1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 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 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
122 | continue; |
123 | continue; |
123 | |
124 | |
124 | if (*buf == '%') |
125 | if (*buf == '%') |
125 | { /* send one news */ |
126 | { /* send one news */ |
126 | if (size > 0) |
127 | if (size > 0) |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
129 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
130 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
131 | subject, news); /*send previously read news */ |
128 | |
132 | |
129 | strcpy (subject, buf + 1); |
133 | strcpy (subject, buf + 1); |
130 | strip_endline (subject); |
134 | strip_endline (subject); |
131 | size = 0; |
135 | size = 0; |
132 | news[0] = '\0'; |
136 | news[0] = '\0'; |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
211 | ob->close_container (); //TODO: client-specific |
208 | |
212 | |
209 | ns->update_look = 0; |
213 | ns->update_look = 0; |
210 | ns->look_position = 0; |
214 | ns->look_position = 0; |
211 | |
215 | |
212 | clear_los (this); |
216 | clear_los (); |
213 | |
217 | |
214 | ns->reset_stats (); |
218 | ns->reset_stats (); |
215 | |
219 | |
216 | /* make sure he's a player -- needed because of class change. */ |
220 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
221 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
222 | ob->race = ob->arch->race; |
219 | |
223 | |
220 | ob->carrying = sum_weight (ob); |
224 | ob->update_weight (); |
221 | link_player_skills (ob); |
225 | link_skills (); |
222 | |
226 | |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
227 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 | |
228 | |
225 | assign (title, ob->arch->object::name); |
229 | assign (title, ob->arch->object::name); |
226 | |
230 | |
… | |
… | |
239 | set_dragon_name (ob, abil, skin); |
243 | set_dragon_name (ob, abil, skin); |
240 | } |
244 | } |
241 | |
245 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
246 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
247 | |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
248 | esrv_new_player (this); |
245 | |
249 | |
246 | ob->update_stats (); |
250 | ob->update_stats (); |
247 | |
251 | |
248 | ns->floorbox_update (); |
252 | ns->floorbox_update (); |
249 | esrv_send_inventory (ob, ob); |
253 | esrv_send_inventory (ob, ob); |
… | |
… | |
291 | player::set_object (object *op) |
295 | player::set_object (object *op) |
292 | { |
296 | { |
293 | ob = observe = op; |
297 | ob = observe = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
298 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
299 | |
296 | ob->speed = 1.0f; |
300 | ob->speed = 1.0f; |
297 | ob->speed_left = 0.5f; |
301 | ob->speed_left = 0.5f; |
298 | |
302 | |
299 | ob->direction = 5; /* So player faces south */ |
303 | ob->direction = 5; /* So player faces south */ |
300 | |
304 | |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
305 | ob->flag [FLAG_READY_WEAPON] = false; |
302 | ob->flag [FLAG_READY_SKILL] = false; |
306 | ob->flag [FLAG_READY_SKILL] = false; |
303 | ob->flag [FLAG_READY_BOW] = false; |
307 | ob->flag [FLAG_READY_BOW] = false; |
304 | |
308 | |
… | |
… | |
321 | combat_ob = op; |
325 | combat_ob = op; |
322 | break; |
326 | break; |
323 | } |
327 | } |
324 | |
328 | |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
329 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
330 | ob->deactivate (); // change_weapon activates, fix this better |
326 | } |
331 | } |
327 | |
332 | |
328 | void |
333 | void |
329 | player::set_observe (object *op) |
334 | player::set_observe (object *op) |
330 | { |
335 | { |
… | |
… | |
344 | savebed_map = first_map_path; /* Init. respawn position */ |
349 | savebed_map = first_map_path; /* Init. respawn position */ |
345 | |
350 | |
346 | gen_sp_armour = 10; |
351 | gen_sp_armour = 10; |
347 | bowtype = bow_normal; |
352 | bowtype = bow_normal; |
348 | petmode = pet_normal; |
353 | petmode = pet_normal; |
349 | listening = 10; |
|
|
350 | usekeys = containers; |
354 | usekeys = containers; |
351 | peaceful = 1; /* default peaceful */ |
355 | peaceful = 1; /* default peaceful */ |
352 | do_los = 1; |
356 | do_los = 1; |
353 | |
357 | |
354 | weapon_sp = 1.0f; |
358 | weapon_sp = 1.0f; |
… | |
… | |
403 | * Note: there MUST be at least one player archetype! |
407 | * Note: there MUST be at least one player archetype! |
404 | */ |
408 | */ |
405 | archetype * |
409 | archetype * |
406 | get_player_archetype (archetype *at) |
410 | get_player_archetype (archetype *at) |
407 | { |
411 | { |
|
|
412 | // archetypes could have been reloaded |
|
|
413 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
414 | |
|
|
415 | if (!nat) |
|
|
416 | return at; |
|
|
417 | |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
418 | archvec::iterator i = archetypes.find (nat); |
409 | |
419 | |
410 | for (;;) |
420 | for (;;) |
411 | { |
421 | { |
412 | if (++i == archetypes.end ()) |
422 | if (++i == archetypes.end ()) |
413 | i = archetypes.begin (); |
423 | i = archetypes.begin (); |
… | |
… | |
631 | |
641 | |
632 | return firstdir; |
642 | return firstdir; |
633 | } |
643 | } |
634 | |
644 | |
635 | void |
645 | void |
636 | give_initial_items (object *pl, treasurelist * items) |
646 | give_initial_items (object *pl, treasurelist *items) |
637 | { |
647 | { |
638 | object *op, *next = NULL; |
|
|
639 | |
|
|
640 | if (pl->randomitems != NULL) |
648 | if (pl->randomitems) |
641 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
649 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
642 | |
650 | |
643 | for (op = pl->inv; op; op = next) |
651 | for (object *next, *op = pl->inv; op; op = next) |
644 | { |
652 | { |
645 | next = op->below; |
653 | next = op->below; |
646 | |
654 | |
647 | /* Forces get applied per default, unless they have the |
655 | /* Forces get applied per default, unless they have the |
648 | * flag "neutral" set. Sorry but I can't think of a better way |
656 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
653 | /* we never give weapons/armour if these cannot be used |
661 | /* we never give weapons/armour if these cannot be used |
654 | * by this player due to race restrictions |
662 | * by this player due to race restrictions |
655 | */ |
663 | */ |
656 | if (pl->type == PLAYER) |
664 | if (pl->type == PLAYER) |
657 | { |
665 | { |
658 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
666 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
667 | && |
659 | (op->type == ARMOUR || op->type == BOOTS || |
668 | (op->type == ARMOUR || op->type == BOOTS |
660 | op->type == CLOAK || op->type == HELMET || |
669 | || op->type == CLOAK || op->type == HELMET |
661 | op->type == SHIELD || op->type == GLOVES || |
670 | || op->type == SHIELD || op->type == GLOVES |
|
|
671 | || op->type == BRACERS || op->type == GIRDLE)) |
662 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
663 | { |
673 | { |
664 | op->destroy (); |
674 | op->destroy (); |
665 | continue; |
675 | continue; |
666 | } |
676 | } |
667 | } |
677 | } |
668 | |
678 | |
669 | /* This really needs to be better - we should really give |
679 | /* Here we remove duplicated skills (as duplicated spell objects have |
670 | * a substitute spellbook. The problem is that we don't really |
680 | * _very_ confusing effects for players), which could for instance be |
671 | * have a good idea what to replace it with (need something like |
681 | * generated by bad treasurelists. - elmex |
672 | * a first level treasurelist for each skill.) |
|
|
673 | * remove duplicate skills also |
|
|
674 | */ |
682 | */ |
675 | if (op->type == SPELLBOOK || op->type == SKILL) |
683 | if (op->type == SKILL) |
676 | { |
684 | { |
677 | object *tmp; |
|
|
678 | |
|
|
679 | for (tmp = op->below; tmp; tmp = tmp->below) |
685 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
680 | if (tmp->type == op->type && tmp->name == op->name) |
686 | if (tmp->type == op->type && tmp->name == op->name) |
681 | break; |
|
|
682 | |
|
|
683 | if (tmp) |
|
|
684 | { |
687 | { |
685 | op->destroy (); |
688 | op->destroy (); |
|
|
689 | LOG (llevError, |
686 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
690 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
687 | continue; |
691 | break; |
688 | } |
692 | } |
689 | |
693 | |
690 | if (op->nrof > 1) |
694 | if (op->nrof > 1) |
691 | op->nrof = 1; |
695 | op->nrof = 1; |
692 | } |
696 | } |
693 | |
697 | |
694 | if (op->type == SPELLBOOK && op->inv) |
698 | if (op->type == SPELLBOOK && op->inv) |
695 | { |
|
|
696 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
699 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
697 | } |
|
|
698 | |
700 | |
699 | /* Give starting characters identified, uncursed, and undamned |
701 | /* Give starting characters identified, uncursed, and undamned |
700 | * items. Just don't identify gold or silver, or it won't be |
702 | * items. Just don't identify gold or silver, or it won't be |
701 | * merged properly. |
703 | * merged properly. |
702 | */ |
704 | */ |
703 | if (need_identify (op)) |
705 | if (need_identify (op)) |
704 | { |
706 | { |
705 | SET_FLAG (op, FLAG_IDENTIFIED); |
707 | SET_FLAG (op, FLAG_IDENTIFIED); |
706 | CLEAR_FLAG (op, FLAG_CURSED); |
708 | CLEAR_FLAG (op, FLAG_CURSED); |
707 | CLEAR_FLAG (op, FLAG_DAMNED); |
709 | CLEAR_FLAG (op, FLAG_DAMNED); |
708 | } |
710 | } |
|
|
711 | |
709 | if (op->type == SPELL) |
712 | if (op->type == SPELL) |
710 | { |
713 | { |
711 | op->destroy (); |
714 | op->destroy (); |
712 | continue; |
715 | continue; |
713 | } |
716 | } |
… | |
… | |
715 | { |
718 | { |
716 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
719 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
717 | op->stats.exp = 0; |
720 | op->stats.exp = 0; |
718 | op->level = 1; |
721 | op->level = 1; |
719 | } |
722 | } |
720 | /* lock all 'normal items by default */ |
723 | else /* lock all 'normal items by default */ |
721 | else |
|
|
722 | SET_FLAG (op, FLAG_INV_LOCKED); |
724 | SET_FLAG (op, FLAG_INV_LOCKED); |
723 | } /* for loop of objects in player inv */ |
725 | } /* for loop of objects in player inv */ |
724 | |
726 | |
725 | /* Need to set up the skill pointers */ |
727 | /* Need to set up the skill pointers */ |
726 | link_player_skills (pl); |
728 | pl->contr->link_skills (); |
727 | } |
729 | } |
728 | |
730 | |
729 | void |
731 | void |
730 | get_party_password (object *op, partylist *party) |
732 | get_party_password (object *op, partylist *party) |
731 | { |
733 | { |
… | |
… | |
832 | static void |
834 | static void |
833 | start_info (object *op) |
835 | start_info (object *op) |
834 | { |
836 | { |
835 | char buf[MAX_BUF]; |
837 | char buf[MAX_BUF]; |
836 | |
838 | |
837 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
839 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
838 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
840 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
839 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
840 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
841 | } |
841 | } |
842 | |
842 | |
843 | /* This function takes the key that is passed, and does the |
843 | /* This function takes the key that is passed, and does the |
844 | * appropriate action with it (change race, or other things). |
