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 |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
… | |
… | |
122 | continue; |
122 | continue; |
123 | |
123 | |
124 | if (*buf == '%') |
124 | if (*buf == '%') |
125 | { /* send one news */ |
125 | { /* send one news */ |
126 | if (size > 0) |
126 | 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 */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
128 | |
131 | |
129 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
130 | strip_endline (subject); |
133 | strip_endline (subject); |
131 | size = 0; |
134 | size = 0; |
132 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
208 | |
211 | |
209 | ns->update_look = 0; |
212 | ns->update_look = 0; |
210 | ns->look_position = 0; |
213 | ns->look_position = 0; |
211 | |
214 | |
212 | clear_los (this); |
215 | clear_los (); |
213 | |
216 | |
214 | ns->reset_stats (); |
217 | ns->reset_stats (); |
215 | |
218 | |
216 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
221 | ob->race = ob->arch->race; |
219 | |
222 | |
220 | ob->update_weight (); |
223 | ob->update_weight (); |
221 | link_player_skills (ob); |
224 | link_skills (); |
222 | |
225 | |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 | |
227 | |
225 | assign (title, ob->arch->object::name); |
228 | assign (title, ob->arch->object::name); |
226 | |
229 | |
… | |
… | |
239 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
240 | } |
243 | } |
241 | |
244 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
246 | |
244 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
245 | |
248 | |
246 | ob->update_stats (); |
249 | ob->update_stats (); |
247 | |
250 | |
248 | ns->floorbox_update (); |
251 | ns->floorbox_update (); |
249 | esrv_send_inventory (ob, ob); |
252 | esrv_send_inventory (ob, ob); |
… | |
… | |
291 | player::set_object (object *op) |
294 | player::set_object (object *op) |
292 | { |
295 | { |
293 | ob = observe = op; |
296 | ob = observe = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
297 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
298 | |
296 | ob->speed = 1.0f; |
299 | ob->speed = 1.0f; |
297 | ob->speed_left = 0.5f; |
300 | ob->speed_left = 0.5f; |
298 | |
301 | |
299 | ob->direction = 5; /* So player faces south */ |
302 | ob->direction = 5; /* So player faces south */ |
300 | |
303 | |
301 | ob->flag [FLAG_READY_WEAPON] = false; |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
302 | ob->flag [FLAG_READY_SKILL] = false; |
305 | ob->flag [FLAG_READY_SKILL] = false; |
303 | ob->flag [FLAG_READY_BOW] = false; |
306 | ob->flag [FLAG_READY_BOW] = false; |
304 | |
307 | |
… | |
… | |
321 | combat_ob = op; |
324 | combat_ob = op; |
322 | break; |
325 | break; |
323 | } |
326 | } |
324 | |
327 | |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
326 | ob->deactivate (); // change_Weapon activates, fix this better |
329 | ob->deactivate (); // change_weapon activates, fix this better |
327 | } |
330 | } |
328 | |
331 | |
329 | void |
332 | void |
330 | player::set_observe (object *op) |
333 | player::set_observe (object *op) |
331 | { |
334 | { |
… | |
… | |
345 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
346 | |
349 | |
347 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
348 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
349 | petmode = pet_normal; |
352 | petmode = pet_normal; |
350 | listening = 10; |
|
|
351 | usekeys = containers; |
353 | usekeys = containers; |
352 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
353 | do_los = 1; |
355 | do_los = 1; |
354 | |
356 | |
355 | weapon_sp = 1.0f; |
357 | weapon_sp = 1.0f; |
… | |
… | |
671 | op->destroy (); |
673 | op->destroy (); |
672 | continue; |
674 | continue; |
673 | } |
675 | } |
674 | } |
676 | } |
675 | |
677 | |
676 | /* This really needs to be better - we should really give |
678 | /* Here we remove duplicated skills (as duplicated spell objects have |
677 | * a substitute spellbook. The problem is that we don't really |
679 | * _very_ confusing effects for players), which could for instance be |
678 | * have a good idea what to replace it with (need something like |
680 | * generated by bad treasurelists. - elmex |
679 | * a first level treasurelist for each skill.) |
|
|
680 | * remove duplicate skills also |
|
|
681 | */ |
681 | */ |
682 | if (op->type == SPELLBOOK || op->type == SKILL) |
682 | if (op->type == SKILL) |
683 | { |
683 | { |
684 | object *tmp; |
|
|
685 | |
|
|
686 | for (tmp = op->below; tmp; tmp = tmp->below) |
684 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
687 | if (tmp->type == op->type && tmp->name == op->name) |
685 | if (tmp->type == op->type && tmp->name == op->name) |
