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1321 | { |
1335 | { |
1322 | pick_up (op, tmp); |
1336 | CHK_PICK_PICKUP; |
1323 | #if 0 |
1337 | #if 0 |
1324 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1338 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1325 | if (tmp->name != NULL) |
1339 | if (tmp->name != NULL) |
1326 | { |
1340 | { |
1327 | fprintf (stderr, "%s", tmp->name); |
1341 | fprintf (stderr, "%s", tmp->name); |
… | |
… | |
1346 | * found object is returned. |
1360 | * found object is returned. |
1347 | */ |
1361 | */ |
1348 | object * |
1362 | object * |
1349 | find_arrow (object *op, const char *type) |
1363 | find_arrow (object *op, const char *type) |
1350 | { |
1364 | { |
1351 | object *tmp = 0; |
|
|
1352 | |
|
|
1353 | for (op = op->inv; op; op = op->below) |
1365 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1354 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1355 | tmp = find_arrow (op, type); |
|
|
1356 | else if (op->type == ARROW && op->race == type) |
1366 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1367 | return splay (tmp); |
|
|
1368 | |
|
|
1369 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1370 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1371 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1372 | { |
|
|
1373 | splay (tmp); |
1357 | return op; |
1374 | return arrow; |
|
|
1375 | } |
1358 | |
1376 | |
1359 | return tmp; |
1377 | return 0; |
1360 | } |
1378 | } |
1361 | |
1379 | |
1362 | /* |
1380 | /* |
1363 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1381 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1364 | * against the target. A full test is not performed, simply a basic test |
1382 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
2163 | bool |
2181 | bool |
2164 | move_player (object *op, int dir) |
2182 | move_player (object *op, int dir) |
2165 | { |
2183 | { |
2166 | int pick; |
2184 | int pick; |
2167 | |
2185 | |
2168 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2186 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2169 | return 0; |
2187 | return 0; |
2170 | |
2188 | |
2171 | /* Sanity check: make sure dir is valid */ |
2189 | /* Sanity check: make sure dir is valid */ |
2172 | if ((dir < 0) || (dir >= 9)) |
2190 | if ((dir < 0) || (dir >= 9)) |
2173 | { |
2191 | { |
… | |
… | |
3039 | * as bad as carrying a light on a pitch dark map */ |
3057 | * as bad as carrying a light on a pitch dark map */ |
3040 | if (has_carried_lights (ob)) |
3058 | if (has_carried_lights (ob)) |
3041 | level = -(10 + (2 * ob->map->darkness)); |
3059 | level = -(10 + (2 * ob->map->darkness)); |
3042 | |
3060 | |
3043 | /* scan through all nearby squares for terrain to hide in */ |
3061 | /* scan through all nearby squares for terrain to hide in */ |
3044 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3062 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3063 | i <= SIZEOFFREE1; |
|
|
3064 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3045 | { |
3065 | { |
3046 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3066 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3047 | if (mflag & P_OUT_OF_MAP) |
3067 | if (mflag & P_OUT_OF_MAP) |
3048 | { |
|
|
3049 | continue; |
3068 | continue; |
3050 | } |
3069 | |
3051 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3070 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3052 | level += 2; |
3071 | level += 2; |
3053 | else /* open terrain! */ |
3072 | else /* open terrain! */ |
3054 | level -= 1; |
3073 | level -= 1; |
3055 | } |
3074 | } |