844 | * appropriate action with it (change race, or other things). |
845 | * The function name is for historical reasons - now we have |
845 | * The function name is for historical reasons - now we have |
… | |
… | |
848 | */ |
848 | */ |
849 | void |
849 | void |
850 | player::chargen_race_done () |
850 | player::chargen_race_done () |
851 | { |
851 | { |
852 | /* this must before then initial items are given */ |
852 | /* this must before then initial items are given */ |
853 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
853 | esrv_new_player (ob->contr); |
854 | |
854 | |
855 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
855 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
856 | if (tl) |
856 | if (tl) |
857 | create_treasure (tl, ob, 0, 0, 0); |
857 | create_treasure (tl, ob, 0, 0, 0); |
858 | |
858 | |
… | |
… | |
862 | ob->contr->ns->state = ST_PLAYING; |
862 | ob->contr->ns->state = ST_PLAYING; |
863 | |
863 | |
864 | if (ob->msg) |
864 | if (ob->msg) |
865 | ob->msg = 0; |
865 | ob->msg = 0; |
866 | |
866 | |
867 | /* We create this now because some of the unique maps will need it |
|
|
868 | * to save here. |
|
|
869 | */ |
|
|
870 | { |
|
|
871 | char buf[MAX_BUF]; |
|
|
872 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
873 | make_path_to_file (buf); |
|
|
874 | } |
|
|
875 | |
|
|
876 | start_info (ob); |
867 | start_info (ob); |
877 | CLEAR_FLAG (ob, FLAG_WIZ); |
868 | CLEAR_FLAG (ob, FLAG_WIZ); |
878 | give_initial_items (ob, ob->randomitems); |
869 | give_initial_items (ob, ob->randomitems); |
879 | link_player_skills (ob); |
|
|
880 | esrv_send_inventory (ob, ob); |
870 | esrv_send_inventory (ob, ob); |
881 | ob->update_stats (); |
871 | ob->update_stats (); |
882 | |
872 | |
883 | /* This moves the player to a different start map, if there |
873 | /* This moves the player to a different start map, if there |
884 | * is one for this race |
874 | * is one for this race |
885 | */ |
875 | */ |
886 | if (*first_map_ext_path) |
876 | if (*first_map_ext_path) |
887 | { |
877 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
888 | object *tmp; |
|
|
889 | char mapname[MAX_BUF]; |
|
|
890 | |
|
|
891 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
892 | tmp = object::create (); |
|
|
893 | EXIT_PATH (tmp) = mapname; |
|
|
894 | EXIT_X (tmp) = ob->x; |
|
|
895 | EXIT_Y (tmp) = ob->y; |
|
|
896 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
897 | * if the map isn't there, then stay on the |
|
|
898 | * default initial map */ |
|
|
899 | tmp->destroy (); |
|
|
900 | } |
|
|
901 | else |
878 | else |
902 | LOG (llevDebug, "first_map_ext_path not set\n"); |
879 | LOG (llevDebug, "first_map_ext_path not set\n"); |
903 | } |
880 | } |
904 | |
881 | |
905 | void |
882 | void |
… | |
… | |
949 | LOG (llevDebug, "Fleeing player is dead.\n"); |
926 | LOG (llevDebug, "Fleeing player is dead.\n"); |
950 | CLEAR_FLAG (op, FLAG_SCARED); |
927 | CLEAR_FLAG (op, FLAG_SCARED); |
951 | return; |
928 | return; |
952 | } |
929 | } |
953 | |
930 | |
954 | if (op->enemy == NULL) |
931 | if (!op->enemy) |
955 | { |
932 | { |
956 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
933 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
957 | CLEAR_FLAG (op, FLAG_SCARED); |
934 | CLEAR_FLAG (op, FLAG_SCARED); |
958 | return; |
935 | return; |
959 | } |
936 | } |
960 | |
937 | |
961 | /* Seen some crashes here. Since we don't store an |
|
|
962 | * op->enemy_count, it is possible that something destroys the |
|
|
963 | * actual enemy, and the object is recycled. |
|
|
964 | */ |
|
|
965 | if (op->enemy->map == NULL) |
|
|
966 | { |
|
|
967 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
968 | op->enemy = NULL; |
|
|
969 | return; |
|
|
970 | } |
|
|
971 | |
|
|
972 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
938 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
973 | { |
939 | { |
974 | op->enemy = NULL; |
940 | op->enemy = NULL; |
975 | CLEAR_FLAG (op, FLAG_SCARED); |
941 | CLEAR_FLAG (op, FLAG_SCARED); |
976 | return; |
942 | return; |
… | |
… | |
979 | get_rangevector (op, op->enemy, &rv, 0); |
945 | get_rangevector (op, op->enemy, &rv, 0); |
980 | |
946 | |
981 | dir = absdir (4 + rv.direction); |
947 | dir = absdir (4 + rv.direction); |
982 | for (diff = 0; diff < 3; diff++) |
948 | for (diff = 0; diff < 3; diff++) |
983 | { |
949 | { |
984 | int m = 1 - (RANDOM () & 2); |
950 | int m = 1 - rndm (2) * 2; |
985 | |
951 | |
986 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
952 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
987 | return; |
953 | return; |
988 | } |
954 | } |
989 | |
955 | |
… | |
… | |
1000 | check_pick (object *op) |
966 | check_pick (object *op) |
1001 | { |
967 | { |
1002 | object *tmp, *next; |
968 | object *tmp, *next; |
1003 | int stop = 0; |
969 | int stop = 0; |
1004 | int wvratio; |
970 | int wvratio; |
1005 | char putstring[128]; |
|
|
1006 | |
971 | |
1007 | /* if you're flying, you cna't pick up anything */ |
972 | /* if you're flying, you cna't pick up anything */ |
1008 | if (op->move_type & MOVE_FLYING) |
973 | if (op->move_type & MOVE_FLYING) |
1009 | return 1; |
974 | return 1; |
1010 | |
975 | |
1011 | next = op->below; |
976 | next = op->below; |
1012 | |
977 | |
|
|
978 | int cnt = MAX_ITEM_PER_DROP; |
|
|
979 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
980 | |
1013 | /* loop while there are items on the floor that are not marked as |
981 | /* loop while there are items on the floor that are not marked as |
1014 | * destroyed */ |
982 | * destroyed */ |
1015 | while (next && !next->destroyed ()) |
983 | while (next && !next->destroyed ()) |
1016 | { |
984 | { |
1017 | tmp = next; |
985 | tmp = next; |
1018 | next = tmp->below; |
986 | next = tmp->below; |
1019 | |
987 | |
|
|
988 | if (cnt <= 0) |
|
|
989 | { |
|
|
990 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
991 | return 0; |
|
|
992 | } |
|
|
993 | |
1020 | if (op->destroyed ()) |
994 | if (op->destroyed ()) |
1021 | return 0; |
995 | return 0; |
1022 | |
996 | |
1023 | if (!can_pick (op, tmp)) |
997 | if (!can_pick (op, tmp)) |
1024 | continue; |
998 | continue; |
1025 | |
999 | |
1026 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1000 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1027 | { |
1001 | { |
1028 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1002 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1029 | pick_up (op, tmp); |
1003 | CHK_PICK_PICKUP; |
|
|
1004 | |
1030 | continue; |
1005 | continue; |
1031 | } |
1006 | } |
1032 | |
1007 | |
1033 | /* high not bit set? We're using the old autopickup model */ |
1008 | /* pickup handling */ |
|
|
1009 | if (op->contr->mode & PU_DEBUG) |
|
|
1010 | { |
|
|
1011 | /* some debugging code to figure out item information */ |
|
|
1012 | const char *str = tmp->name |
|
|
1013 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1014 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1015 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1016 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1017 | |
|
|
1018 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1019 | } |
|
|
1020 | |
|
|
1021 | if (op->contr->mode & PU_INHIBIT) |
|
|
1022 | return 1; |
|
|
1023 | |
|
|
1024 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1025 | return 1; |
|
|
1026 | |
|
|
1027 | /* philosophy: |
|
|
1028 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1029 | * generic. This takes no game-time. For more detailed pickups |
|
|
1030 | * and selections, select-items should be used. This is a |
|
|
1031 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1032 | * example. |
|
|
1033 | * The drawback: right now it has no frontend, so you need to |
|
|
1034 | * stick the bits you want into a calculator in hex mode and then |
|
|
1035 | * convert to decimal and then 'pickup <#> |
|
|
1036 | */ |
|
|
1037 | |
|
|
1038 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1039 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1040 | * meaning if any test passes, the item gets picked up. */ |
|
|
1041 | |
|
|
1042 | /* if mode is set to pick nothing up, return */ |
|
|
1043 | if (op->contr->mode == PU_NOTHING) |
|
|
1044 | return 1; |
|
|
1045 | |
|
|
1046 | /* if mode is set to stop when encountering objects, return */ |
|
|
1047 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1048 | * anything up */ |
|
|
1049 | if (op->contr->mode & PU_STOP) |
|
|
1050 | return 0; |
|
|
1051 | |
|
|
1052 | /* useful for going into stores and not losing your settings... */ |
|
|
1053 | /* and for battles wher you don't want to get loaded down while |
|
|
1054 | * fighting */ |
|
|
1055 | if (op->contr->mode & PU_INHIBIT) |
|
|
1056 | return 1; |
|
|
1057 | |
|
|
1058 | /* prevent us from turning into auto-thieves :) */ |
|
|
1059 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1060 | continue; |
|
|
1061 | |
|
|
1062 | /* ignore known cursed objects */ |
|
|
1063 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1064 | continue; |
|
|
1065 | |
|
|
1066 | /* all food and drink if desired */ |
|
|
1067 | /* question: don't pick up known-poisonous stuff? */ |
1034 | if (!(op->contr->mode & PU_NEWMODE)) |
1068 | if (op->contr->mode & PU_FOOD) |
|
|
1069 | if (tmp->type == FOOD) |
1035 | { |
1070 | { |
1036 | switch (op->contr->mode) |
1071 | CHK_PICK_PICKUP; |
|
|
1072 | continue; |
|
|
1073 | } |
|
|
1074 | |
|
|
1075 | if (op->contr->mode & PU_DRINK) |
|
|
1076 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_POTION) |
|
|
1083 | if (tmp->type == POTION) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1090 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1091 | if (tmp->type == SPELLBOOK) |
|
|
1092 | { |
|
|
1093 | CHK_PICK_PICKUP; |
|
|
1094 | continue; |
|
|
1095 | } |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1098 | if (tmp->type == SKILLSCROLL) |
|
|
1099 | { |
|
|
1100 | CHK_PICK_PICKUP; |
|
|
1101 | continue; |
|
|
1102 | } |
|
|
1103 | |
|
|
1104 | if (op->contr->mode & PU_READABLES) |
|
|
1105 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1106 | { |
|
|
1107 | CHK_PICK_PICKUP; |
|
|
1108 | continue; |
|
|
1109 | } |
|
|
1110 | |
|
|
1111 | /* wands/staves/rods/horns */ |
|
|
1112 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1113 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1114 | { |
|
|
1115 | CHK_PICK_PICKUP; |
|
|
1116 | continue; |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | /* pick up all magical items */ |
|
|
1120 | if (op->contr->mode & PU_MAGICAL) |
|
|
1121 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1122 | { |
|
|
1123 | CHK_PICK_PICKUP; |
|
|
1124 | continue; |
|
|
1125 | } |
|
|
1126 | |
|
|
1127 | if (op->contr->mode & PU_VALUABLES) |
|
|
1128 | { |
|
|
1129 | if (tmp->type == MONEY || tmp->type == GEM) |
1037 | { |
1130 | { |
1038 | case 0: |
1131 | CHK_PICK_PICKUP; |
1039 | return 1; /* don't pick up */ |
1132 | continue; |
1040 | case 1: |
|
|
1041 | pick_up (op, tmp); |
|
|
1042 | return 1; |
|
|
1043 | case 2: |
|
|
1044 | pick_up (op, tmp); |
|
|
1045 | return 0; |
|
|
1046 | case 3: |
|
|
1047 | return 0; /* stop before pickup */ |
|
|
1048 | case 4: |
|
|
1049 | pick_up (op, tmp); |
|
|
1050 | break; |
|
|
1051 | case 5: |
|
|
1052 | pick_up (op, tmp); |
|
|
1053 | stop = 1; |
|
|
1054 | break; |
|
|
1055 | case 6: |
|
|