688 | break; |
|
|
689 | |
|
|
690 | if (tmp) |
|
|
691 | { |
686 | { |
692 | op->destroy (); |
687 | op->destroy (); |
|
|
688 | LOG (llevError, |
693 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
689 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
694 | continue; |
690 | break; |
695 | } |
691 | } |
696 | |
692 | |
697 | if (op->nrof > 1) |
693 | if (op->nrof > 1) |
698 | op->nrof = 1; |
694 | op->nrof = 1; |
699 | } |
695 | } |
700 | |
696 | |
… | |
… | |
726 | else /* lock all 'normal items by default */ |
722 | else /* lock all 'normal items by default */ |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
723 | SET_FLAG (op, FLAG_INV_LOCKED); |
728 | } /* for loop of objects in player inv */ |
724 | } /* for loop of objects in player inv */ |
729 | |
725 | |
730 | /* Need to set up the skill pointers */ |
726 | /* Need to set up the skill pointers */ |
731 | link_player_skills (pl); |
727 | pl->contr->link_skills (); |
732 | } |
728 | } |
733 | |
729 | |
734 | void |
730 | void |
735 | get_party_password (object *op, partylist *party) |
731 | get_party_password (object *op, partylist *party) |
736 | { |
732 | { |
… | |
… | |
851 | */ |
847 | */ |
852 | void |
848 | void |
853 | player::chargen_race_done () |
849 | player::chargen_race_done () |
854 | { |
850 | { |
855 | /* this must before then initial items are given */ |
851 | /* this must before then initial items are given */ |
856 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
852 | esrv_new_player (ob->contr); |
857 | |
853 | |
858 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
854 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
859 | if (tl) |
855 | if (tl) |
860 | create_treasure (tl, ob, 0, 0, 0); |
856 | create_treasure (tl, ob, 0, 0, 0); |
861 | |
857 | |
… | |
… | |
865 | ob->contr->ns->state = ST_PLAYING; |
861 | ob->contr->ns->state = ST_PLAYING; |
866 | |
862 | |
867 | if (ob->msg) |
863 | if (ob->msg) |
868 | ob->msg = 0; |
864 | ob->msg = 0; |
869 | |
865 | |
870 | /* We create this now because some of the unique maps will need it |
|
|
871 | * to save here. |
|
|
872 | */ |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
|
|
875 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
876 | make_path_to_file (buf); |
|
|
877 | } |
|
|
878 | |
|
|
879 | start_info (ob); |
866 | start_info (ob); |
880 | CLEAR_FLAG (ob, FLAG_WIZ); |
867 | CLEAR_FLAG (ob, FLAG_WIZ); |
881 | give_initial_items (ob, ob->randomitems); |
868 | give_initial_items (ob, ob->randomitems); |
882 | link_player_skills (ob); |
|
|
883 | esrv_send_inventory (ob, ob); |
869 | esrv_send_inventory (ob, ob); |
884 | ob->update_stats (); |
870 | ob->update_stats (); |
885 | |
871 | |
886 | /* This moves the player to a different start map, if there |
872 | /* This moves the player to a different start map, if there |
887 | * is one for this race |
873 | * is one for this race |
888 | */ |
874 | */ |
889 | if (*first_map_ext_path) |
875 | if (*first_map_ext_path) |
890 | { |
876 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
891 | object *tmp; |
|
|
892 | char mapname[MAX_BUF]; |
|
|
893 | |
|
|
894 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname); |
|
|
895 | tmp = object::create (); |
|
|
896 | EXIT_PATH (tmp) = mapname; |
|
|
897 | EXIT_X (tmp) = ob->x; |
|
|
898 | EXIT_Y (tmp) = ob->y; |
|
|
899 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
900 | * if the map isn't there, then stay on the |
|
|
901 | * default initial map */ |
|
|
902 | tmp->destroy (); |
|
|
903 | } |
|
|
904 | else |
877 | else |
905 | LOG (llevDebug, "first_map_ext_path not set\n"); |
878 | LOG (llevDebug, "first_map_ext_path not set\n"); |
906 | } |
879 | } |
907 | |
880 | |
908 | void |
881 | void |
… | |
… | |
952 | LOG (llevDebug, "Fleeing player is dead.\n"); |
925 | LOG (llevDebug, "Fleeing player is dead.\n"); |
953 | CLEAR_FLAG (op, FLAG_SCARED); |
926 | CLEAR_FLAG (op, FLAG_SCARED); |
954 | return; |
927 | return; |
955 | } |
928 | } |
956 | |
929 | |
957 | if (op->enemy == NULL) |
930 | if (!op->enemy) |
958 | { |
931 | { |
959 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
932 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
960 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
961 | return; |
934 | return; |
962 | } |
935 | } |
963 | |
936 | |
964 | /* Seen some crashes here. Since we don't store an |
|
|
965 | * op->enemy_count, it is possible that something destroys the |
|
|
966 | * actual enemy, and the object is recycled. |
|
|
967 | */ |
|
|
968 | if (op->enemy->map == NULL) |
|
|
969 | { |
|
|
970 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
971 | op->enemy = NULL; |
|
|
