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> |
… | |
… | |
183 | |
183 | |
184 | if (ob->map) |
184 | if (ob->map) |
185 | maplevel = ob->map->path; |
185 | maplevel = ob->map->path; |
186 | |
186 | |
187 | ob->remove (); |
187 | ob->remove (); |
|
|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
188 | ob->map = 0; |
189 | ob->map = 0; |
189 | party = 0; |
190 | party = 0; |
190 | |
191 | |
191 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
192 | |
193 | |
… | |
… | |
240 | |
241 | |
241 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | |
243 | |
243 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | |
245 | |
|
|
246 | ob->update_stats (); |
|
|
247 | |
|
|
248 | ns->floorbox_update (); |
|
|
249 | esrv_send_inventory (ob, ob); |
|
|
250 | esrv_add_spells (this, 0); |
|
|
251 | |
|
|
252 | activate (); |
|
|
253 | |
|
|
254 | send_rules (ob); |
|
|
255 | send_news (ob); |
|
|
256 | display_motd (ob); |
|
|
257 | |
|
|
258 | INVOKE_PLAYER (CONNECT, this); |
|
|
259 | INVOKE_PLAYER (LOGIN, this); |
|
|
260 | } |
|
|
261 | |
|
|
262 | void |
|
|
263 | player::disconnect () |
|
|
264 | { |
|
|
265 | if (ob) |
|
|
266 | { |
|
|
267 | ob->close_container (); //TODO: client-specific |
|
|
268 | ob->drop_unpaid_items (); |
|
|
269 | } |
|
|
270 | |
|
|
271 | if (ns) |
|
|
272 | { |
|
|
273 | if (active) |
|
|
274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
275 | |
|
|
276 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
277 | |
|
|
278 | ns->reset_stats (); |
|
|
279 | ns->pl = 0; |
|
|
280 | ns = 0; |
|
|
281 | } |
|
|
282 | |
|
|
283 | observe = ob; |
|
|
284 | |
|
|
285 | deactivate (); |
|
|
286 | } |
|
|
287 | |
|
|
288 | // the need for this function can be explained |
|
|
289 | // by load_object not returning the object |
|
|
290 | void |
|
|
291 | player::set_object (object *op) |
|
|
292 | { |
|
|
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 | |
245 | ob->flag [FLAG_READY_WEAPON] = false; |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
246 | ob->flag [FLAG_READY_SKILL] = false; |
302 | ob->flag [FLAG_READY_SKILL] = false; |
247 | ob->flag [FLAG_READY_BOW] = false; |
303 | ob->flag [FLAG_READY_BOW] = false; |
248 | |
304 | |
249 | for (object *op = ob->inv; op; op = op->below) |
305 | for (object *op = ob->inv; op; op = op->below) |
… | |
… | |
265 | combat_ob = op; |
321 | combat_ob = op; |
266 | break; |
322 | break; |
267 | } |
323 | } |
268 | |
324 | |
269 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
270 | ob->update_stats (); |
|
|
271 | |
|
|
272 | ns->floorbox_update (); |
|
|
273 | esrv_send_inventory (ob, ob); |
|
|
274 | esrv_add_spells (this, 0); |
|
|
275 | |
|
|
276 | activate (); |
|
|
277 | |
|
|
278 | send_rules (ob); |
|
|
279 | send_news (ob); |
|
|
280 | display_motd (ob); |
|
|
281 | |
|
|
282 | INVOKE_PLAYER (CONNECT, this); |
|
|
283 | INVOKE_PLAYER (LOGIN, this); |
|
|
284 | } |
|
|
285 | |
|
|
286 | void |
|
|
287 | player::disconnect () |
|
|
288 | { |
|
|
289 | if (ns) |
|
|
290 | { |
|
|
291 | if (active) |
|
|
292 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
293 | |
|
|
294 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
295 | |
|
|
296 | ns->reset_stats (); |
|
|
297 | ns->pl = 0; |
|
|
298 | ns = 0; |
|
|
299 | } |
|
|
300 | |
|
|
301 | if (ob) |
|
|
302 | { |
|
|
303 | ob->close_container (); //TODO: client-specific |
|
|
304 | ob->drop_unpaid_items (); |
|
|
305 | } |
|
|
306 | |
|
|
307 | observe = ob; |
|
|
308 | |
|
|
309 | deactivate (); |
|
|
310 | } |
|
|
311 | |
|
|
312 | // the need for this function can be explained |
|
|
313 | // by load_object not returning the object |
|
|
314 | void |
|
|
315 | player::set_object (object *op) |
|
|
316 | { |
|
|
317 | ob = observe = op; |
|
|