1056 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1057 | pick_up (op, tmp); |
|
|
1058 | break; |
|
|
1059 | |
|
|
1060 | case 7: |
|
|
1061 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1062 | pick_up (op, tmp); |
|
|
1063 | break; |
|
|
1064 | |
|
|
1065 | default: |
|
|
1066 | /* use value density */ |
|
|
1067 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1068 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | } |
1133 | } |
1071 | } |
1134 | } |
1072 | else |
1135 | |
1073 | { /* old model */ |
1136 | /* rings & amulets - talismans seems to be typed AMULET */ |
1074 | /* NEW pickup handling */ |
|
|
1075 | if (op->contr->mode & PU_DEBUG) |
1137 | if (op->contr->mode & PU_JEWELS) |
|
|
1138 | if (tmp->type == RING || tmp->type == AMULET) |
1076 | { |
1139 | { |
1077 | /* some debugging code to figure out item information */ |
1140 | CHK_PICK_PICKUP; |
1078 | if (tmp->name != NULL) |
|
|
1079 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1080 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1081 | else |
|
|
1082 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1083 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1084 | |
|
|
1085 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* philosophy: |
|
|
1089 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1090 | * generic. This takes no game-time. For more detailed pickups |
|
|
1091 | * and selections, select-items should be used. This is a |
|
|
1092 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1093 | * example. |
|
|
1094 | * The drawback: right now it has no frontend, so you need to |
|
|
1095 | * stick the bits you want into a calculator in hex mode and then |
|
|
1096 | * convert to decimal and then 'pickup <#> |
|
|
1097 | */ |
|
|
1098 | |
|
|
1099 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1100 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1101 | * meaning if any test passes, the item gets picked up. */ |
|
|
1102 | |
|
|
1103 | /* if mode is set to pick nothing up, return */ |
|
|
1104 | |
|
|
1105 | if (op->contr->mode & PU_NOTHING) |
|
|
1106 | return 1; |
|
|
1107 | |
|
|
1108 | /* if mode is set to stop when encountering objects, return */ |
|
|
1109 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1110 | * anything up */ |
|
|
1111 | |
|
|
1112 | if (op->contr->mode & PU_STOP) |
|
|
1113 | return 0; |
|
|
1114 | |
|
|
1115 | /* useful for going into stores and not losing your settings... */ |
|
|
1116 | /* and for battles wher you don't want to get loaded down while |
|
|
1117 | * fighting */ |
|
|
1118 | if (op->contr->mode & PU_INHIBIT) |
|
|
1119 | return 1; |
|
|
1120 | |
|
|
1121 | /* prevent us from turning into auto-thieves :) */ |
|
|
1122 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1123 | continue; |
1141 | continue; |
|
|
1142 | } |
1124 | |
1143 | |
1125 | /* ignore known cursed objects */ |
1144 | /* we don't forget dragon food */ |
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1145 | if (op->contr->mode & PU_FLESH) |
|
|
1146 | if (tmp->type == FLESH) |
|
|
1147 | { |
|
|
1148 | CHK_PICK_PICKUP; |
1127 | continue; |
1149 | continue; |
|
|
1150 | } |
1128 | |
1151 | |
1129 | /* all food and drink if desired */ |
1152 | /* bows and arrows. Bows are good for selling! */ |
1130 | /* question: don't pick up known-poisonous stuff? */ |
1153 | if (op->contr->mode & PU_BOW) |
|
|
1154 | if (tmp->type == BOW) |
|
|
1155 | { |
|
|
1156 | CHK_PICK_PICKUP; |
|
|
1157 | continue; |
|
|
1158 | } |
|
|
1159 | |
|
|
1160 | if (op->contr->mode & PU_ARROW) |
|
|
1161 | if (tmp->type == ARROW) |
|
|
1162 | { |
|
|
1163 | CHK_PICK_PICKUP; |
|
|
1164 | continue; |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | /* all kinds of armor etc. */ |
|
|
1168 | if (op->contr->mode & PU_ARMOUR) |
|
|
1169 | if (tmp->type == ARMOUR) |
|
|
1170 | { |
|
|
1171 | CHK_PICK_PICKUP; |
|
|
1172 | continue; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | if (op->contr->mode & PU_HELMET) |
|
|
1176 | if (tmp->type == HELMET) |
|
|
1177 | { |
|
|
1178 | CHK_PICK_PICKUP; |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_SHIELD) |
|
|
1183 | if (tmp->type == SHIELD) |
|
|
1184 | { |
|
|
1185 | CHK_PICK_PICKUP; |
|
|
1186 | continue; |
|
|
1187 | } |
|
|
1188 | |
1131 | if (op->contr->mode & PU_FOOD) |
1189 | if (op->contr->mode & PU_BOOTS) |
1132 | if (tmp->type == FOOD) |
1190 | if (tmp->type == BOOTS) |
|
|
1191 | { |
|
|
1192 | CHK_PICK_PICKUP; |
|
|
1193 | continue; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr->mode & PU_GLOVES) |
|
|
1197 | if (tmp->type == GLOVES) |
|
|
1198 | { |
|
|
1199 | CHK_PICK_PICKUP; |
|
|
1200 | continue; |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | if (op->contr->mode & PU_CLOAK) |
|
|
1204 | if (tmp->type == CLOAK) |
|
|
1205 | { |
|
|
1206 | CHK_PICK_PICKUP; |
|
|
1207 | continue; |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | /* hoping to catch throwing daggers here */ |
|
|
1211 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1212 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1213 | { |
|
|
1214 | CHK_PICK_PICKUP; |
|
|
1215 | continue; |
|
|
1216 | } |
|
|
1217 | |
|
|
1218 | /* careful: chairs and tables are weapons! */ |
|
|
1219 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1220 | { |
|
|
1221 | if (tmp->type == WEAPON) |
|
|
1222 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1133 | { |
1223 | { |
1134 | pick_up (op, tmp); |
1224 | CHK_PICK_PICKUP; |
1135 | continue; |
1225 | continue; |
1136 | } |
1226 | } |
|
|
1227 | } |
1137 | |
1228 | |
|
|
1229 | /* misc stuff that's useful */ |
1138 | if (op->contr->mode & PU_DRINK) |
1230 | if (op->contr->mode & PU_KEY) |
1139 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1231 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1140 | { |
1232 | { |
1141 | pick_up (op, tmp); |
1233 | CHK_PICK_PICKUP; |
1142 | continue; |
1234 | continue; |
1143 | } |
1235 | } |
1144 | |
1236 | |
|
|
1237 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1238 | * pickups */ |
1145 | if (op->contr->mode & PU_POTION) |
1239 | if (op->contr->mode & PU_RATIO) |
1146 | if (tmp->type == POTION) |
1240 | { |
|
|
1241 | /* use value density to decide what else to grab */ |
|
|
1242 | /* >=7 was >= op->contr->mode */ |
|
|
1243 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1147 | { |
1244 | */ |
1148 | pick_up (op, tmp); |
|
|
1149 | continue; |
|
|
1150 | } |
|
|
1151 | |
|
|
1152 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1153 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1154 | if (tmp->type == SPELLBOOK) |
|
|
1155 | { |
|
|
1156 | pick_up (op, tmp); |
|
|
1157 | continue; |
|
|
1158 | } |
|
|
1159 | |
|
|
1160 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1161 | if (tmp->type == SKILLSCROLL) |
|
|
1162 | { |
|
|
1163 | pick_up (op, tmp); |
|
|
1164 | continue; |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | if (op->contr->mode & PU_READABLES) |
|
|
1168 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1169 | { |
|
|
1170 | pick_up (op, tmp); |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* wands/staves/rods/horns */ |
|
|
1175 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1176 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1177 | { |
|
|
1178 | pick_up (op, tmp); |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | /* pick up all magical items */ |
|
|
1183 | if (op->contr->mode & PU_MAGICAL) |
1245 | wvratio = op->contr->mode & PU_RATIO; |
1184 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1246 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1185 | { |
|
|
1186 | pick_up (op, tmp); |
|
|
1187 | continue; |
|
|
1188 | } |
|
|
1189 | |
|
|
1190 | if (op->contr->mode & PU_VALUABLES) |
|
|
1191 | { |
1247 | { |
1192 | if (tmp->type == MONEY || tmp->type == GEM) |
1248 | #if 0 |
|
|
1249 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1250 | if (tmp->name != NULL) |
1193 | { |
1251 | { |
1194 | pick_up (op, tmp); |
1252 | fprintf (stderr, "%s", tmp->name); |
1195 | continue; |
|
|
1196 | } |
1253 | } |
1197 | } |
|
|
1198 | |
|
|
1199 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1200 | if (op->contr->mode & PU_JEWELS) |
|
|
1201 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1202 | { |
|
|
1203 | pick_up (op, tmp); |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* we don't forget dragon food */ |
|
|
1208 | if (op->contr->mode & PU_FLESH) |
|
|
1209 | if (tmp->type == FLESH) |
|
|
1210 | { |
|
|
1211 | pick_up (op, tmp); |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | /* bows and arrows. Bows are good for selling! */ |
|
|
1216 | if (op->contr->mode & PU_BOW) |
|
|
1217 | if (tmp->type == BOW) |
|
|
1218 | { |
|
|
1219 | pick_up (op, tmp); |
|
|
1220 | continue; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | if (op->contr->mode & PU_ARROW) |
|
|
1224 | if (tmp->type == ARROW) |
|
|
1225 | { |
|
|
1226 | pick_up (op, tmp); |
|
|
1227 | continue; |
|
|
1228 | } |
|
|
1229 | |
|
|
1230 | /* all kinds of armor etc. */ |
|
|
1231 | if (op->contr->mode & PU_ARMOUR) |
|
|
1232 | if (tmp->type == ARMOUR) |
|
|
1233 | { |
|
|
1234 | pick_up (op, tmp); |
|
|
1235 | continue; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | if (op->contr->mode & PU_HELMET) |
|
|
1239 | if (tmp->type == HELMET) |
|
|
1240 | { |
|
|
1241 | pick_up (op, tmp); |
|
|
1242 | continue; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | if (op->contr->mode & PU_SHIELD) |
|
|
1246 | if (tmp->type == SHIELD) |
|
|
1247 | { |
|
|
1248 | pick_up (op, tmp); |
|
|
1249 | continue; |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | if (op->contr->mode & PU_BOOTS) |
|
|
1253 | if (tmp->type == BOOTS) |
|
|
1254 | { |
|
|
1255 | pick_up (op, tmp); |
|
|
1256 | continue; |
|
|
1257 | } |
|
|
1258 | |
|
|
1259 | if (op->contr->mode & PU_GLOVES) |
|
|
1260 | if (tmp->type == GLOVES) |
|
|
1261 | { |
|
|
1262 | pick_up (op, tmp); |
|
|
1263 | continue; |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | if (op->contr->mode & PU_CLOAK) |
|
|
1267 | if (tmp->type == CLOAK) |
|
|
1268 | { |
|
|
1269 | pick_up (op, tmp); |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | /* hoping to catch throwing daggers here */ |
|
|
1274 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1275 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1276 | { |
|
|
1277 | pick_up (op, tmp); |
|
|
1278 | continue; |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | /* careful: chairs and tables are weapons! */ |
|
|
1282 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1283 | { |
|
|
1284 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1285 | { |
|
|
1286 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1287 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1288 | { |
|
|
1289 | pick_up (op, tmp); |
|
|
1290 | continue; |
|
|
1291 | } |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1295 | { |
|
|
1296 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1297 | { |
|
|
1298 | pick_up (op, tmp); |
|
|
1299 | continue; |
|
|
1300 | } |
|
|
1301 | } |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* misc stuff that's useful */ |
|
|
1305 | if (op->contr->mode & PU_KEY) |
|
|
1306 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1307 | { |
|
|
1308 | pick_up (op, tmp); |
|
|
1309 | continue; |
|
|
1310 | } |
|
|