972 | return; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
937 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
976 | { |
938 | { |
977 | op->enemy = NULL; |
939 | op->enemy = NULL; |
978 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
979 | return; |
941 | return; |
… | |
… | |
982 | get_rangevector (op, op->enemy, &rv, 0); |
944 | get_rangevector (op, op->enemy, &rv, 0); |
983 | |
945 | |
984 | dir = absdir (4 + rv.direction); |
946 | dir = absdir (4 + rv.direction); |
985 | for (diff = 0; diff < 3; diff++) |
947 | for (diff = 0; diff < 3; diff++) |
986 | { |
948 | { |
987 | int m = 1 - (RANDOM () & 2); |
949 | int m = 1 - rndm (2) * 2; |
988 | |
950 | |
989 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
951 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
990 | return; |
952 | return; |
991 | } |
953 | } |
992 | |
954 | |
… | |
… | |
1003 | check_pick (object *op) |
965 | check_pick (object *op) |
1004 | { |
966 | { |
1005 | object *tmp, *next; |
967 | object *tmp, *next; |
1006 | int stop = 0; |
968 | int stop = 0; |
1007 | int wvratio; |
969 | int wvratio; |
1008 | char putstring[128]; |
|
|
1009 | |
970 | |
1010 | /* if you're flying, you cna't pick up anything */ |
971 | /* if you're flying, you cna't pick up anything */ |
1011 | if (op->move_type & MOVE_FLYING) |
972 | if (op->move_type & MOVE_FLYING) |
1012 | return 1; |
973 | return 1; |
1013 | |
974 | |
… | |
… | |
1037 | |
998 | |
1038 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
999 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1039 | { |
1000 | { |
1040 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1001 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1041 | CHK_PICK_PICKUP; |
1002 | CHK_PICK_PICKUP; |
|
|
1003 | |
1042 | continue; |
1004 | continue; |
1043 | } |
1005 | } |
1044 | |
1006 | |
1045 | /* high not bit set? We're using the old autopickup model */ |
1007 | /* pickup handling */ |
|
|
1008 | if (op->contr->mode & PU_DEBUG) |
|
|
1009 | { |
|
|
1010 | /* some debugging code to figure out item information */ |
|
|
1011 | const char *str = tmp->name |
|
|
1012 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1013 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1014 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1015 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1016 | |
|
|
1017 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1018 | } |
|
|
1019 | |
|
|
1020 | if (op->contr->mode & PU_INHIBIT) |
|
|
1021 | return 1; |
|
|
1022 | |
|
|
1023 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1024 | return 1; |
|
|
1025 | |
|
|
1026 | /* philosophy: |
|
|
1027 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1028 | * generic. This takes no game-time. For more detailed pickups |
|
|
1029 | * and selections, select-items should be used. This is a |
|
|
1030 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1031 | * example. |
|
|
1032 | * The drawback: right now it has no frontend, so you need to |
|
|
1033 | * stick the bits you want into a calculator in hex mode and then |
|
|
1034 | * convert to decimal and then 'pickup <#> |
|
|
1035 | */ |
|
|
1036 | |
|
|
1037 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1038 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1039 | * meaning if any test passes, the item gets picked up. */ |
|
|
1040 | |
|
|
1041 | /* if mode is set to pick nothing up, return */ |
|
|
1042 | if (op->contr->mode == PU_NOTHING) |
|
|
1043 | return 1; |
|
|
1044 | |
|
|
1045 | /* if mode is set to stop when encountering objects, return */ |
|
|
1046 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1047 | * anything up */ |
|
|
1048 | if (op->contr->mode & PU_STOP) |
|
|
1049 | return 0; |
|
|
1050 | |
|
|
1051 | /* useful for going into stores and not losing your settings... */ |
|
|
1052 | /* and for battles wher you don't want to get loaded down while |
|
|
1053 | * fighting */ |
|
|
1054 | if (op->contr->mode & PU_INHIBIT) |
|
|
1055 | return 1; |
|
|
1056 | |
|
|
1057 | /* prevent us from turning into auto-thieves :) */ |
|
|
1058 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1059 | continue; |
|
|
1060 | |
|
|
1061 | /* ignore known cursed objects */ |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1063 | continue; |
|
|
1064 | |
|
|
1065 | /* all food and drink if desired */ |
|
|
1066 | /* question: don't pick up known-poisonous stuff? */ |
1046 | if (!(op->contr->mode & PU_NEWMODE)) |
1067 | if (op->contr->mode & PU_FOOD) |
|
|
1068 | if (tmp->type == FOOD) |
1047 | { |
1069 | { |
1048 | switch (op->contr->mode) |
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | if (op->contr->mode & PU_DRINK) |
|
|
