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 (ob) |
|
|
290 | { |
|
|
291 | ob->close_container (); //TODO: client-specific |
|
|
292 | ob->drop_unpaid_items (); |
|
|
293 | } |
|
|
294 | |
|
|
295 | if (ns) |
|
|
296 | { |
|
|
297 | if (active) |
|
|
298 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
299 | |
|
|
300 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
301 | |
|
|
302 | ns->reset_stats (); |
|
|
303 | ns->pl = 0; |
|
|
304 | ns = 0; |
|
|
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 | { |
… | |
… | |
1349 | { |
1351 | { |
1350 | object *tmp = 0; |
1352 | object *tmp = 0; |
1351 | |
1353 | |
1352 | for (op = op->inv; op; op = op->below) |
1354 | for (op = op->inv; op; op = op->below) |
1353 | 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)) |
1354 | tmp = find_arrow (op, type); |
1356 | tmp = find_arrow (splay (op), type); |
1355 | else if (op->type == ARROW && op->race == type) |
1357 | else if (op->type == ARROW && op->race == type) |
1356 | return op; |
1358 | return splay (op); |
1357 | |
1359 | |
1358 | return tmp; |
1360 | return tmp; |
1359 | } |
1361 | } |
1360 | |
1362 | |
1361 | /* |
1363 | /* |
… | |
… | |
1963 | |
1965 | |
1964 | if (door->type == DOOR) |
1966 | if (door->type == DOOR) |
1965 | 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 */ |
1966 | else if (door->type == LOCKED_DOOR) |
1968 | else if (door->type == LOCKED_DOOR) |
1967 | { |
1969 | { |
1968 | 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); |
1969 | remove_door2 (door); /* remove door without violence ;-) */ |
1971 | remove_door2 (door); /* remove door without violence ;-) */ |
1970 | } |
1972 | } |
1971 | |
1973 | |
1972 | /* Do this after we print the message */ |
1974 | /* Do this after we print the message */ |
1973 | decrease_ob (key); /* Use up one of the keys */ |
1975 | decrease_ob (key); /* Use up one of the keys */ |
… | |
… | |
1978 | return 1; /* Nothing more to do below */ |
1980 | return 1; /* Nothing more to do below */ |
1979 | } |
1981 | } |
1980 | else if (door->type == LOCKED_DOOR) |
1982 | else if (door->type == LOCKED_DOOR) |
1981 | { |
1983 | { |
1982 | /* Might as well return now - no other way to open this */ |
1984 | /* Might as well return now - no other way to open this */ |
1983 | 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..."); |
1984 | return 1; |
1986 | return 1; |
1985 | } |
1987 | } |
1986 | |
1988 | |
1987 | return 0; |
1989 | return 0; |
1988 | } |
1990 | } |
… | |
… | |
2108 | { |
2110 | { |
2109 | op->play_sound (sound_find ("push_player")); |
2111 | op->play_sound (sound_find ("push_player")); |
2110 | push_ob (mon, dir, op); |
2112 | push_ob (mon, dir, op); |
2111 | } |
2113 | } |
2112 | else |
2114 | else |
2113 | new_draw_info (0, 0, op, "You withhold your attack"); |
2115 | op->statusmsg ("You withhold your attack"); |
2114 | |
2116 | |
2115 | if (op->contr->tmp_invis || op->hide) |
2117 | if (op->contr->tmp_invis || op->hide) |
2116 | make_visible (op); |
2118 | make_visible (op); |
2117 | |
2119 | |
2118 | return true; |
2120 | return true; |
… | |
… | |
2593 | * file. |
2595 | * file. |
2594 | */ |
2596 | */ |
2595 | void |
2597 | void |
2596 | kill_player (object *op) |
2598 | kill_player (object *op) |
2597 | { |
2599 | { |
|
|
2600 | int x, y; |
2598 | char buf[MAX_BUF]; |
2601 | char buf[MAX_BUF]; |
2599 | int x, y; |
|
|
2600 | |
|
|
2601 | //int i; |
|
|
2602 | maptile *map; /* this is for resurrection */ |
2602 | maptile *map; /* this is for resurrection */ |
2603 | |
|
|
2604 | /* int z; |
|
|
2605 | int num_stats_lose; |
|
|
2606 | int lost_a_stat; |
|
|
2607 | int lose_this_stat; |
|
|
2608 | int this_stat; */ |
|
|
2609 | int will_kill_again; |
2603 | int will_kill_again; |
2610 | archetype *at; |
2604 | archetype *at; |
2611 | object *tmp; |
2605 | object *tmp; |
2612 | |
2606 | |
2613 | if (save_life (op)) |
2607 | if (save_life (op)) |
… | |
… | |
2635 | { |
2629 | { |
2636 | tmp->destroy (); |
2630 | tmp->destroy (); |
2637 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2631 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2638 | } |
2632 | } |
2639 | |
2633 | |
2640 | cure_disease (op, 0); /* remove any disease */ |
2634 | cure_disease (op, 0, 0); /* remove any disease */ |