1311 | |
|
|
1312 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1313 | * pickups */ |
|
|
1314 | if (op->contr->mode & PU_RATIO) |
|
|
1315 | { |
|
|
1316 | /* use value density to decide what else to grab */ |
|
|
1317 | /* >=7 was >= op->contr->mode */ |
|
|
1318 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1319 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1320 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1321 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | #if 0 |
|
|
1325 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1326 | if (tmp->name != NULL) |
|
|
1327 | { |
|
|
1328 | fprintf (stderr, "%s", tmp->name); |
|
|
1329 | } |
|
|
1330 | else |
1254 | else |
1331 | fprintf (stderr, "%s", tmp->arch->archname); |
1255 | fprintf (stderr, "%s", tmp->arch->archname); |
1332 | fprintf (stderr, ",%d] = ", tmp->type); |
1256 | fprintf (stderr, ",%d] = ", tmp->type); |
1333 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1257 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1334 | #endif |
1258 | #endif |
|
|
1259 | CHK_PICK_PICKUP; |
1335 | continue; |
1260 | continue; |
1336 | } |
|
|
1337 | } |
1261 | } |
1338 | } /* the new pickup model */ |
1262 | } /* the new pickup model */ |
1339 | } |
1263 | } |
1340 | |
1264 | |
1341 | return !stop; |
1265 | return !stop; |
… | |
… | |
1347 | * found object is returned. |
1271 | * found object is returned. |
1348 | */ |
1272 | */ |
1349 | object * |
1273 | object * |
1350 | find_arrow (object *op, const char *type) |
1274 | find_arrow (object *op, const char *type) |
1351 | { |
1275 | { |
1352 | object *tmp = 0; |
|
|
1353 | |
|
|
1354 | for (op = op->inv; op; op = op->below) |
1276 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1355 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1356 | tmp = find_arrow (splay (op), type); |
|
|
1357 | else if (op->type == ARROW && op->race == type) |
1277 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1358 | return splay (op); |
1278 | return splay (tmp); |
1359 | |
1279 | |
|
|
1280 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1281 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1282 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1283 | { |
|
|
1284 | splay (tmp); |
|
|
1285 | return arrow; |
|
|
1286 | } |
|
|
1287 | |
1360 | return tmp; |
1288 | return 0; |
1361 | } |
1289 | } |
1362 | |
1290 | |
1363 | /* |
1291 | /* |
1364 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1292 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1365 | * against the target. A full test is not performed, simply a basic test |
1293 | * against the target. A full test is not performed, simply a basic test |
1366 | * of resistances. The archer is making a quick guess at what he sees down |
1294 | * of resistances. The archer is making a quick guess at what he sees down |
1367 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1295 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1368 | */ |
1296 | */ |
1369 | object * |
1297 | object * |
1370 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1298 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1371 | { |
1299 | { |
1372 | object *tmp = NULL, *arrow, *ntmp; |
1300 | object *tmp = NULL, *arrow, *ntmp; |
1373 | int attacknum, attacktype, betterby = 0, i; |
1301 | int attacknum, attacktype, betterby = 0, i; |
1374 | |
1302 | |
1375 | if (!type) |
1303 | if (!type) |
… | |
… | |
1379 | { |
1307 | { |
1380 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1308 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1381 | { |
1309 | { |
1382 | i = 0; |
1310 | i = 0; |
1383 | ntmp = find_better_arrow (arrow, target, type, &i); |
1311 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1312 | |
1384 | if (i > betterby) |
1313 | if (i > betterby) |
1385 | { |
1314 | { |
1386 | tmp = ntmp; |
1315 | tmp = ntmp; |
1387 | betterby = i; |
1316 | betterby = i; |
1388 | } |
1317 | } |
1389 | } |
1318 | } |
1390 | else if (arrow->type == ARROW && arrow->race == type) |
1319 | else if (arrow->type == ARROW && arrow->race == type) |
1391 | { |
1320 | { |
1392 | /* allways prefer assasination/slaying */ |
1321 | /* allways prefer assasination/slaying */ |
1393 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1322 | if (target->race && arrow->slaying.contains (target->race)) |
1394 | { |
1323 | { |
1395 | if (arrow->attacktype & AT_DEATH) |
1324 | if (arrow->attacktype & AT_DEATH) |
1396 | { |
1325 | { |
1397 | *better = 100; |
1326 | *better = 100; |
1398 | return arrow; |
1327 | return arrow; |
… | |
… | |
1413 | { |
1342 | { |
1414 | tmp = arrow; |
1343 | tmp = arrow; |
1415 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1344 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1416 | } |
1345 | } |
1417 | } |
1346 | } |
|
|
1347 | |
1418 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1348 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1419 | { |
1349 | { |
1420 | tmp = arrow; |
1350 | tmp = arrow; |
1421 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1351 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1422 | } |
1352 | } |
|
|
1353 | |
1423 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1354 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1424 | { |
1355 | { |
1425 | tmp = arrow; |
1356 | tmp = arrow; |
1426 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1357 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1427 | } |
1358 | } |
1428 | } |
1359 | } |
1429 | } |
1360 | } |
1430 | } |
1361 | } |
|
|
1362 | |
1431 | if (tmp == NULL && arrow == NULL) |
1363 | if (tmp == NULL && arrow == NULL) |
1432 | return find_arrow (op, type); |
1364 | return find_arrow (op, type); |
1433 | |
1365 | |
1434 | *better = betterby; |
1366 | *better = betterby; |
1435 | return tmp; |
1367 | return tmp; |
… | |
… | |
1440 | * op = the shooter |
1372 | * op = the shooter |
1441 | * type = bow->race |
1373 | * type = bow->race |
1442 | * dir = fire direction |
1374 | * dir = fire direction |
1443 | */ |
1375 | */ |
1444 | object * |
1376 | object * |
1445 | pick_arrow_target (object *op, const char *type, int dir) |
1377 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1446 | { |
1378 | { |
1447 | object *tmp = NULL; |
1379 | object *tmp = NULL; |
1448 | maptile *m; |
1380 | maptile *m; |
1449 | int i, mflags, found, number; |
1381 | int i, mflags, found, number; |
1450 | sint16 x, y; |
1382 | sint16 x, y; |
… | |
… | |
1465 | for (i = 0, found = 0; i < 20; i++) |
1397 | for (i = 0, found = 0; i < 20; i++) |
1466 | { |
1398 | { |
1467 | x += freearr_x[dir]; |
1399 | x += freearr_x[dir]; |
1468 | y += freearr_y[dir]; |
1400 | y += freearr_y[dir]; |
1469 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1401 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1402 | |
1470 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1403 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1471 | { |
1404 | { |
1472 | tmp = NULL; |
1405 | tmp = 0; |
1473 | break; |
1406 | break; |
1474 | } |
1407 | } |
1475 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1408 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1476 | { |
1409 | { |
1477 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1410 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1478 | * perhaps a bad assumption. |
1411 | * perhaps a bad assumption. |
1479 | */ |
1412 | */ |
1480 | tmp = NULL; |
1413 | tmp = 0; |
1481 | break; |
1414 | break; |
1482 | } |
1415 | } |
|
|
1416 | |
1483 | if (mflags & P_IS_ALIVE) |
1417 | if (mflags & P_IS_ALIVE) |
1484 | { |
|
|
1485 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1418 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1486 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1419 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1487 | { |
|
|
1488 | found++; |
|
|
1489 | break; |
|
|
1490 | } |
|
|
1491 | if (found) |
|
|
1492 | break; |
1420 | break; |
1493 | } |
|
|
1494 | } |
1421 | } |
1495 | if (tmp == NULL) |
1422 | |
|
|
1423 | if (!tmp) |
1496 | return find_arrow (op, type); |
1424 | return find_arrow (op, type); |
1497 | |
1425 | |
1498 | if (tmp->head) |
1426 | if (tmp->head) |
1499 | tmp = tmp->head; |
1427 | tmp = tmp->head; |
1500 | |
1428 | |
… | |
… | |
1540 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1468 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1541 | return 0; |
1469 | return 0; |
1542 | } |
1470 | } |
1543 | |
1471 | |
1544 | // optimisation: move object to top so we will find it quickly again |
1472 | // optimisation: move object to top so we will find it quickly again |
1545 | if (bow->below) |
1473 | splay (bow); |
1546 | { |
|
|
1547 | bow->remove (); |
|
|
1548 | op->insert (bow); |
|
|
1549 | } |
|
|
1550 | |
|
|
1551 | } |
1474 | } |
1552 | |
1475 | |
1553 | if (!bow->race || !bow->skill) |
1476 | if (!bow->race || !bow->skill) |
1554 | { |
1477 | { |
1555 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1478 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1581 | } |
1504 | } |
1582 | |
1505 | |
1583 | /* this should not happen, but sometimes does */ |
1506 | /* this should not happen, but sometimes does */ |
1584 | if (arrow->nrof == 0) |
1507 | if (arrow->nrof == 0) |
1585 | { |
1508 | { |
|
|
1509 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1586 | arrow->destroy (); |
1510 | arrow->destroy (); |
1587 | return 0; |
1511 | return 0; |
1588 | } |
1512 | } |
1589 | |
1513 | |
1590 | left = arrow; /* these are arrows left to the player */ |
1514 | left = arrow; /* these are arrows left to the player */ |
1591 | arrow = get_split_ob (arrow, 1); |
1515 | arrow = arrow->split (); |
1592 | if (!arrow) |
1516 | if (!arrow) |
1593 | { |
1517 | { |
1594 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1518 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1595 | return 0; |
1519 | return 0; |
1596 | } |
1520 | } |
… | |
… | |
1600 | arrow->direction = dir; |
1524 | arrow->direction = dir; |
1601 | |
1525 | |
1602 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1526 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1603 | arrow->stats.hp = arrow->stats.dam; |
1527 | arrow->stats.hp = arrow->stats.dam; |
1604 | arrow->stats.grace = arrow->attacktype; |
1528 | arrow->stats.grace = arrow->attacktype; |
1605 | |
1529 | arrow->custom_name = arrow->slaying; |
1606 | if (arrow->slaying) |
|
|
1607 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1608 | |
1530 | |
1609 | #if 0 |
1531 | #if 0 |
1610 | if (player *pl = op->contr) |
1532 | if (player *pl = op->contr) |
1611 | { |
1533 | { |
1612 | float speed = pl->weapon_sp; |
1534 | float speed = pl->weapon_sp; |
… | |
… | |
1663 | op->play_sound (sound_find ("fire_arrow")); |
1585 | op->play_sound (sound_find ("fire_arrow")); |
1664 | m->insert (arrow, sx, sy, op); |
1586 | m->insert (arrow, sx, sy, op); |
1665 | |
1587 | |
1666 | if (!arrow->destroyed ()) |
1588 | if (!arrow->destroyed ()) |
1667 | move_arrow (arrow); |
1589 | move_arrow (arrow); |
1668 | |
|
|
1669 | if (op->type == PLAYER) |
|
|
1670 | { |
|
|
1671 | if (left->destroyed ()) |
|
|
1672 | esrv_del_item (op->contr, left->count); |
|
|
1673 | else |
|
|
1674 | esrv_send_item (op, left); |
|
|
1675 | } |
|
|
1676 | |
1590 | |
1677 | return 1; |
1591 | return 1; |
1678 | } |
1592 | } |
1679 | |
1593 | |
1680 | /* Special fire code for players - this takes into |