1075 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1076 | { |
|
|
1077 | CHK_PICK_PICKUP; |
|
|
1078 | continue; |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | if (op->contr->mode & PU_POTION) |
|
|
1082 | if (tmp->type == POTION) |
|
|
1083 | { |
|
|
1084 | CHK_PICK_PICKUP; |
|
|
1085 | continue; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1089 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1090 | if (tmp->type == SPELLBOOK) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1097 | if (tmp->type == SKILLSCROLL) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_READABLES) |
|
|
1104 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* wands/staves/rods/horns */ |
|
|
1111 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1112 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1113 | { |
|
|
1114 | CHK_PICK_PICKUP; |
|
|
1115 | continue; |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | /* pick up all magical items */ |
|
|
1119 | if (op->contr->mode & PU_MAGICAL) |
|
|
1120 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1121 | { |
|
|
1122 | CHK_PICK_PICKUP; |
|
|
1123 | continue; |
|
|
1124 | } |
|
|
1125 | |
|
|
1126 | if (op->contr->mode & PU_VALUABLES) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == MONEY || tmp->type == GEM) |
1049 | { |
1129 | { |
1050 | case 0: |
|
|
1051 | return 1; /* don't pick up */ |
|
|
1052 | case 1: |
|
|
1053 | CHK_PICK_PICKUP; |
1130 | CHK_PICK_PICKUP; |
1054 | return 1; |
1131 | continue; |
1055 | case 2: |
|
|
1056 | CHK_PICK_PICKUP; |
|
|
1057 | return 0; |
|
|
1058 | case 3: |
|
|
1059 | return 0; /* stop before pickup */ |
|
|
1060 | case 4: |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | break; |
|
|
1063 | case 5: |
|
|
1064 | CHK_PICK_PICKUP; |
|
|
1065 | stop = 1; |
|
|
1066 | break; |
|
|
1067 | case 6: |
|
|
1068 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1069 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | break; |
|
|
1072 | |
|
|
1073 | case 7: |
|
|
1074 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1075 | CHK_PICK_PICKUP; |
|
|
1076 | break; |
|
|
1077 | |
|
|
1078 | default: |
|
|
1079 | /* use value density */ |
|
|
1080 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1081 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1082 | CHK_PICK_PICKUP; |
|
|
1083 | } |
1132 | } |
1084 | } |
1133 | } |
1085 | else |
1134 | |
1086 | { /* old model */ |
1135 | /* rings & amulets - talismans seems to be typed AMULET */ |
1087 | /* NEW pickup handling */ |
|
|
1088 | if (op->contr->mode & PU_DEBUG) |
1136 | if (op->contr->mode & PU_JEWELS) |
|
|
1137 | if (tmp->type == RING || tmp->type == AMULET) |
1089 | { |
1138 | { |
1090 | /* some debugging code to figure out item information */ |
1139 | CHK_PICK_PICKUP; |
1091 | if (tmp->name != NULL) |
|
|
1092 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1093 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1094 | else |
|
|
1095 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1096 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1097 | |
|
|
1098 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | /* philosophy: |
|
|
1102 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1103 | * generic. This takes no game-time. For more detailed pickups |
|
|
1104 | * and selections, select-items should be used. This is a |
|
|
1105 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1106 | * example. |
|
|
1107 | * The drawback: right now it has no frontend, so you need to |
|
|
1108 | * stick the bits you want into a calculator in hex mode and then |
|
|
1109 | * convert to decimal and then 'pickup <#> |
|
|
1110 | */ |
|
|
1111 | |
|
|
1112 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1113 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1114 | * meaning if any test passes, the item gets picked up. */ |
|
|
1115 | |
|
|
1116 | /* if mode is set to pick nothing up, return */ |
|
|
1117 | |
|
|
1118 | if (op->contr->mode & PU_NOTHING) |
|
|
1119 | return 1; |
|
|
1120 | |
|
|
1121 | /* if mode is set to stop when encountering objects, return */ |
|
|
1122 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1123 | * anything up */ |
|
|
1124 | |
|
|
1125 | if (op->contr->mode & PU_STOP) |
|
|
1126 | return 0; |
|
|
1127 | |
|
|
1128 | /* useful for going into stores and not losing your settings... */ |
|
|
1129 | /* and for battles wher you don't want to get loaded down while |
|
|
1130 | * fighting */ |
|
|
1131 | if (op->contr->mode & PU_INHIBIT) |
|
|
1132 | return 1; |
|
|
1133 | |
|
|
1134 | /* prevent us from turning into auto-thieves :) */ |
|
|
1135 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1136 | continue; |