2641 | op->stats.hp = op->stats.maxhp; |
2635 | op->stats.hp = op->stats.maxhp; |
2642 | if (op->stats.food <= 0) |
2636 | if (op->stats.food <= 0) |
2643 | op->stats.food = 999; |
2637 | op->stats.food = 999; |
2644 | |
2638 | |
2645 | /* create a bodypart-trophy to make the winner happy */ |
2639 | /* create a bodypart-trophy to make the winner happy */ |
2646 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2640 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2647 | { |
2641 | { |
2648 | sprintf (buf, "%s's finger", &op->name); |
2642 | tmp->name = format ("%s's finger" , &op->name); |
2649 | tmp->name = buf; |
2643 | tmp->name_pl = format ("%s's fingers", &op->name); |
2650 | sprintf (buf, " This finger has been cut off %s\n" |
2644 | tmp->msg = format ( |
2651 | " 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", |
2652 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2646 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2653 | tmp->msg = buf; |
2647 | ); |
2654 | tmp->value = 0, tmp->type = 0; |
2648 | tmp->value = 0, tmp->type = 0; |
2655 | tmp->materialname = "organics"; |
2649 | tmp->materialname = "organics"; |
2656 | tmp->insert_at (op, tmp); |
2650 | tmp->insert_at (op, tmp); |
2657 | } |
2651 | } |
2658 | |
2652 | |
… | |
… | |
2665 | INVOKE_PLAYER (DEATH, op->contr); |
2659 | INVOKE_PLAYER (DEATH, op->contr); |
2666 | |
2660 | |
2667 | command_kill_pets (op, 0); |
2661 | command_kill_pets (op, 0); |
2668 | |
2662 | |
2669 | if (op->stats.food < 0) |
2663 | if (op->stats.food < 0) |
2670 | { |
|
|
2671 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2672 | strcpy (op->contr->killer, "starvation"); |
2664 | strcpy (op->contr->killer, "starvation"); |
2673 | } |
|
|
2674 | else |
|
|
2675 | sprintf (buf, "%s died.", &op->name); |
|
|
2676 | |
2665 | |
2677 | op->contr->play_sound (sound_find ("player_dies")); |
2666 | op->contr->play_sound (sound_find ("player_dies")); |
2678 | |
2667 | |
2679 | /* save the map location for corpse, gravestone */ |
2668 | /* save the map location for corpse, gravestone */ |
2680 | x = op->x; |
2669 | x = op->x; |
… | |
… | |
2845 | { |
2834 | { |
2846 | tmp->destroy (); |
2835 | tmp->destroy (); |
2847 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2836 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2848 | } |
2837 | } |
2849 | |
2838 | |
2850 | cure_disease (op, 0); /* remove any disease */ |
2839 | cure_disease (op, 0, 0); /* remove any disease */ |
2851 | |
2840 | |
2852 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2841 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2853 | apply_death_exp_penalty (op); |
2842 | apply_death_exp_penalty (op); |
2854 | if (op->stats.food < 100) |
2843 | if (op->stats.food < 100) |
2855 | op->stats.food = 900; |
2844 | op->stats.food = 900; |
… | |
… | |
3009 | void |
2998 | void |
3010 | make_visible (object *op) |
2999 | make_visible (object *op) |
3011 | { |
3000 | { |
3012 | op->hide = 0; |
3001 | op->hide = 0; |
3013 | op->invisible = 0; |
3002 | op->invisible = 0; |
|
|
3003 | |
3014 | if (op->type == PLAYER) |
3004 | if (op->type == PLAYER) |
3015 | { |
3005 | { |
3016 | op->contr->tmp_invis = 0; |
3006 | op->contr->tmp_invis = 0; |
3017 | op->contr->invis_race = 0; |
3007 | op->contr->invis_race = 0; |
3018 | } |
3008 | } |
… | |
… | |
3031 | |
3021 | |
3032 | /* look at the surrounding terrain to determine |
3022 | /* look at the surrounding terrain to determine |
3033 | * the hideability of this object. Positive levels |
3023 | * the hideability of this object. Positive levels |
3034 | * indicate greater hideability. |
3024 | * indicate greater hideability. |
3035 | */ |
3025 | */ |
3036 | |
|
|
3037 | int |
3026 | int |
3038 | hideability (object *ob) |
3027 | hideability (object *ob) |
3039 | { |
3028 | { |
3040 | int i, level = 0, mflag; |
3029 | int i, level = 0, mflag; |
3041 | sint16 x, y; |
3030 | sint16 x, y; |
… | |
… | |
3166 | * object op. This function works fine for monsters, |
3155 | * object op. This function works fine for monsters, |
3167 | * 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 |
3168 | * a pile (say a coin under a table would return "viewable" |
3157 | * a pile (say a coin under a table would return "viewable" |