1594 | /* Special fire code for players - this takes into |
… | |
… | |
1685 | * hence the function name. |
1599 | * hence the function name. |
1686 | */ |
1600 | */ |
1687 | int |
1601 | int |
1688 | player_fire_bow (object *op, int dir) |
1602 | player_fire_bow (object *op, int dir) |
1689 | { |
1603 | { |
1690 | int ret = 0, wcmod = 0; |
1604 | int ret; |
1691 | |
1605 | |
1692 | if (op->contr->bowtype == bow_bestarrow) |
1606 | if (op->contr->bowtype == bow_bestarrow) |
1693 | { |
1607 | { |
1694 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1608 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1695 | } |
1609 | } |
1696 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1610 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1697 | { |
1611 | { |
1698 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1612 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1699 | wcmod = -1; |
|
|
1700 | |
|
|
1701 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1613 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1702 | } |
1614 | } |
1703 | else if (op->contr->bowtype == bow_threewide) |
1615 | else if (op->contr->bowtype == bow_threewide) |
1704 | { |
1616 | { |
1705 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1617 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1706 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1618 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1707 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1619 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1708 | } |
1620 | } |
1709 | else if (op->contr->bowtype == bow_spreadshot) |
1621 | else if (op->contr->bowtype == bow_spreadshot) |
1710 | { |
1622 | { |
1711 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1623 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1712 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1624 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1713 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1625 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1714 | } |
1626 | } |
1715 | else |
1627 | else |
1716 | { |
1628 | { |
… | |
… | |
1754 | return; |
1666 | return; |
1755 | } |
1667 | } |
1756 | } |
1668 | } |
1757 | else if (item->type == ROD || item->type == HORN) |
1669 | else if (item->type == ROD || item->type == HORN) |
1758 | { |
1670 | { |
1759 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1671 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1672 | |
|
|
1673 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1674 | // for a rod or horn, this fixes some broken rods. |
|
|
1675 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1760 | { |
1676 | { |
1761 | op->contr->play_sound (sound_find ("wand_poof")); |
1677 | op->contr->play_sound (sound_find ("wand_poof")); |
1762 | |
1678 | |
1763 | if (item->type == ROD) |
1679 | if (item->type == ROD) |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1680 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1769 | } |
1685 | } |
1770 | } |
1686 | } |
1771 | |
1687 | |
1772 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1688 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1773 | { |
1689 | { |
1774 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1690 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1691 | |
1775 | if (item->type == WAND) |
1692 | if (item->type == WAND) |
1776 | { |
1693 | { |
1777 | if (!(--item->stats.food)) |
1694 | if (!(--item->stats.food)) |
1778 | { |
1695 | { |
1779 | object *tmp; |
1696 | object *tmp; |
… | |
… | |
1783 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1700 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1784 | item->face = item->arch->face; |
1701 | item->face = item->arch->face; |
1785 | item->set_speed (0); |
1702 | item->set_speed (0); |
1786 | } |
1703 | } |
1787 | |
1704 | |
1788 | if ((tmp = item->in_player ())) |
1705 | if (object *pl = item->visible_to ()) |
1789 | esrv_update_item (UPD_ANIM, tmp, item); |
1706 | esrv_update_item (UPD_ANIM, pl, item); |
1790 | } |
1707 | } |
1791 | } |
1708 | } |
1792 | else if (item->type == ROD || item->type == HORN) |
1709 | else if (item->type == ROD || item->type == HORN) |
1793 | drain_rod_charge (item); |
1710 | drain_rod_charge (item); |
1794 | } |
1711 | } |
… | |
… | |
1799 | bool |
1716 | bool |
1800 | fire (object *op, int dir) |
1717 | fire (object *op, int dir) |
1801 | { |
1718 | { |
1802 | int spellcost = 0; |
1719 | int spellcost = 0; |
1803 | |
1720 | |
1804 | /* check for loss of invisiblity/hide */ |
|
|
1805 | if (action_makes_visible (op)) |
|
|
1806 | make_visible (op); |
|
|
1807 | |
|
|
1808 | player *pl = op->contr; |
1721 | player *pl = op->contr; |
1809 | |
1722 | |
1810 | if (pl->golem) |
1723 | if (pl->golem) |
1811 | { |
1724 | { |
1812 | control_golem (op->contr->golem, dir); |
1725 | control_golem (op->contr->golem, dir); |
… | |
… | |
1814 | } |
1727 | } |
1815 | |
1728 | |
1816 | object *ob = pl->ranged_ob; |
1729 | object *ob = pl->ranged_ob; |
1817 | |
1730 | |
1818 | if (!ob) |
1731 | if (!ob) |
1819 | return false; |
|
|
1820 | |
|
|
1821 | if (!op->change_weapon (ob)) |
|
|
1822 | return false; |
1732 | return false; |
1823 | |
1733 | |
1824 | if (op->speed_left > 0.f) |
1734 | if (op->speed_left > 0.f) |
1825 | --op->speed_left; |
1735 | --op->speed_left; |
1826 | else |
1736 | else |
1827 | return false; |
1737 | return false; |
1828 | |
1738 | |
|
|
1739 | if (!op->change_weapon (ob)) |
|
|
1740 | return false; |
|
|
1741 | |
|
|
1742 | /* check for loss of invisiblity/hide */ |
|
|
1743 | if (action_makes_visible (op)) |
|
|
1744 | make_visible (op); |
|
|
1745 | |
1829 | switch (ob->type) |
1746 | switch (ob->type) |
1830 | { |
1747 | { |
1831 | case BOW: |
1748 | case BOW: |
1832 | player_fire_bow (op, dir); |
1749 | player_fire_bow (op, dir); |
1833 | break; |
1750 | break; |
1834 | |
1751 | |
1835 | case SPELL: |
1752 | case SPELL: |
1836 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1753 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1837 | break; |
1754 | break; |
1838 | |
1755 | |
1839 | case BUILDER: |
1756 | case BUILDER: |
1840 | apply_map_builder (op, dir); |
1757 | apply_map_builder (op, dir); |
1841 | break; |
1758 | break; |
… | |
… | |
1874 | /* First, lets try to find a key in the top level inventory */ |
1791 | /* First, lets try to find a key in the top level inventory */ |
1875 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1792 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1876 | { |
1793 | { |
1877 | if (door->type == DOOR && tmp->type == KEY) |
1794 | if (door->type == DOOR && tmp->type == KEY) |
1878 | break; |
1795 | break; |
|
|
1796 | |
1879 | /* For sanity, we should really check door type, but other stuff |
1797 | /* For sanity, we should really check door type, but other stuff |
1880 | * (like containers) can be locked with special keys |
1798 | * (like containers) can be locked with special keys |
1881 | */ |
1799 | */ |
1882 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1800 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1883 | break; |
1801 | break; |
… | |
… | |
1889 | * a key, return |
1807 | * a key, return |
1890 | */ |
1808 | */ |
1891 | if (!tmp) |
1809 | if (!tmp) |
1892 | { |
1810 | { |
1893 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1811 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1894 | { |
|
|
1895 | /* No reason to search empty containers */ |
1812 | /* No reason to search empty containers */ |
1896 | if (tmp->type == CONTAINER && tmp->inv) |
1813 | if (tmp->type == CONTAINER && tmp->inv) |
1897 | { |
|
|
1898 | if ((key = find_key (pl, tmp, door))) |
1814 | if ((key = find_key (pl, tmp, door))) |
1899 | return key; |
1815 | return key; |
1900 | } |
|
|
1901 | } |
|
|
1902 | |
1816 | |
1903 | if (!tmp) |
1817 | if (!tmp) |
1904 | return NULL; |
1818 | return 0; |
1905 | } |
1819 | } |
1906 | |
1820 | |
1907 | /* We get down here if we have found a key. Now if its in a container, |
1821 | /* We get down here if we have found a key. Now if its in a container, |
1908 | * see if we actually want to use it |
1822 | * see if we actually want to use it |
1909 | */ |
1823 | */ |
1910 | if (pl != container) |
1824 | if (pl != container) |
1911 | { |
1825 | { |
1912 | /* Only let players use keys in containers */ |
1826 | /* Only let players use keys in containers */ |
1913 | if (!pl->contr) |
1827 | if (!pl->contr) |
1914 | return NULL; |
1828 | return 0; |
|
|
1829 | |
1915 | /* cases where this fails: |
1830 | /* cases where this fails: |
1916 | * If we only search the player inventory, return now since we |
1831 | * If we only search the player inventory, return now since we |
1917 | * are not in the players inventory. |
1832 | * are not in the players inventory. |
1918 | * If the container is not active, return now since only active |
1833 | * If the container is not active, return now since only active |
1919 | * containers can be used. |
1834 | * containers can be used. |
… | |
… | |
1925 | * Change the color so that the message doesn't disappear with |
1840 | * Change the color so that the message doesn't disappear with |
1926 | * all the others. |
1841 | * all the others. |
1927 | */ |
1842 | */ |
1928 | if (pl->contr->usekeys == key_inventory || |
1843 | if (pl->contr->usekeys == key_inventory || |
1929 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1844 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1930 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1845 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1931 | { |
1846 | { |
1932 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1847 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1933 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1848 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1934 | return NULL; |
1849 | return NULL; |
1935 | } |
1850 | } |
… | |
… | |
1970 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1885 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1971 | remove_door2 (door); /* remove door without violence ;-) */ |
1886 | remove_door2 (door); /* remove door without violence ;-) */ |
1972 | } |
1887 | } |
1973 | |
1888 | |
1974 | /* Do this after we print the message */ |
1889 | /* Do this after we print the message */ |
1975 | decrease_ob (key); /* Use up one of the keys */ |
1890 | key->decrease (); /* Use up one of the keys */ |
1976 | /* Need to update the weight the container the key was in */ |
|
|
1977 | if (container != op) |
|
|
1978 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1979 | |
1891 | |
1980 | return 1; /* Nothing more to do below */ |
1892 | return 1; /* Nothing more to do below */ |
1981 | } |
1893 | } |
1982 | else if (door->type == LOCKED_DOOR) |
1894 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1895 | { |
… | |
… | |
1996 | * going to try and move (not fire weapons). |
1908 | * going to try and move (not fire weapons). |
1997 | */ |
1909 | */ |
1998 | bool |
1910 | bool |
1999 | move_player_attack (object *op, int dir) |
1911 | move_player_attack (object *op, int dir) |
2000 | { |
1912 | { |
|
|
1913 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1914 | { |
|
|
1915 | --op->speed_left; |
|
|
1916 | return true; |
|
|
1917 | } |
|
|
1918 | |
2001 | int on_battleground; |
1919 | int on_battleground; |
2002 | |