1140 | continue; |
|
|
1141 | } |
1137 | |
1142 | |
1138 | /* ignore known cursed objects */ |
1143 | /* we don't forget dragon food */ |
1139 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1144 | if (op->contr->mode & PU_FLESH) |
|
|
1145 | if (tmp->type == FLESH) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
1140 | continue; |
1148 | continue; |
|
|
1149 | } |
1141 | |
1150 | |
1142 | /* all food and drink if desired */ |
1151 | /* bows and arrows. Bows are good for selling! */ |
1143 | /* question: don't pick up known-poisonous stuff? */ |
1152 | if (op->contr->mode & PU_BOW) |
|
|
1153 | if (tmp->type == BOW) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_ARROW) |
|
|
1160 | if (tmp->type == ARROW) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* all kinds of armor etc. */ |
|
|
1167 | if (op->contr->mode & PU_ARMOUR) |
|
|
1168 | if (tmp->type == ARMOUR) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | if (op->contr->mode & PU_HELMET) |
|
|
1175 | if (tmp->type == HELMET) |
|
|
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_SHIELD) |
|
|
1182 | if (tmp->type == SHIELD) |
|
|
1183 | { |
|
|
1184 | CHK_PICK_PICKUP; |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
1144 | if (op->contr->mode & PU_FOOD) |
1188 | if (op->contr->mode & PU_BOOTS) |
1145 | if (tmp->type == FOOD) |
1189 | if (tmp->type == BOOTS) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_GLOVES) |
|
|
1196 | if (tmp->type == GLOVES) |
|
|
1197 | { |
|
|
1198 | CHK_PICK_PICKUP; |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | if (op->contr->mode & PU_CLOAK) |
|
|
1203 | if (tmp->type == CLOAK) |
|
|
1204 | { |
|
|
1205 | CHK_PICK_PICKUP; |
|
|
1206 | continue; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* hoping to catch throwing daggers here */ |
|
|
1210 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1211 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1212 | { |
|
|
1213 | CHK_PICK_PICKUP; |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* careful: chairs and tables are weapons! */ |
|
|
1218 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1219 | { |
|
|
1220 | if (tmp->type == WEAPON) |
|
|
1221 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1146 | { |
1222 | { |
1147 | CHK_PICK_PICKUP; |
1223 | CHK_PICK_PICKUP; |
1148 | continue; |
1224 | continue; |
1149 | } |
1225 | } |
|
|
1226 | } |
1150 | |
1227 | |
|
|
1228 | /* misc stuff that's useful */ |
1151 | if (op->contr->mode & PU_DRINK) |
1229 | if (op->contr->mode & PU_KEY) |
1152 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1230 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1153 | { |
1231 | { |
1154 | CHK_PICK_PICKUP; |
1232 | CHK_PICK_PICKUP; |
1155 | continue; |
1233 | continue; |
1156 | } |
1234 | } |
1157 | |
1235 | |
|
|
1236 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1237 | * pickups */ |
1158 | if (op->contr->mode & PU_POTION) |
1238 | if (op->contr->mode & PU_RATIO) |
1159 | if (tmp->type == POTION) |
1239 | { |
|
|
1240 | /* use value density to decide what else to grab */ |
|
|
1241 | /* >=7 was >= op->contr->mode */ |
|
|
1242 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1160 | { |
1243 | */ |
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1166 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1167 | if (tmp->type == SPELLBOOK) |
|
|
1168 | { |
|
|
1169 | CHK_PICK_PICKUP; |
|
|
1170 | continue; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1174 | if (tmp->type == SKILLSCROLL) |
|
|
1175 | { |
|
|
1176 | CHK_PICK_PICKUP; |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_READABLES) |
|
|
1181 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1182 | { |
|
|
1183 | CHK_PICK_PICKUP; |
|
|
1184 | continue; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | /* wands/staves/rods/horns */ |
|
|
1188 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1189 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | /* pick up all magical items */ |
|
|
1196 | if (op->contr->mode & PU_MAGICAL) |
1244 | wvratio = op->contr->mode & PU_RATIO; |
1197 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1245 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1198 | { |
|
|
1199 | CHK_PICK_PICKUP; |
|
|
1200 | continue; |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | if (op->contr->mode & PU_VALUABLES) |
|
|
1204 | { |
1246 | { |
1205 | if (tmp->type == MONEY || tmp->type == GEM) |
1247 | #if 0 |
|
|
1248 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1249 | if (tmp->name != NULL) |
1206 | { |
1250 | { |
1207 | CHK_PICK_PICKUP; |
1251 | fprintf (stderr, "%s", tmp->name); |
1208 | continue; |
|
|
1209 | } |
1252 | } |
1210 | } |
|
|
1211 | |