3169 | * by this routine). Another question, should we be |
3158 | * by this routine). Another question, should we be |
3170 | * concerned with the direction the player is looking |
3159 | * concerned with the direction the player is looking |
3171 | * in? Realistically, most of use cant see stuff behind |
3160 | * in? Realistically, most of us can't see stuff behind |
3172 | * our backs...on the other hand, does the "facing" direction |
3161 | * our backs...on the other hand, does the "facing" direction |
3173 | * imply the way your head, or body is facing? Its possible |
3162 | * imply the way your head, or body is facing? It's possible |
3174 | * 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. |
3175 | * -b.t. |
3164 | * -b.t. |
3176 | * This function is now map tiling safe. |
3165 | * This function is now map tiling safe. |
3177 | */ |
3166 | */ |
3178 | |
|
|
3179 | int |
3167 | int |
3180 | player_can_view (object *pl, object *op) |
3168 | player_can_view (object *pl, object *op) |
3181 | { |
3169 | { |
3182 | rv_vector rv; |
3170 | rv_vector rv; |
3183 | int dx, dy; |
3171 | int dx, dy; |
… | |
… | |
3195 | |
3183 | |
3196 | get_rangevector (pl, op, &rv, 0x1); |
3184 | get_rangevector (pl, op, &rv, 0x1); |
3197 | |
3185 | |
3198 | /* starting with the 'head' part, lets loop |
3186 | /* starting with the 'head' part, lets loop |
3199 | * through the object and find if it has any |
3187 | * through the object and find if it has any |
3200 | * part that is in the los array but isnt on |
3188 | * part that is in the los array but isn't on |
3201 | * a blocked los square. |
3189 | * a blocked los square. |
3202 | * we use the archetype to figure out offsets. |
3190 | * we use the archetype to figure out offsets. |
3203 | */ |
3191 | */ |
3204 | while (op) |
3192 | while (op) |
3205 | { |
3193 | { |
… | |
… | |
3208 | |
3196 | |
3209 | /* only the viewable area the player sees is updated by LOS |
3197 | /* only the viewable area the player sees is updated by LOS |
3210 | * 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 |
3211 | * for any meaningful values. |
3199 | * for any meaningful values. |
3212 | */ |
3200 | */ |
3213 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3201 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3214 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3202 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3215 | !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)]) |
3216 | return 1; |
3204 | return 1; |
|
|
3205 | |
3217 | op = op->more; |
3206 | op = op->more; |
3218 | } |
3207 | } |
|
|
3208 | |
3219 | return 0; |
3209 | return 0; |
3220 | } |
3210 | } |
3221 | |
3211 | |
3222 | /* routine for both players and monsters. We call this when |
3212 | /* routine for both players and monsters. We call this when |
3223 | * there is a possibility for our action distrubing our hiding |
3213 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3226 | * return 0. |
3216 | * return 0. |
3227 | */ |
3217 | */ |
3228 | int |
3218 | int |
3229 | action_makes_visible (object *op) |
3219 | action_makes_visible (object *op) |
3230 | { |
3220 | { |
3231 | |
|
|
3232 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3221 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3233 | { |
3222 | { |
3234 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3223 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3235 | return 0; |
3224 | return 0; |
3236 | |
3225 | |
… | |
… | |
3242 | { |
3231 | { |
3243 | 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"); |
3244 | return 1; |
3233 | return 1; |
3245 | } |
3234 | } |
3246 | } |
3235 | } |
|
|
3236 | |
3247 | return 0; |
3237 | return 0; |
3248 | } |
3238 | } |
3249 | |
3239 | |
3250 | /* op_on_battleground - checks if the given object op (usually |
3240 | /* op_on_battleground - checks if the given object op (usually |
3251 | * a player) is standing on a valid battleground-tile, |
3241 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3256 | * 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 |
3257 | */ |
3247 | */ |
3258 | int |
3248 | int |
3259 | op_on_battleground (object *op, int *x, int *y) |
3249 | op_on_battleground (object *op, int *x, int *y) |