1920 | |
2003 | sint16 nx = freearr_x[dir] + op->x; |
1921 | sint16 nx = freearr_x[dir] + op->x; |
2004 | sint16 ny = freearr_y[dir] + op->y; |
1922 | sint16 ny = freearr_y[dir] + op->y; |
2005 | |
1923 | |
2006 | on_battleground = op_on_battleground (op, 0, 0); |
1924 | on_battleground = op_on_battleground (op, 0, 0); |
2007 | |
1925 | |
2008 | if (out_of_map (op->map, nx, ny)) |
1926 | if (out_of_map (op->map, nx, ny)) |
2009 | return false; |
1927 | return false; |
2010 | |
|
|
2011 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2012 | { |
|
|
2013 | --op->speed_left; |
|
|
2014 | return true; |
|
|
2015 | } |
|
|
2016 | |
1928 | |
2017 | /* If braced, or can't move to the square, and it is not out of the |
1929 | /* If braced, or can't move to the square, and it is not out of the |
2018 | * map, attack it. Note order of if statement is important - don't |
1930 | * map, attack it. Note order of if statement is important - don't |
2019 | * want to be calling move_ob if braced, because move_ob will move the |
1931 | * want to be calling move_ob if braced, because move_ob will move the |
2020 | * player. This is a pretty nasty hack, because if we could |
1932 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2080 | --op->speed_left; |
1992 | --op->speed_left; |
2081 | |
1993 | |
2082 | op->play_sound (sound_find ("push_player")); |
1994 | op->play_sound (sound_find ("push_player")); |
2083 | push_ob (mon, dir, op); |
1995 | push_ob (mon, dir, op); |
2084 | |
1996 | |
2085 | if (op->contr->tmp_invis || op->hide) |
1997 | if (action_makes_visible (op)) |
2086 | make_visible (op); |
1998 | make_visible (op); |
2087 | |
1999 | |
2088 | return true; |
2000 | return true; |
2089 | } |
2001 | } |
2090 | else |
2002 | else |
… | |
… | |
2112 | push_ob (mon, dir, op); |
2024 | push_ob (mon, dir, op); |
2113 | } |
2025 | } |
2114 | else |
2026 | else |
2115 | op->statusmsg ("You withhold your attack"); |
2027 | op->statusmsg ("You withhold your attack"); |
2116 | |
2028 | |
2117 | if (op->contr->tmp_invis || op->hide) |
2029 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2118 | make_visible (op); |
2030 | make_visible (op); |
2119 | |
2031 | |
2120 | return true; |
2032 | return true; |
2121 | } |
2033 | } |
2122 | } |
2034 | } |
… | |
… | |
2164 | bool |
2076 | bool |
2165 | move_player (object *op, int dir) |
2077 | move_player (object *op, int dir) |
2166 | { |
2078 | { |
2167 | int pick; |
2079 | int pick; |
2168 | |
2080 | |
2169 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2081 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2170 | return 0; |
2082 | return 0; |
2171 | |
2083 | |
2172 | /* Sanity check: make sure dir is valid */ |
2084 | /* Sanity check: make sure dir is valid */ |
2173 | if ((dir < 0) || (dir >= 9)) |
2085 | if ((dir < 0) || (dir >= 9)) |
2174 | { |
2086 | { |
… | |
… | |
2180 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2092 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2181 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2093 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2182 | |
2094 | |
2183 | op->facing = dir; |
2095 | op->facing = dir; |
2184 | |
2096 | |
2185 | if (op->hide) |
2097 | if (op->flag [FLAG_HIDDEN]) |
2186 | do_hidden_move (op); |
2098 | do_hidden_move (op); |
2187 | |
2099 | |
2188 | bool retval; |
2100 | bool retval; |
2189 | |
2101 | |
2190 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2102 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2262 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2174 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2263 | { |
2175 | { |
2264 | op->play_sound (sound_find ("ob_evaporate")); |
2176 | op->play_sound (sound_find ("ob_evaporate")); |
2265 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2177 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2266 | |
2178 | |
2267 | if (op->contr) |
|
|
2268 | esrv_del_item (op->contr, tmp->count); |
|
|
2269 | |
|
|
2270 | tmp->destroy (); |
2179 | tmp->destroy (); |
2271 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2180 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2272 | |
2181 | |
2273 | if (op->stats.hp < 0) |
2182 | if (op->stats.hp < 0) |
2274 | op->stats.hp = op->stats.maxhp; |
2183 | op->stats.hp = op->stats.maxhp; |
… | |
… | |
2286 | return 0; |
2195 | return 0; |
2287 | } |
2196 | } |
2288 | |
2197 | |
2289 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2198 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2290 | * back in the map (location and map determined by values of env). This |
2199 | * back in the map (location and map determined by values of env). This |
2291 | * function will descend into containers. op is the object to start the search |
2200 | * function will descend into containers. op is the object to start the search |
2292 | * from. |
2201 | * from. |
2293 | */ |
2202 | */ |
2294 | static void |
2203 | static void |
2295 | drop_unpaid_items (object *op, object *env) |
2204 | drop_unpaid_items (object *op, object *env) |
2296 | { |
2205 | { |
2297 | while (op) |
2206 | while (op) |
2298 | { |
2207 | { |
2299 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2208 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2300 | |
2209 | |
2301 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2210 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2302 | { |
|
|
2303 | if (env->type == PLAYER) |
|
|
2304 | esrv_del_item (env->contr, op->count); |
|
|
2305 | |
|
|
2306 | op->insert_at (env); |
2211 | op->insert_at (env); |
2307 | } |
|
|
2308 | else if (op->inv) |
2212 | else if (op->inv) |
2309 | drop_unpaid_items (op->inv, env); |
2213 | drop_unpaid_items (op->inv, env); |
2310 | |
2214 | |
2311 | op = next; |
2215 | op = next; |
2312 | } |
2216 | } |
… | |
… | |
2324 | * Moved from apply.c to player.c - player.c is what |
2228 | * Moved from apply.c to player.c - player.c is what |
2325 | * actually uses this function. player.c may not be quite the |
2229 | * actually uses this function. player.c may not be quite the |
2326 | * best, a misc file for object actions is probably better, |
2230 | * best, a misc file for object actions is probably better, |
2327 | * but there isn't one in the server directory. |
2231 | * but there isn't one in the server directory. |
2328 | */ |
2232 | */ |
2329 | char * |
2233 | const char * |
2330 | gravestone_text (object *op) |
2234 | gravestone_text (object *op) |
2331 | { |
2235 | { |
2332 | static char buf2[MAX_BUF]; |
2236 | static dynbuf_text buf; |
2333 | char buf[MAX_BUF]; |
|
|
2334 | time_t now = time (NULL); |
|
|
2335 | |
2237 | |
2336 | strcpy (buf2, " R.I.P.\n\n"); |
2238 | buf << "---- R.I.P. ----\n\n" |
|
|
2239 | << op->name; |
|
|
2240 | |
2337 | if (op->type == PLAYER) |
2241 | if (op->type == PLAYER) |
2338 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2242 | buf << " the " << op->contr->title; |
2339 | else |
|
|
2340 | sprintf (buf, "%s\n", &op->name); |
|
|
2341 | |
2243 | |
2342 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2244 | buf << "\n\n"; |
2343 | strcat (buf2, buf); |
2245 | |
|
|
2246 | buf << "who was level "; |
|
|
2247 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2248 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2249 | |
2344 | if (op->type == PLAYER) |
2250 | if (op->type == PLAYER) |
2345 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2251 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2346 | else |
|
|
2347 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2348 | |
2252 | |
2349 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2350 | strcat (buf2, buf); |
|
|
2351 | if (op->type == PLAYER) |
|
|
2352 | { |
2253 | { |
2353 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2254 | static char buf2[128]; |
2354 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2255 | time_t now = time (NULL); |
2355 | strcat (buf2, buf); |
|
|
2356 | } |
|
|
2357 | |
|
|
2358 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2256 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2359 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2257 | buf << buf2; |
2360 | strcat (buf2, buf); |
2258 | } |
2361 | |
2259 | |
2362 | return buf2; |
2260 | return buf; |
2363 | } |
2261 | } |
2364 | |
2262 | |
2365 | void |
2263 | void |
2366 | do_some_living (object *op) |
2264 | do_some_living (object *op) |
2367 | { |
2265 | { |
… | |
… | |
2522 | { |
2420 | { |
2523 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2421 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2524 | |
2422 | |
2525 | if (over_hp > 0) |
2423 | if (over_hp > 0) |
2526 | { |
2424 | { |
2527 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2425 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2528 | op->last_heal = 0; |
2426 | op->last_heal = 0; |
2529 | } |
2427 | } |
2530 | else |
2428 | else |
2531 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2429 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2532 | } |
2430 | } |
… | |
… | |
2548 | op->stats.food--; |
2446 | op->stats.food--; |
2549 | } |
2447 | } |
2550 | |
2448 | |
2551 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2449 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2552 | { |
2450 | { |
2553 | object *tmp, *flesh = 0; |
2451 | object *flesh = 0; |
2554 | |
2452 | |
2555 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2453 | for_inv_removable (op, tmp) |
2556 | { |
2454 | { |
2557 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2455 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2456 | continue; |
|
|
2457 | |
|
|
2458 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2558 | { |
2459 | { |
2559 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2460 | op->statusmsg ("You blindly grab for a bite of food. " |
2560 | { |
2461 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2561 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2562 | manual_apply (op, tmp, 0); |
2462 | manual_apply (op, tmp, 0); |
|
|
2463 | |
2563 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2464 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2564 | break; |
2465 | break; |
2565 | } |
2466 | } |
2566 | else if (tmp->type == FLESH) |
2467 | else if (tmp->type == FLESH) |
2567 | flesh = tmp; |
2468 | flesh = tmp; |
2568 | } /* End if paid for object */ |
2469 | } |
2569 | } /* end of for loop */ |
|
|
2570 | |
2470 | |
2571 | /* If player is still starving, it means they don't have any food, so |
2471 | /* If player is still starving, it means they don't have any food, so |
2572 | * eat flesh instead. |
2472 | * eat flesh instead. |
2573 | */ |
2473 | */ |
2574 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2474 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2575 | { |
2475 | { |
2576 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2476 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2477 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2577 | manual_apply (op, flesh, 0); |
2478 | manual_apply (op, flesh, 0); |
2578 | } |
2479 | } |
|
|
2480 | |
|
|
2481 | // If player is still starving, alert him! |
|
|
2482 | if (op->stats.food < 0) |
|
|
2483 | op->failmsg ("You are starving! " |
|
|
2484 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2579 | } |
2485 | } |
2580 | |
2486 | |
2581 | if (op->stats.food < 0) |
2487 | if (op->stats.food < 0) |