318 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
319 | |
|
|
320 | ob->speed = 1.0f; |
|
|
321 | ob->speed_left = 0.5f; |
|
|
322 | |
|
|
323 | ob->direction = 5; /* So player faces south */ |
|
|
324 | } |
326 | } |
325 | |
327 | |
326 | void |
328 | void |
327 | player::set_observe (object *op) |
329 | player::set_observe (object *op) |
328 | { |
330 | { |
… | |
… | |
425 | unsigned lastdist; |
427 | unsigned lastdist; |
426 | rv_vector rv; |
428 | rv_vector rv; |
427 | |
429 | |
428 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
430 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
429 | { |
431 | { |
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)) |
432 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
458 | continue; |
433 | continue; |
459 | |
434 | |
460 | if (lastdist > rv.distance) |
435 | if (lastdist > rv.distance) |
461 | { |
436 | { |
… | |
… | |
1188 | pick_up (op, tmp); |
1163 | pick_up (op, tmp); |
1189 | continue; |
1164 | continue; |
1190 | } |
1165 | } |
1191 | |
1166 | |
1192 | if (op->contr->mode & PU_READABLES) |
1167 | if (op->contr->mode & PU_READABLES) |
1193 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1168 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1194 | { |
1169 | { |
1195 | pick_up (op, tmp); |
1170 | pick_up (op, tmp); |
1196 | continue; |
1171 | continue; |
1197 | } |
1172 | } |
1198 | |
1173 | |
… | |
… | |
1376 | { |
1351 | { |
1377 | object *tmp = 0; |
1352 | object *tmp = 0; |
1378 | |
1353 | |
1379 | for (op = op->inv; op; op = op->below) |
1354 | for (op = op->inv; op; op = op->below) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1355 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
1381 | tmp = find_arrow (op, type); |
1356 | tmp = find_arrow (splay (op), type); |
1382 | else if (op->type == ARROW && op->race == type) |
1357 | else if (op->type == ARROW && op->race == type) |
1383 | return op; |
1358 | return splay (op); |
1384 | |
1359 | |
1385 | return tmp; |
1360 | return tmp; |
1386 | } |
1361 | } |
1387 | |
1362 | |
1388 | /* |
1363 | /* |
… | |
… | |
1980 | /* If we found a key, do some extra work */ |
1955 | /* If we found a key, do some extra work */ |
1981 | if (key) |
1956 | if (key) |
1982 | { |
1957 | { |
1983 | object *container = key->env; |
1958 | object *container = key->env; |
1984 | |
1959 | |
1985 | op->play_sound (sound_find ("open_door")); |
|
|
1986 | |
|
|
1987 | if (action_makes_visible (op)) |
1960 | if (action_makes_visible (op)) |
1988 | make_visible (op); |
1961 | make_visible (op); |
1989 | |
1962 | |
1990 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1963 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1991 | spring_trap (door->inv, op); |
1964 | spring_trap (door->inv, op); |
1992 | |
1965 | |
1993 | if (door->type == DOOR) |
1966 | if (door->type == DOOR) |
1994 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1967 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1995 | else if (door->type == LOCKED_DOOR) |
1968 | else if (door->type == LOCKED_DOOR) |
1996 | { |
1969 | { |
1997 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1970 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1998 | remove_door2 (door); /* remove door without violence ;-) */ |
1971 | remove_door2 (door); /* remove door without violence ;-) */ |
1999 | } |
1972 | } |
2000 | |
1973 | |
2001 | /* Do this after we print the message */ |
1974 | /* Do this after we print the message */ |
2002 | decrease_ob (key); /* Use up one of the keys */ |
1975 | decrease_ob (key); /* Use up one of the keys */ |
… | |
… | |
2007 | return 1; /* Nothing more to do below */ |
1980 | return 1; /* Nothing more to do below */ |
2008 | } |
1981 | } |
2009 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
2010 | { |
1983 | { |