|
|
1212 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1213 | if (op->contr->mode & PU_JEWELS) |
|
|
1214 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1215 | { |
|
|
1216 | CHK_PICK_PICKUP; |
|
|
1217 | continue; |
|
|
1218 | } |
|
|
1219 | |
|
|
1220 | /* we don't forget dragon food */ |
|
|
1221 | if (op->contr->mode & PU_FLESH) |
|
|
1222 | if (tmp->type == FLESH) |
|
|
1223 | { |
|
|
1224 | CHK_PICK_PICKUP; |
|
|
1225 | continue; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | /* bows and arrows. Bows are good for selling! */ |
|
|
1229 | if (op->contr->mode & PU_BOW) |
|
|
1230 | if (tmp->type == BOW) |
|
|
1231 | { |
|
|
1232 | CHK_PICK_PICKUP; |
|
|
1233 | continue; |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (op->contr->mode & PU_ARROW) |
|
|
1237 | if (tmp->type == ARROW) |
|
|
1238 | { |
|
|
1239 | CHK_PICK_PICKUP; |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | /* all kinds of armor etc. */ |
|
|
1244 | if (op->contr->mode & PU_ARMOUR) |
|
|
1245 | if (tmp->type == ARMOUR) |
|
|
1246 | { |
|
|
1247 | CHK_PICK_PICKUP; |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_HELMET) |
|
|
1252 | if (tmp->type == HELMET) |
|
|
1253 | { |
|
|
1254 | CHK_PICK_PICKUP; |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_SHIELD) |
|
|
1259 | if (tmp->type == SHIELD) |
|
|
1260 | { |
|
|
1261 | CHK_PICK_PICKUP; |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | if (op->contr->mode & PU_BOOTS) |
|
|
1266 | if (tmp->type == BOOTS) |
|
|
1267 | { |
|
|
1268 | CHK_PICK_PICKUP; |
|
|
1269 | continue; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | if (op->contr->mode & PU_GLOVES) |
|
|
1273 | if (tmp->type == GLOVES) |
|
|
1274 | { |
|
|
1275 | CHK_PICK_PICKUP; |
|
|
1276 | continue; |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | if (op->contr->mode & PU_CLOAK) |
|
|
1280 | if (tmp->type == CLOAK) |
|
|
1281 | { |
|
|
1282 | CHK_PICK_PICKUP; |
|
|
1283 | continue; |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | /* hoping to catch throwing daggers here */ |
|
|
1287 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1288 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1289 | { |
|
|
1290 | CHK_PICK_PICKUP; |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | /* careful: chairs and tables are weapons! */ |
|
|
1295 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1296 | { |
|
|
1297 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1298 | { |
|
|
1299 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1300 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1301 | { |
|
|
1302 | CHK_PICK_PICKUP; |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | } |
|
|
1306 | |
|
|
1307 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1308 | { |
|
|
1309 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1310 | { |
|
|
1311 | CHK_PICK_PICKUP; |
|
|
1312 | continue; |
|
|
1313 | } |
|
|
1314 | } |
|
|
1315 | } |
|
|
1316 | |
|
|
1317 | /* misc stuff that's useful */ |
|
|
1318 | if (op->contr->mode & PU_KEY) |
|
|
1319 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1320 | { |
|
|
1321 | CHK_PICK_PICKUP; |
|
|
1322 | continue; |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1326 | * pickups */ |
|
|
1327 | if (op->contr->mode & PU_RATIO) |
|
|
1328 | { |
|
|
1329 | /* use value density to decide what else to grab */ |
|
|
1330 | /* >=7 was >= op->contr->mode */ |
|
|
1331 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1332 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1333 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1334 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1335 | { |
|
|
1336 | CHK_PICK_PICKUP; |
|
|
1337 | #if 0 |
|
|
1338 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1339 | if (tmp->name != NULL) |
|
|
1340 | { |
|
|
1341 | fprintf (stderr, "%s", tmp->name); |
|
|
1342 | } |
|
|
1343 | else |
1253 | else |
1344 | fprintf (stderr, "%s", tmp->arch->archname); |
1254 | fprintf (stderr, "%s", tmp->arch->archname); |
1345 | fprintf (stderr, ",%d] = ", tmp->type); |
1255 | fprintf (stderr, ",%d] = ", tmp->type); |
1346 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1256 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1347 | #endif |
1257 | #endif |
|
|
1258 | CHK_PICK_PICKUP; |
1348 | continue; |
1259 | continue; |
1349 | } |
|
|
1350 | } |
1260 | } |
1351 | } /* the new pickup model */ |
1261 | } /* the new pickup model */ |
1352 | } |
1262 | } |
1353 | |
1263 | |
1354 | return !stop; |
1264 | return !stop; |
… | |
… | |
1382 | * against the target. A full test is not performed, simply a basic test |
1292 | * against the target. A full test is not performed, simply a basic test |