2582 | { |
2488 | { |
2583 | op->stats.hp += op->stats.food; |
2489 | op->stats.hp += op->stats.food; |
2584 | op->stats.food = 0; |
2490 | op->stats.food = 0; |
|
|
2491 | |
|
|
2492 | if (op->stats.hp < 0) |
|
|
2493 | { |
|
|
2494 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2495 | op->contr->killer->destroy (); |
2585 | } |
2496 | } |
|
|
2497 | } |
2586 | |
2498 | |
|
|
2499 | /* killer should be set here already */ |
2587 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2500 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2588 | kill_player (op); |
2501 | kill_player (op); |
2589 | } |
2502 | } |
2590 | } |
2503 | } |
2591 | |
2504 | |
… | |
… | |
2596 | */ |
2509 | */ |
2597 | void |
2510 | void |
2598 | kill_player (object *op) |
2511 | kill_player (object *op) |
2599 | { |
2512 | { |
2600 | int x, y; |
2513 | int x, y; |
2601 | char buf[MAX_BUF]; |
|
|
2602 | maptile *map; /* this is for resurrection */ |
2514 | maptile *map; /* this is for resurrection */ |
2603 | int will_kill_again; |
2515 | int will_kill_again; |
2604 | archetype *at; |
2516 | archetype *at; |
2605 | object *tmp; |
2517 | object *tmp; |
2606 | |
2518 | |
2607 | if (save_life (op)) |
2519 | if (save_life (op)) |
2608 | return; |
2520 | return; |
|
|
2521 | |
|
|
2522 | dynbuf_text deathtab; |
|
|
2523 | |
|
|
2524 | /* restore player */ |
|
|
2525 | at = archetype::find ("poisoning"); |
|
|
2526 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2527 | { |
|
|
2528 | tmp->destroy (); |
|
|
2529 | deathtab << "Your body feels cleansed...\r"; |
|
|
2530 | } |
|
|
2531 | |
|
|
2532 | at = archetype::find ("confusion"); |
|
|
2533 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2534 | { |
|
|
2535 | tmp->destroy (); |
|
|
2536 | deathtab << "Your mind feels clearer...\r"; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2540 | |
|
|
2541 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2542 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2543 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2544 | |
|
|
2545 | if (op->stats.food <= 0) |
|
|
2546 | op->stats.food = 999; |
|
|
2547 | |
|
|
2548 | // remove all spell effects that are active |
|
|
2549 | // to avoid long-term effects such as word-of-recall |
|
|
2550 | for (object *item = op->inv; item; ) |
|
|
2551 | { |
|
|
2552 | object *next = item->below; |
|
|
2553 | |
|
|
2554 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2555 | item->destroy (); |
|
|
2556 | |
|
|
2557 | item = next; |
|
|
2558 | } |
2609 | |
2559 | |
2610 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2560 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2611 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2561 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2612 | * Look at op_on_battleground() for more info --AndreasV |
2562 | * Look at op_on_battleground() for more info --AndreasV |
2613 | */ |
2563 | */ |
2614 | if (op_on_battleground (op, &x, &y)) |
2564 | if (op_on_battleground (op, &x, &y)) |
2615 | { |
2565 | { |
2616 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2566 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2617 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2618 | |
|
|
2619 | /* restore player */ |
|
|
2620 | at = archetype::find ("poisoning"); |
|
|
2621 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2622 | { |
|
|
2623 | tmp->destroy (); |
|
|
2624 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2625 | } |
|
|
2626 | |
|
|
2627 | at = archetype::find ("confusion"); |
|
|
2628 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2629 | { |
|
|
2630 | tmp->destroy (); |
|
|
2631 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2632 | } |
|
|
2633 | |
|
|
2634 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2635 | op->stats.hp = op->stats.maxhp; |
|
|
2636 | if (op->stats.food <= 0) |
|
|
2637 | op->stats.food = 999; |
|
|
2638 | |
2567 | |
2639 | /* create a bodypart-trophy to make the winner happy */ |
2568 | /* create a bodypart-trophy to make the winner happy */ |
2640 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2569 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2641 | { |
2570 | { |
2642 | tmp->name = format ("%s's finger" , &op->name); |
2571 | tmp->name = format ("%s's finger" , &op->name); |
2643 | tmp->name_pl = format ("%s's fingers", &op->name); |
2572 | tmp->name_pl = format ("%s's fingers", &op->name); |
2644 | tmp->msg = format ( |
2573 | tmp->msg = format ( |
2645 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2574 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2646 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2575 | &op->name, op->contr->title, |
|
|
2576 | (int)op->level, |
|
|
2577 | op->contr->killer_name () |
2647 | ); |
2578 | ); |
2648 | tmp->value = 0, tmp->type = 0; |
2579 | tmp->value = 0, tmp->type = 0; |
2649 | tmp->materialname = "organics"; |
2580 | tmp->materialname = "organics"; |
2650 | tmp->insert_at (op, tmp); |
2581 | tmp->insert_at (op, tmp); |
2651 | } |
2582 | } |
2652 | |
2583 | |
2653 | /* teleport defeated player to new destination */ |
2584 | /* teleport defeated player to new destination */ |
2654 | transfer_ob (op, x, y, 0, NULL); |
2585 | transfer_ob (op, x, y, 0, NULL); |
2655 | op->contr->braced = 0; |
2586 | op->contr->braced = 0; |
|
|
2587 | |
|
|
2588 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2656 | return; |
2589 | return; |
2657 | } |
2590 | } |
2658 | |
2591 | |
|
|
2592 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2593 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2594 | |
2659 | INVOKE_PLAYER (DEATH, op->contr); |
2595 | INVOKE_PLAYER (DEATH, op->contr); |
2660 | |
2596 | |
2661 | command_kill_pets (op, 0); |
2597 | command_kill_pets (op, 0); |
2662 | |
|
|
2663 | if (op->stats.food < 0) |
|
|
2664 | strcpy (op->contr->killer, "starvation"); |
|
|
2665 | |
2598 | |
2666 | op->contr->play_sound (sound_find ("player_dies")); |
2599 | op->contr->play_sound (sound_find ("player_dies")); |
2667 | |
2600 | |
2668 | /* save the map location for corpse, gravestone */ |
2601 | /* save the map location for corpse, gravestone */ |
2669 | x = op->x; |
2602 | x = op->x; |
… | |
… | |
2699 | |
2632 | |
2700 | lost_a_stat = 0; |
2633 | lost_a_stat = 0; |
2701 | |
2634 | |
2702 | for (z = 0; z < num_stats_lose; z++) |
2635 | for (z = 0; z < num_stats_lose; z++) |
2703 | { |
2636 | { |
2704 | i = RANDOM () % NUM_STATS; |
2637 | i = rndm (NUM_STATS); |
2705 | |
2638 | |
2706 | if (settings.stat_loss_on_death) |
2639 | if (settings.stat_loss_on_death) |
2707 | { |
2640 | { |
2708 | /* Pick a random stat and take a point off it. Tell the player |
2641 | /* Pick a random stat and take a point off it. Tell the player |
2709 | * what he lost. |
2642 | * what he lost. |
… | |
… | |
2760 | } |
2693 | } |
2761 | } |
2694 | } |
2762 | |
2695 | |
2763 | if (lose_this_stat) |
2696 | if (lose_this_stat) |
2764 | { |
2697 | { |
2765 | this_stat = get_attr_value (&(dep->stats), i); |
2698 | this_stat = get_attr_value (&dep->stats, i); |
2766 | /* We could try to do something clever like find another |
2699 | /* We could try to do something clever like find another |
2767 | * stat to reduce if this fails. But chances are, if |
2700 | * stat to reduce if this fails. But chances are, if |
2768 | * stats have been depleted to -50, all are pretty low |
2701 | * stats have been depleted to -50, all are pretty low |
2769 | * and should be roughly the same, so it shouldn't make a |
2702 | * and should be roughly the same, so it shouldn't make a |
2770 | * difference. |
2703 | * difference. |
… | |
… | |
2778 | lost_a_stat = 1; |
2711 | lost_a_stat = 1; |
2779 | } |
2712 | } |
2780 | } |
2713 | } |
2781 | } |
2714 | } |
2782 | } |
2715 | } |
|
|
2716 | |
2783 | /* If no stat lost, tell the player. */ |
2717 | /* If no stat lost, tell the player. */ |
2784 | if (!lost_a_stat) |
2718 | if (!lost_a_stat) |
2785 | { |
2719 | { |
2786 | /* determine_god() seems to not work sometimes... why is this? |
2720 | /* determine_god() seems to not work sometimes... why is this? |
2787 | Should I be using something else? GD */ |
2721 | Should I be using something else? GD */ |
2788 | const char *god = determine_god (op); |
2722 | shstr_tmp god = determine_god (op); |
2789 | |
2723 | |
2790 | if (god && (strcmp (god, "none"))) |
2724 | if (god != shstr_none) |
2791 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2725 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2792 | else |
2726 | else |
2793 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2727 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2794 | } |
2728 | } |
2795 | #else |
2729 | #else |
2796 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2730 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2797 | #endif |
2731 | #endif |
2798 | |
2732 | |
2799 | /* Put a gravestone up where the character 'almost' died. List the |
2733 | /* Put a gravestone up where the character 'almost' died. List the |
2800 | * exp loss on the stone. |
2734 | * exp loss on the stone. |
2801 | */ |
2735 | */ |
2802 | tmp = arch_to_object (archetype::find ("gravestone")); |
2736 | tmp = arch_to_object (archetype::find ("gravestone")); |
2803 | sprintf (buf, "%s's gravestone", &op->name); |
2737 | tmp->name = format ("%s's gravestone", &op->name); |
2804 | tmp->name = buf; |
2738 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2805 | sprintf (buf, "%s's gravestones", &op->name); |
2739 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2806 | tmp->name_pl = buf; |
2740 | &op->name, op->contr->title, op->contr->killer_name ()); |
2807 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2808 | tmp->msg = buf; |
|
|
2809 | tmp->x = op->x, tmp->y = op->y; |
2741 | tmp->x = op->x, tmp->y = op->y; |
2810 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2742 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2811 | |
2743 | |
2812 | /**************************************/ |
2744 | /**************************************/ |
2813 | /* */ |
2745 | /* */ |
2814 | /* Subtract the experience points, */ |
2746 | /* Subtract the experience points, */ |
2815 | /* if we died cause of food, give us */ |
|
|
2816 | /* food, and reset HP's... */ |
|
|
2817 | /* */ |
2747 | /* */ |
2818 | /**************************************/ |
2748 | /**************************************/ |
2819 | |
2749 | |
2820 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2821 | /* restore player */ |
|
|
2822 | at = archetype::find ("poisoning"); |
|
|
2823 | tmp = present_arch_in_ob (at, op); |
|
|
2824 | |
|
|
2825 | if (tmp) |
|
|
2826 | { |
|
|
2827 | tmp->destroy (); |
|
|
2828 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2829 | } |
|
|
2830 | |
|
|
2831 | at = archetype::find ("confusion"); |
|
|
2832 | tmp = present_arch_in_ob (at, op); |
|
|
2833 | if (tmp) |
|
|
2834 | { |
|
|
2835 | tmp->destroy (); |
|
|
2836 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2837 | } |
|
|
2838 | |
|
|
2839 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2840 | |
|
|
2841 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2750 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2842 | apply_death_exp_penalty (op); |
2751 | apply_death_exp_penalty (op); |
2843 | if (op->stats.food < 100) |
|
|
2844 | op->stats.food = 900; |
|
|