2011 | /* Might as well return now - no other way to open this */ |
1984 | /* Might as well return now - no other way to open this */ |
2012 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1985 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2013 | return 1; |
1986 | return 1; |
2014 | } |
1987 | } |
2015 | |
1988 | |
2016 | return 0; |
1989 | return 0; |
2017 | } |
1990 | } |
… | |
… | |
2137 | { |
2110 | { |
2138 | op->play_sound (sound_find ("push_player")); |
2111 | op->play_sound (sound_find ("push_player")); |
2139 | push_ob (mon, dir, op); |
2112 | push_ob (mon, dir, op); |
2140 | } |
2113 | } |
2141 | else |
2114 | else |
2142 | new_draw_info (0, 0, op, "You withhold your attack"); |
2115 | op->statusmsg ("You withhold your attack"); |
2143 | |
2116 | |
2144 | if (op->contr->tmp_invis || op->hide) |
2117 | if (op->contr->tmp_invis || op->hide) |
2145 | make_visible (op); |
2118 | make_visible (op); |
2146 | |
2119 | |
2147 | return true; |
2120 | return true; |
… | |
… | |
2446 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2419 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2447 | else |
2420 | else |
2448 | { |
2421 | { |
2449 | gen_grace = op->stats.maxgrace; |
2422 | gen_grace = op->stats.maxgrace; |
2450 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2423 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2451 | } |
|
|
2452 | |
|
|
2453 | /* Regenerate Spell Points */ |
|
|
2454 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2455 | { |
|
|
2456 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2457 | if (op->stats.sp < op->stats.maxsp) |
|
|
2458 | { |
|
|
2459 | op->stats.sp++; |
|
|
2460 | /* dms do not consume food */ |
|
|
2461 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2462 | { |
|
|
2463 | op->stats.food--; |
|
|
2464 | if (op->contr->digestion < 0) |
|
|
2465 | op->stats.food += op->contr->digestion; |
|
|
2466 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2467 | op->stats.food = last_food; |
|
|
2468 | } |
|
|
2469 | } |
|
|
2470 | |
|
|
2471 | if (max_sp > 1) |
|
|
2472 | { |
|
|
2473 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2474 | if (over_sp > 0) |
|
|
2475 | { |
|
|
2476 | if (op->stats.sp < op->stats.maxsp) |
|
|
2477 | { |
|
|
2478 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2479 | |
|
|
2480 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2481 | op->stats.sp--; |
|
|
2482 | |
|
|
2483 | if (op->stats.sp > op->stats.maxsp) |
|
|
2484 | op->stats.sp = op->stats.maxsp; |
|
|
2485 | } |
|
|
2486 | op->last_sp = 0; |
|
|
2487 | } |
|
|
2488 | else |
|
|
2489 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2490 | } |
|
|
2491 | else |
|
|
2492 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2493 | } |
2424 | } |
2494 | |
2425 | |
2495 | /* Regenerate Grace */ |
2426 | /* Regenerate Grace */ |
2496 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2427 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2497 | if (--op->last_grace < 0) |
2428 | if (--op->last_grace < 0) |
… | |
… | |
2518 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2449 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2519 | } |
2450 | } |
2520 | /* wearing stuff doesn't detract from grace generation. */ |
2451 | /* wearing stuff doesn't detract from grace generation. */ |
2521 | } |
2452 | } |
2522 | |
2453 | |
|
|
2454 | if (op->stats.food > 0) |
|
|
2455 | { |
2523 | /* Regenerate Hit Points */ |
2456 | /* Regenerate Spell Points */ |
2524 | if (--op->last_heal < 0) |
2457 | if (!op->contr->golem && --op->last_sp < 0) |
2525 | { |
|
|
2526 | if (op->stats.hp < op->stats.maxhp) |
|
|
2527 | { |
2458 | { |
2528 | op->stats.hp++; |
2459 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2529 | /* dms do not consume food */ |
2460 | |