1383 | * of resistances. The archer is making a quick guess at what he sees down |
1293 | * of resistances. The archer is making a quick guess at what he sees down |
1384 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1294 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1385 | */ |
1295 | */ |
1386 | object * |
1296 | object * |
1387 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1297 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1388 | { |
1298 | { |
1389 | object *tmp = NULL, *arrow, *ntmp; |
1299 | object *tmp = NULL, *arrow, *ntmp; |
1390 | int attacknum, attacktype, betterby = 0, i; |
1300 | int attacknum, attacktype, betterby = 0, i; |
1391 | |
1301 | |
1392 | if (!type) |
1302 | if (!type) |
… | |
… | |
1396 | { |
1306 | { |
1397 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1307 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1398 | { |
1308 | { |
1399 | i = 0; |
1309 | i = 0; |
1400 | ntmp = find_better_arrow (arrow, target, type, &i); |
1310 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1311 | |
1401 | if (i > betterby) |
1312 | if (i > betterby) |
1402 | { |
1313 | { |
1403 | tmp = ntmp; |
1314 | tmp = ntmp; |
1404 | betterby = i; |
1315 | betterby = i; |
1405 | } |
1316 | } |
1406 | } |
1317 | } |
1407 | else if (arrow->type == ARROW && arrow->race == type) |
1318 | else if (arrow->type == ARROW && arrow->race == type) |
1408 | { |
1319 | { |
1409 | /* allways prefer assasination/slaying */ |
1320 | /* allways prefer assasination/slaying */ |
1410 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1321 | if (target->race && arrow->slaying.contains (target->race)) |
1411 | { |
1322 | { |
1412 | if (arrow->attacktype & AT_DEATH) |
1323 | if (arrow->attacktype & AT_DEATH) |
1413 | { |
1324 | { |
1414 | *better = 100; |
1325 | *better = 100; |
1415 | return arrow; |
1326 | return arrow; |
… | |
… | |
1430 | { |
1341 | { |
1431 | tmp = arrow; |
1342 | tmp = arrow; |
1432 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1343 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1433 | } |
1344 | } |
1434 | } |
1345 | } |
|
|
1346 | |
1435 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1347 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1436 | { |
1348 | { |
1437 | tmp = arrow; |
1349 | tmp = arrow; |
1438 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1350 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1439 | } |
1351 | } |
|
|
1352 | |
1440 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1353 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1354 | { |
1442 | tmp = arrow; |
1355 | tmp = arrow; |
1443 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1356 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1444 | } |
1357 | } |
1445 | } |
1358 | } |
1446 | } |
1359 | } |
1447 | } |
1360 | } |
|
|
1361 | |
1448 | if (tmp == NULL && arrow == NULL) |
1362 | if (tmp == NULL && arrow == NULL) |
1449 | return find_arrow (op, type); |
1363 | return find_arrow (op, type); |
1450 | |
1364 | |
1451 | *better = betterby; |
1365 | *better = betterby; |
1452 | return tmp; |
1366 | return tmp; |
… | |
… | |
1457 | * op = the shooter |
1371 | * op = the shooter |
1458 | * type = bow->race |
1372 | * type = bow->race |
1459 | * dir = fire direction |
1373 | * dir = fire direction |
1460 | */ |
1374 | */ |
1461 | object * |
1375 | object * |
1462 | pick_arrow_target (object *op, const char *type, int dir) |
1376 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1463 | { |
1377 | { |
1464 | object *tmp = NULL; |
1378 | object *tmp = NULL; |
1465 | maptile *m; |
1379 | maptile *m; |
1466 | int i, mflags, found, number; |
1380 | int i, mflags, found, number; |
1467 | sint16 x, y; |
1381 | sint16 x, y; |
… | |
… | |
1482 | for (i = 0, found = 0; i < 20; i++) |
1396 | for (i = 0, found = 0; i < 20; i++) |
1483 | { |
1397 | { |
1484 | x += freearr_x[dir]; |
1398 | x += freearr_x[dir]; |
1485 | y += freearr_y[dir]; |
1399 | y += freearr_y[dir]; |
1486 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1400 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1401 | |
1487 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1402 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1488 | { |
1403 | { |
1489 | tmp = NULL; |
1404 | tmp = 0; |
1490 | break; |
1405 | break; |
1491 | } |
1406 | } |
1492 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1407 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1493 | { |
1408 | { |
1494 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1409 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1495 | * perhaps a bad assumption. |
1410 | * perhaps a bad assumption. |
1496 | */ |
1411 | */ |