3260 | { |
3250 | { |
3261 | object *tmp; |
|
|
3262 | |
|
|
3263 | /* A battleground-tile needs the following attributes to be valid: |
3251 | /* A battleground-tile needs the following attributes to be valid: |
3264 | * 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), |
3265 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3253 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3266 | * and the exit-coordinates sp/hp must both be > 0. |
3254 | * and the exit-coordinates sp/hp must both be > 0. |
3267 | * => The intention here is to prevent abuse of the battleground- |
3255 | * => The intention here is to prevent abuse of the battleground- |
3268 | * feature (like pickable or hidden battleground tiles). */ |
3256 | * feature (like pickable or hidden battleground tiles). */ |
3269 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3257 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3270 | { |
3258 | { |
3271 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3259 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3272 | { |
3260 | { |
3273 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3261 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3274 | 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)) |
3275 | { |
3265 | { |
3276 | /*before we assign the exit, check if this is a teambattle */ |
3266 | /* before we assign the exit, check if this is a teambattle */ |
3277 | 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)) |
3278 | { |
3268 | { |
3279 | object *invtmp; |
|
|
3280 | |
|
|
3281 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3269 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3282 | { |
3270 | { |
3283 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3271 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3284 | { |
3272 | { |
3285 | if (x != NULL && y != NULL) |
3273 | if (x && y) |
3286 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3274 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3275 | |
3287 | return 1; |
3276 | return 1; |
3288 | } |
3277 | } |
3289 | } |
3278 | } |
3290 | } |
3279 | } |
|
|
3280 | |
3291 | if (x != NULL && y != NULL) |
3281 | if (x && y) |
3292 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3282 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3283 | |
3293 | return 1; |
3284 | return 1; |
3294 | } |
3285 | } |
3295 | } |
3286 | } |
3296 | } |
3287 | } |
|
|
3288 | |
3297 | /* If we got here, did not find a battleground */ |
3289 | /* If we got here, did not find a battleground */ |
3298 | return 0; |
3290 | return 0; |
3299 | } |
3291 | } |
3300 | |
3292 | |
3301 | /* |
3293 | /* |
… | |
… | |
3317 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3309 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3318 | int i = 0, j = 0; |
3310 | int i = 0, j = 0; |
3319 | |
3311 | |
3320 | /* get the appropriate treasurelist */ |
3312 | /* get the appropriate treasurelist */ |
3321 | if (atnr == ATNR_FIRE) |
3313 | if (atnr == ATNR_FIRE) |
3322 | trlist = treasurelist::find ("dragon_ability_fire"); |
3314 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3323 | else if (atnr == ATNR_COLD) |
3315 | else if (atnr == ATNR_COLD) |
3324 | trlist = treasurelist::find ("dragon_ability_cold"); |
3316 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3325 | else if (atnr == ATNR_ELECTRICITY) |
3317 | else if (atnr == ATNR_ELECTRICITY) |
3326 | trlist = treasurelist::find ("dragon_ability_elec"); |
3318 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3327 | else if (atnr == ATNR_POISON) |
3319 | else if (atnr == ATNR_POISON) |
3328 | trlist = treasurelist::find ("dragon_ability_poison"); |
3320 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3329 | |
3321 | |
3330 | if (trlist == NULL || who->type != PLAYER) |
3322 | if (trlist == NULL || who->type != PLAYER) |
3331 | return; |
3323 | return; |
3332 | |
3324 | |
3333 | 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++); |
… | |
… | |
3492 | 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)) |
3493 | return 0; |
3485 | return 0; |
3494 | |
3486 | |
3495 | return 100 - blocked_los [x][y]; |
3487 | return 100 - blocked_los [x][y]; |
3496 | } |
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 | |