2530 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2461 | if (op->stats.sp < op->stats.maxsp) |
2531 | { |
2462 | { |
|
|
2463 | op->stats.sp++; |
|
|
2464 | |
|
|
2465 | /* dms do not consume food */ |
|
|
2466 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2467 | { |
2532 | op->stats.food--; |
2468 | op->stats.food--; |
|
|
2469 | |
2533 | if (op->contr->digestion < 0) |
2470 | if (op->contr->digestion < 0) |
2534 | op->stats.food += op->contr->digestion; |
2471 | op->stats.food += op->contr->digestion; |
2535 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2472 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2536 | op->stats.food = last_food; |
2473 | op->stats.food = last_food; |
|
|
2474 | } |
2537 | } |
2475 | } |
2538 | } |
|
|
2539 | |
2476 | |
2540 | if (max_hp > 1) |
2477 | if (max_sp > 1) |
2541 | { |
|
|
2542 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2543 | if (over_hp > 0) |
|
|
2544 | { |
2478 | { |
2545 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2479 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2480 | if (over_sp > 0) |
|
|
2481 | { |
|
|
2482 | if (op->stats.sp < op->stats.maxsp) |
|
|
2483 | { |
|
|
2484 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2485 | |
|
|
2486 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2487 | op->stats.sp--; |
|
|
2488 | |
|
|
2489 | if (op->stats.sp > op->stats.maxsp) |
|
|
2490 | op->stats.sp = op->stats.maxsp; |
|
|
2491 | } |
|
|
2492 | |
2546 | op->last_heal = 0; |
2493 | op->last_sp = 0; |
|
|
2494 | } |
|
|
2495 | else |
|
|
2496 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2547 | } |
2497 | } |
2548 | else |
2498 | else |
|
|
2499 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2500 | } |
|
|
2501 | |
|
|
2502 | /* Regenerate Hit Points */ |
|
|
2503 | if (--op->last_heal < 0) |
|
|
2504 | { |
|
|
2505 | if (op->stats.hp < op->stats.maxhp) |
2549 | { |
2506 | { |
2550 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2507 | op->stats.hp++; |
|
|
2508 | |
|
|
2509 | /* dms do not consume food */ |
|
|
2510 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2511 | { |
|
|
2512 | op->stats.food--; |
|
|
2513 | |
|
|
2514 | if (op->contr->digestion < 0) |
|
|
2515 | op->stats.food += op->contr->digestion; |
|
|
2516 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2517 | op->stats.food = last_food; |
|
|
2518 | } |
2551 | } |
2519 | } |
|
|
2520 | |
|
|
2521 | if (max_hp > 1) |
|
|
2522 | { |
|
|
2523 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2524 | |
|
|
2525 | if (over_hp > 0) |
|
|
2526 | { |
|
|
2527 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2528 | op->last_heal = 0; |
|
|
2529 | } |
|
|
2530 | else |
|
|
2531 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2552 | } |
2532 | } |
2553 | else |
2533 | else |
2554 | { |
|
|
2555 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2534 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2556 | } |
2535 | } |
2557 | } |
2536 | } |
2558 | |
2537 | |
2559 | /* Digestion */ |
2538 | /* Digestion */ |
2560 | if (--op->last_eat < 0) |
2539 | if (--op->last_eat < 0) |
… | |
… | |
2597 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2598 | manual_apply (op, flesh, 0); |
2577 | manual_apply (op, flesh, 0); |
2599 | } |
2578 | } |
2600 | } |
2579 | } |
2601 | |
2580 | |
2602 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2581 | if (op->stats.food < 0) |
2603 | op->stats.food++, op->stats.hp--; |
2582 | { |
|
|
2583 | op->stats.hp += op->stats.food; |
|
|
2584 | op->stats.food = 0; |
|
|
2585 | } |
2604 | |
2586 | |
2605 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2587 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2606 | kill_player (op); |
2588 | kill_player (op); |
2607 | } |
2589 | } |
2608 | } |
2590 | } |
… | |
… | |