2845 | op->stats.hp = op->stats.maxhp; |
|
|
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2848 | |
2752 | |
2849 | /* |
2753 | /* |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2754 | * Check to see if the player has any unpaid items. If so, remove them |
2851 | * and put them back in the map. |
2755 | * and put them back in the map. |
2852 | */ |
2756 | */ |
… | |
… | |
2887 | if (will_kill_again & (1 << at)) |
2791 | if (will_kill_again & (1 << at)) |
2888 | force->resist[at] = 100; |
2792 | force->resist[at] = 100; |
2889 | |
2793 | |
2890 | insert_ob_in_ob (force, op); |
2794 | insert_ob_in_ob (force, op); |
2891 | op->update_stats (); |
2795 | op->update_stats (); |
2892 | |
|
|
2893 | } |
2796 | } |
2894 | |
2797 | |
2895 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2798 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2896 | } |
2799 | } |
2897 | |
2800 | |
2898 | void |
2801 | void |
2899 | loot_object (object *op) |
2802 | loot_object (object *op) |
2900 | { /* Grab and destroy some treasure */ |
2803 | { /* Grab and destroy some treasure */ |
… | |
… | |
2917 | |
2820 | |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2821 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2919 | { |
2822 | { |
2920 | if (tmp->nrof > 1) |
2823 | if (tmp->nrof > 1) |
2921 | { |
2824 | { |
2922 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2825 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2923 | tmp2->destroy (); |
|
|
2924 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2826 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2925 | } |
2827 | } |
2926 | else |
2828 | else |
2927 | tmp->destroy (); |
2829 | tmp->destroy (); |
2928 | } |
2830 | } |
… | |
… | |
2939 | void |
2841 | void |
2940 | fix_weight (void) |
2842 | fix_weight (void) |
2941 | { |
2843 | { |
2942 | for_all_players (pl) |
2844 | for_all_players (pl) |
2943 | { |
2845 | { |
2944 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2846 | sint32 old = pl->ob->carrying; |
2945 | |
2847 | |
2946 | if (old == sum) |
2848 | pl->ob->update_weight (); |
2947 | continue; |
2849 | |
|
|
2850 | if (old != pl->ob->carrying) |
|
|
2851 | { |
2948 | pl->ob->update_stats (); |
2852 | pl->ob->update_stats (); |
2949 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2853 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2854 | } |
2950 | } |
2855 | } |
2951 | } |
2856 | } |
2952 | |
2857 | |
2953 | void |
2858 | void |
2954 | fix_luck (void) |
2859 | fix_luck (void) |
… | |
… | |
2996 | } |
2901 | } |
2997 | |
2902 | |
2998 | void |
2903 | void |
2999 | make_visible (object *op) |
2904 | make_visible (object *op) |
3000 | { |
2905 | { |
3001 | op->hide = 0; |
2906 | op->flag [FLAG_HIDDEN] = 0; |
3002 | op->invisible = 0; |
2907 | op->invisible = 0; |
3003 | |
2908 | |
3004 | if (op->type == PLAYER) |
2909 | if (op->type == PLAYER) |
3005 | { |
2910 | { |
3006 | op->contr->tmp_invis = 0; |
2911 | op->contr->tmp_invis = 0; |
… | |
… | |
3031 | |
2936 | |
3032 | if (!ob || !ob->map) |
2937 | if (!ob || !ob->map) |
3033 | return 0; |
2938 | return 0; |
3034 | |
2939 | |
3035 | /* so, on normal lighted maps, its hard to hide */ |
2940 | /* so, on normal lighted maps, its hard to hide */ |
3036 | level = ob->map->darkness - 2; |
2941 | level = ob->map->darklevel () - 2; |
3037 | |
2942 | |
3038 | /* this also picks up whether the object is glowing. |
2943 | /* this also picks up whether the object is glowing. |
3039 | * If you carry a light on a non-dark map, its not |
2944 | * If you carry a light on a non-dark map, its not |
3040 | * as bad as carrying a light on a pitch dark map */ |
2945 | * as bad as carrying a light on a pitch dark map */ |
3041 | if (has_carried_lights (ob)) |
2946 | if (ob->has_carried_lights ()) |
3042 | level = -(10 + (2 * ob->map->darkness)); |
2947 | level = -(10 + (2 * ob->map->darklevel ())); |
3043 | |
2948 | |
3044 | /* scan through all nearby squares for terrain to hide in */ |
2949 | /* scan through all nearby squares for terrain to hide in */ |
3045 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2950 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2951 | i <= SIZEOFFREE1; |
|
|
2952 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3046 | { |
2953 | { |
3047 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2954 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3048 | if (mflag & P_OUT_OF_MAP) |
2955 | if (mflag & P_OUT_OF_MAP) |
3049 | { |
|
|
3050 | continue; |
2956 | continue; |
3051 | } |
2957 | |
3052 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2958 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3053 | level += 2; |
2959 | level += 2; |
3054 | else /* open terrain! */ |
2960 | else /* open terrain! */ |
3055 | level -= 1; |
2961 | level -= 1; |
3056 | } |
2962 | } |
… | |
… | |
3067 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2973 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3068 | */ |
2974 | */ |
3069 | void |
2975 | void |
3070 | do_hidden_move (object *op) |
2976 | do_hidden_move (object *op) |
3071 | { |
2977 | { |
3072 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2978 | int hide = 0; |
3073 | object *skop; |
|
|
3074 | |
2979 | |
3075 | if (!op || !op->map) |
2980 | if (!op || !op->map) |
3076 | return; |
2981 | return; |
3077 | |
2982 | |
3078 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2983 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2984 | int num = random_roll (0, 19, op, PREFER_LOW); |
3079 | |
2985 | |
3080 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2986 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3081 | if (op->type == PLAYER && op->contr->run_on) |
2987 | if (op->type == PLAYER && op->contr->run_on) |
3082 | if (!skop || num >= skop->level) |
2988 | if (!skop || num >= skop->level) |
3083 | { |
2989 | { |
… | |
… | |
3093 | num -= hide; |
2999 | num -= hide; |
3094 | |
3000 | |
3095 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3001 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3096 | { |
3002 | { |
3097 | make_visible (op); |
3003 | make_visible (op); |
|
|
3004 | |
3098 | if (op->type == PLAYER) |
3005 | if (op->type == PLAYER) |
3099 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3006 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3100 | } |
3007 | } |
3101 | else if (op->type == PLAYER && skop) |
3008 | else if (op->type == PLAYER && skop) |
3102 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3009 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3192 | while (op) |
3099 | while (op) |
3193 | { |
3100 | { |
3194 | dx = rv.distance_x + op->arch->x; |
3101 | dx = rv.distance_x + op->arch->x; |
3195 | dy = rv.distance_y + op->arch->y; |
3102 | dy = rv.distance_y + op->arch->y; |
3196 | |
3103 | |
3197 | /* only the viewable area the player sees is updated by LOS |
3104 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3198 | * code, so we need to restrict ourselves to that range of values |
|
|
3199 | * for any meaningful values. |
|
|
3200 | */ |
|
|
3201 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3202 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3203 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3204 | return 1; |
3105 | return 1; |
3205 | |
3106 | |
3206 | op = op->more; |
3107 | op = op->more; |
3207 | } |
3108 | } |
3208 | |
3109 | |
3209 | return 0; |
3110 | return 0; |
3210 | } |
3111 | } |
3211 | |
3112 | |
3212 | /* routine for both players and monsters. We call this when |
3113 | /* routine for both players and monsters. We call this when |
3213 | * there is a possibility for our action distrubing our hiding |
3114 | * there is a possibility for our action distrubing our hiding |
3214 | * place or invisiblity spell. Artefact invisiblity is not |
3115 | * place or invisiblity spell. Artefact invisiblity causes |
3215 | * effected by this. If we arent invisible to begin with, we |
3116 | * "noise" instead. If we arent invisible to begin with, we |
3216 | * return 0. |
3117 | * return 0. |
3217 | */ |
3118 | */ |
3218 | int |
3119 | int |
3219 | action_makes_visible (object *op) |
3120 | action_makes_visible (object *op) |
3220 | { |
3121 | { |
3221 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3122 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3222 | { |
3123 | { |
3223 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3124 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3125 | { |
|
|
3126 | // artefact invisibility is permanent, but we still make noise |
|
|
3127 | // this is important for game-balance. |
|
|
3128 | if (op->contr) |
|
|
3129 | op->make_noise (); |
|
|
3130 | |
3224 | return 0; |
3131 | return 0; |
|
|
3132 | } |
3225 | |
3133 | |
3226 | if (op->contr && op->contr->tmp_invis == 0) |
3134 | if (op->contr && op->contr->tmp_invis == 0) |
3227 | return 0; |
3135 | return 0; |
3228 | |
3136 | |
3229 | /* If monsters, they should become visible */ |
3137 | /* If monsters, they should become visible */ |
3230 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3138 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3231 | { |
3139 | { |
3232 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3140 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3233 | return 1; |
3141 | return 1; |
3234 | } |
3142 | } |
3235 | } |
3143 | } |
3236 | |
3144 | |
3237 | return 0; |
3145 | return 0; |
… | |
… | |
3443 | else |
3351 | else |
3444 | { |
3352 | { |
3445 | /* generate misc. treasure */ |
3353 | /* generate misc. treasure */ |
3446 | tmp = arch_to_object (tr->item); |
3354 | tmp = arch_to_object (tr->item); |
3447 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3355 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3448 | tmp = insert_ob_in_ob (tmp, who); |
3356 | who->insert (tmp); |
3449 | if (who->type == PLAYER) |
|
|
3450 | esrv_send_item (who, tmp); |
|
|
3451 | } |
3357 | } |
3452 | } |
3358 | } |
3453 | |
3359 | |
3454 | /** |
3360 | /** |
3455 | * Unready an object for a player. This function does nothing if the object was |
3361 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3467 | if (pl->ranged_ob == ob) |
3373 | if (pl->ranged_ob == ob) |
3468 | pl->ranged_ob = 0; |
3374 | pl->ranged_ob = 0; |
3469 | } |
3375 | } |
3470 | |
3376 | |
3471 | sint8 |
3377 | sint8 |
3472 | player::visibility_at (maptile *map, int x, int y) const |
3378 | player::darkness_at (maptile *map, int x, int y) const |
3473 | { |
3379 | { |
3474 | if (!ns) |
3380 | if (!ns) |
3475 | return 0; |
3381 | return LOS_BLOCKED; |
3476 | |
3382 | |
3477 | int dx, dy; |
3383 | int dx, dy; |
3478 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3384 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3479 | return 0; |
3385 | return LOS_BLOCKED; |
3480 | |
3386 | |
3481 | x += dx - ns->current_x + ns->mapx / 2; |
3387 | x += dx - ns->current_x; |
3482 | y += dy - ns->current_y + ns->mapy / 2; |
3388 | y += dy - ns->current_y; |
3483 | |
3389 | |
3484 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3485 | return 0; |
|
|
3486 | |
|
|
3487 | return 100 - blocked_los [x][y]; |
3390 | return blocked_los (x, y); |
3488 | } |
3391 | } |
3489 | |
3392 | |
3490 | void |
3393 | void |
3491 | player::infobox (const char *title, const char *msg, int color) |
3394 | player::infobox (const char *title, const char *msg, int color) |
3492 | { |
3395 | { |