2613 | * file. |
2595 | * file. |
2614 | */ |
2596 | */ |
2615 | void |
2597 | void |
2616 | kill_player (object *op) |
2598 | kill_player (object *op) |
2617 | { |
2599 | { |
|
|
2600 | int x, y; |
2618 | char buf[MAX_BUF]; |
2601 | char buf[MAX_BUF]; |
2619 | int x, y; |
|
|
2620 | |
|
|
2621 | //int i; |
|
|
2622 | maptile *map; /* this is for resurrection */ |
2602 | maptile *map; /* this is for resurrection */ |
2623 | |
|
|
2624 | /* int z; |
|
|
2625 | int num_stats_lose; |
|
|
2626 | int lost_a_stat; |
|
|
2627 | int lose_this_stat; |
|
|
2628 | int this_stat; */ |
|
|
2629 | int will_kill_again; |
2603 | int will_kill_again; |
2630 | archetype *at; |
2604 | archetype *at; |
2631 | object *tmp; |
2605 | object *tmp; |
2632 | |
2606 | |
2633 | if (save_life (op)) |
2607 | if (save_life (op)) |
… | |
… | |
2655 | { |
2629 | { |
2656 | tmp->destroy (); |
2630 | tmp->destroy (); |
2657 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2631 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2658 | } |
2632 | } |
2659 | |
2633 | |
2660 | cure_disease (op, 0); /* remove any disease */ |
2634 | cure_disease (op, 0, 0); /* remove any disease */ |
2661 | op->stats.hp = op->stats.maxhp; |
2635 | op->stats.hp = op->stats.maxhp; |
2662 | if (op->stats.food <= 0) |
2636 | if (op->stats.food <= 0) |
2663 | op->stats.food = 999; |
2637 | op->stats.food = 999; |
2664 | |
2638 | |
2665 | /* create a bodypart-trophy to make the winner happy */ |
2639 | /* create a bodypart-trophy to make the winner happy */ |
2666 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2640 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2667 | { |
2641 | { |
2668 | sprintf (buf, "%s's finger", &op->name); |
2642 | tmp->name = format ("%s's finger" , &op->name); |
2669 | tmp->name = buf; |
2643 | tmp->name_pl = format ("%s's fingers", &op->name); |
2670 | sprintf (buf, " This finger has been cut off %s\n" |
2644 | tmp->msg = format ( |
2671 | " the %s, when he was defeated at\n level %d by %s.\n", |
2645 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2672 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2646 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2673 | tmp->msg = buf; |
2647 | ); |
2674 | tmp->value = 0, tmp->type = 0; |
2648 | tmp->value = 0, tmp->type = 0; |
2675 | tmp->materialname = "organics"; |
2649 | tmp->materialname = "organics"; |
2676 | tmp->insert_at (op, tmp); |
2650 | tmp->insert_at (op, tmp); |
2677 | } |
2651 | } |
2678 | |
2652 | |
… | |
… | |
2685 | INVOKE_PLAYER (DEATH, op->contr); |
2659 | INVOKE_PLAYER (DEATH, op->contr); |
2686 | |
2660 | |
2687 | command_kill_pets (op, 0); |
2661 | command_kill_pets (op, 0); |
2688 | |
2662 | |
2689 | if (op->stats.food < 0) |
2663 | if (op->stats.food < 0) |
2690 | { |
|
|
2691 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2692 | strcpy (op->contr->killer, "starvation"); |
2664 | strcpy (op->contr->killer, "starvation"); |
2693 | } |
|
|
2694 | else |
|
|
2695 | sprintf (buf, "%s died.", &op->name); |
|
|
2696 | |
2665 | |
2697 | op->contr->play_sound (sound_find ("player_dies")); |
2666 | op->contr->play_sound (sound_find ("player_dies")); |
2698 | |
2667 | |
2699 | /* save the map location for corpse, gravestone */ |
2668 | /* save the map location for corpse, gravestone */ |
2700 | x = op->x; |
2669 | x = op->x; |
… | |
… | |
2865 | { |
2834 | { |
2866 | tmp->destroy (); |
2835 | tmp->destroy (); |
2867 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2836 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2868 | } |
2837 | } |
2869 | |
2838 | |
2870 | cure_disease (op, 0); /* remove any disease */ |
2839 | cure_disease (op, 0, 0); /* remove any disease */ |
2871 | |
2840 | |
2872 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2841 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2873 | apply_death_exp_penalty (op); |
2842 | apply_death_exp_penalty (op); |
2874 | if (op->stats.food < 100) |
2843 | if (op->stats.food < 100) |
2875 | op->stats.food = 900; |
2844 | op->stats.food = 900; |
… | |
… | |
3029 | void |
2998 | void |
3030 | make_visible (object *op) |
2999 | make_visible (object *op) |
3031 | { |
3000 | { |
3032 | op->hide = 0; |
3001 | op->hide = 0; |
3033 | op->invisible = 0; |
3002 | op->invisible = 0; |
|
|
3003 | |
3034 | if (op->type == PLAYER) |
3004 | if (op->type == PLAYER) |
3035 | { |
3005 | { |
3036 | op->contr->tmp_invis = 0; |
3006 | op->contr->tmp_invis = 0; |
3037 | op->contr->invis_race = 0; |
3007 | op->contr->invis_race = 0; |
3038 | } |
3008 | } |
… | |
… | |
3051 | |
3021 | |
3052 | /* look at the surrounding terrain to determine |
3022 | /* look at the surrounding terrain to determine |
3053 | * the hideability of this object. Positive levels |
3023 | * the hideability of this object. Positive levels |
3054 | * indicate greater hideability. |
3024 | * indicate greater hideability. |
3055 | */ |
3025 | */ |
3056 | |
|
|
3057 | int |
3026 | int |
3058 | hideability (object *ob) |
3027 | hideability (object *ob) |
3059 | { |
3028 | { |
3060 | int i, level = 0, mflag; |
3029 | int i, level = 0, mflag; |
3061 | sint16 x, y; |
3030 | sint16 x, y; |
… | |
… | |
3186 | * object op. This function works fine for monsters, |
3155 | * object op. This function works fine for monsters, |
3187 | * but we dont worry if the object isnt the top one in |
3156 | * but we dont worry if the object isnt the top one in |
3188 | * a pile (say a coin under a table would return "viewable" |
3157 | * a pile (say a coin under a table would return "viewable" |
3189 | * by this routine). Another question, should we be |
3158 | * by this routine). Another question, should we be |
3190 | * concerned with the direction the player is looking |
3159 | * concerned with the direction the player is looking |
3191 | * in? Realistically, most of use cant see stuff behind |
3160 | * in? Realistically, most of us can't see stuff behind |
3192 | * our backs...on the other hand, does the "facing" direction |
3161 | * our backs...on the other hand, does the "facing" direction |
3193 | * imply the way your head, or body is facing? Its possible |
3162 | * imply the way your head, or body is facing? It's possible |
3194 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3163 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3195 | * -b.t. |
3164 | * -b.t. |
3196 | * This function is now map tiling safe. |
3165 | * This function is now map tiling safe. |
3197 | */ |
3166 | */ |
3198 | |
|
|
3199 | int |
3167 | int |
3200 | player_can_view (object *pl, object *op) |
3168 | player_can_view (object *pl, object *op) |
3201 | { |
3169 | { |
3202 | rv_vector rv; |
3170 | rv_vector rv; |
3203 | int dx, dy; |
3171 | int dx, dy; |
… | |
… | |
3215 | |
3183 | |
3216 | get_rangevector (pl, op, &rv, 0x1); |
3184 | get_rangevector (pl, op, &rv, 0x1); |
3217 | |
3185 | |
3218 | /* starting with the 'head' part, lets loop |
3186 | /* starting with the 'head' part, lets loop |
3219 | * through the object and find if it has any |
3187 | * through the object and find if it has any |
3220 | * part that is in the los array but isnt on |
3188 | * part that is in the los array but isn't on |
3221 | * a blocked los square. |
3189 | * a blocked los square. |
3222 | * we use the archetype to figure out offsets. |
3190 | * we use the archetype to figure out offsets. |
3223 | */ |
3191 | */ |
3224 | while (op) |
3192 | while (op) |
3225 | { |
3193 | { |
… | |
… | |
3228 | |
3196 | |
3229 | /* only the viewable area the player sees is updated by LOS |
3197 | /* only the viewable area the player sees is updated by LOS |
3230 | * code, so we need to restrict ourselves to that range of values |
3198 | * code, so we need to restrict ourselves to that range of values |
3231 | * for any meaningful values. |
3199 | * for any meaningful values. |
3232 | */ |
3200 | */ |
3233 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3201 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3234 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3202 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3235 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3203 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3236 | return 1; |
3204 | return 1; |
|
|
3205 | |
3237 | op = op->more; |
3206 | op = op->more; |
3238 | } |
3207 | } |
|
|
3208 | |
3239 | return 0; |
3209 | return 0; |
3240 | } |
3210 | } |
3241 | |
3211 | |
3242 | /* routine for both players and monsters. We call this when |
3212 | /* routine for both players and monsters. We call this when |
3243 | * there is a possibility for our action distrubing our hiding |
3213 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3246 | * return 0. |
3216 | * return 0. |
3247 | */ |
3217 | */ |
3248 | int |
3218 | int |
3249 | action_makes_visible (object *op) |
3219 | action_makes_visible (object *op) |
3250 | { |
3220 | { |
3251 | |
|
|
3252 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3221 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3253 | { |
3222 | { |
3254 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3223 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3255 | return 0; |
3224 | return 0; |
3256 | |
3225 | |
… | |
… | |
3262 | { |
3231 | { |
3263 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3232 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3264 | return 1; |
3233 | return 1; |
3265 | } |
3234 | } |
3266 | } |
3235 | } |
|
|
3236 | |
3267 | return 0; |
3237 | return 0; |
3268 | } |
3238 | } |
3269 | |
3239 | |
3270 | /* op_on_battleground - checks if the given object op (usually |
3240 | /* op_on_battleground - checks if the given object op (usually |
3271 | * a player) is standing on a valid battleground-tile, |
3241 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3276 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3246 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3277 | */ |
3247 | */ |
3278 | int |
3248 | int |
3279 | op_on_battleground (object *op, int *x, int *y) |
3249 | op_on_battleground (object *op, int *x, int *y) |
3280 | { |
3250 | { |
3281 | object *tmp; |
|
|
3282 | |
|
|
3283 | /* A battleground-tile needs the following attributes to be valid: |
3251 | /* A battleground-tile needs the following attributes to be valid: |
3284 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3252 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3285 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3253 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3286 | * and the exit-coordinates sp/hp must both be > 0. |
3254 | * and the exit-coordinates sp/hp must both be > 0. |
3287 | * => The intention here is to prevent abuse of the battleground- |
3255 | * => The intention here is to prevent abuse of the battleground- |
3288 | * feature (like pickable or hidden battleground tiles). */ |
3256 | * feature (like pickable or hidden battleground tiles). */ |
3289 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3257 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3290 | { |
3258 | { |
3291 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3259 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3292 | { |
3260 | { |
3293 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3261 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3294 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3262 | && tmp->type == BATTLEGROUND |
|
|
3263 | && tmp->name == shstr_battleground |
|
|
3264 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3295 | { |
3265 | { |
3296 | /*before we assign the exit, check if this is a teambattle */ |
3266 | /* before we assign the exit, check if this is a teambattle */ |
3297 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3267 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3298 | { |
3268 | { |
3299 | object *invtmp; |
|
|
3300 | |
|
|
3301 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3269 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3302 | { |
3270 | { |
3303 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3271 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3304 | { |
3272 | { |
3305 | if (x != NULL && y != NULL) |
3273 | if (x && y) |
3306 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3274 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3275 | |
3307 | return 1; |
3276 | return 1; |
3308 | } |
3277 | } |
3309 | } |
3278 | } |
3310 | } |
3279 | } |
|
|
3280 | |
3311 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3312 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3282 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3283 | |
3313 | return 1; |
3284 | return 1; |
3314 | } |
3285 | } |
3315 | } |
3286 | } |
3316 | } |
3287 | } |
|
|
3288 | |
3317 | /* If we got here, did not find a battleground */ |
3289 | /* If we got here, did not find a battleground */ |
3318 | return 0; |
3290 | return 0; |
3319 | } |
3291 | } |
3320 | |
3292 | |
3321 | /* |
3293 | /* |
… | |
… | |
3337 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3309 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3338 | int i = 0, j = 0; |
3310 | int i = 0, j = 0; |
3339 | |
3311 | |
3340 | /* get the appropriate treasurelist */ |
3312 | /* get the appropriate treasurelist */ |
3341 | if (atnr == ATNR_FIRE) |
3313 | if (atnr == ATNR_FIRE) |
3342 | trlist = treasurelist::find ("dragon_ability_fire"); |
3314 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3343 | else if (atnr == ATNR_COLD) |
3315 | else if (atnr == ATNR_COLD) |
3344 | trlist = treasurelist::find ("dragon_ability_cold"); |
3316 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3345 | else if (atnr == ATNR_ELECTRICITY) |
3317 | else if (atnr == ATNR_ELECTRICITY) |
3346 | trlist = treasurelist::find ("dragon_ability_elec"); |
3318 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3347 | else if (atnr == ATNR_POISON) |
3319 | else if (atnr == ATNR_POISON) |
3348 | trlist = treasurelist::find ("dragon_ability_poison"); |
3320 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3349 | |
3321 | |
3350 | if (trlist == NULL || who->type != PLAYER) |
3322 | if (trlist == NULL || who->type != PLAYER) |
3351 | return; |
3323 | return; |
3352 | |
3324 | |
3353 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3325 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3512 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3484 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3513 | return 0; |
3485 | return 0; |
3514 | |
3486 | |
3515 | return 100 - blocked_los [x][y]; |
3487 | return 100 - blocked_los [x][y]; |
3516 | } |
3488 | } |
|
|
3489 | |
|
|
3490 | void |
|
|
3491 | player::infobox (const char *title, const char *msg, int color) |
|
|
3492 | { |
|
|
3493 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3494 | } |
|
|
3495 | |
|
|
3496 | void |
|
|
3497 | player::statusmsg (const char *msg, int color) |
|
|
3498 | { |
|
|
3499 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3500 | } |
|
|
3501 | |
|
|
3502 | void |
|
|
3503 | player::failmsg (const char *msg, int color) |
|
|
3504 | { |
|
|
3505 | play_sound (sound_find ("generic_failure")); |
|
|
3506 | statusmsg (msg, color); |
|
|
3507 | } |
|
|
3508 | |