1497 | tmp = NULL; |
1412 | tmp = 0; |
1498 | break; |
1413 | break; |
1499 | } |
1414 | } |
|
|
1415 | |
1500 | if (mflags & P_IS_ALIVE) |
1416 | if (mflags & P_IS_ALIVE) |
1501 | { |
|
|
1502 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1417 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1503 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1418 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1504 | { |
|
|
1505 | found++; |
|
|
1506 | break; |
|
|
1507 | } |
|
|
1508 | if (found) |
|
|
1509 | break; |
1419 | break; |
1510 | } |
|
|
1511 | } |
1420 | } |
1512 | if (tmp == NULL) |
1421 | |
|
|
1422 | if (!tmp) |
1513 | return find_arrow (op, type); |
1423 | return find_arrow (op, type); |
1514 | |
1424 | |
1515 | if (tmp->head) |
1425 | if (tmp->head) |
1516 | tmp = tmp->head; |
1426 | tmp = tmp->head; |
1517 | |
1427 | |
… | |
… | |
1562 | if (bow->below) |
1472 | if (bow->below) |
1563 | { |
1473 | { |
1564 | bow->remove (); |
1474 | bow->remove (); |
1565 | op->insert (bow); |
1475 | op->insert (bow); |
1566 | } |
1476 | } |
1567 | |
|
|
1568 | } |
1477 | } |
1569 | |
1478 | |
1570 | if (!bow->race || !bow->skill) |
1479 | if (!bow->race || !bow->skill) |
1571 | { |
1480 | { |
1572 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1481 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1598 | } |
1507 | } |
1599 | |
1508 | |
1600 | /* this should not happen, but sometimes does */ |
1509 | /* this should not happen, but sometimes does */ |
1601 | if (arrow->nrof == 0) |
1510 | if (arrow->nrof == 0) |
1602 | { |
1511 | { |
|
|
1512 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1603 | arrow->destroy (); |
1513 | arrow->destroy (); |
1604 | return 0; |
1514 | return 0; |
1605 | } |
1515 | } |
1606 | |
1516 | |
1607 | left = arrow; /* these are arrows left to the player */ |
1517 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1694 | * hence the function name. |
1604 | * hence the function name. |
1695 | */ |
1605 | */ |
1696 | int |
1606 | int |
1697 | player_fire_bow (object *op, int dir) |
1607 | player_fire_bow (object *op, int dir) |
1698 | { |
1608 | { |
1699 | int ret = 0, wcmod = 0; |
1609 | int ret; |
1700 | |
1610 | |
1701 | if (op->contr->bowtype == bow_bestarrow) |
1611 | if (op->contr->bowtype == bow_bestarrow) |
1702 | { |
1612 | { |
1703 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1613 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1704 | } |
1614 | } |
1705 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1615 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1706 | { |
1616 | { |
1707 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1617 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1708 | wcmod = -1; |
|
|
1709 | |
|
|
1710 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1618 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1711 | } |
1619 | } |
1712 | else if (op->contr->bowtype == bow_threewide) |
1620 | else if (op->contr->bowtype == bow_threewide) |
1713 | { |
1621 | { |
1714 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1622 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1715 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1623 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1716 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1624 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1717 | } |
1625 | } |
1718 | else if (op->contr->bowtype == bow_spreadshot) |
1626 | else if (op->contr->bowtype == bow_spreadshot) |
1719 | { |
1627 | { |
1720 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1628 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1721 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1629 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1722 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1630 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1723 | } |
1631 | } |
1724 | else |
1632 | else |
1725 | { |
1633 | { |
… | |
… | |
1763 | return; |
1671 | return; |
1764 | } |
1672 | } |
1765 | } |
1673 | } |
1766 | else if (item->type == ROD || item->type == HORN) |
1674 | else if (item->type == ROD || item->type == HORN) |
1767 | { |
1675 | { |
1768 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1676 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1677 | |
|
|
1678 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1679 | // for a rod or horn, this fixes some broken rods. |
|
|
1680 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1769 | { |
1681 | { |
1770 | op->contr->play_sound (sound_find ("wand_poof")); |
1682 | op->contr->play_sound (sound_find ("wand_poof")); |
1771 | |
1683 | |
1772 | if (item->type == ROD) |
1684 | if (item->type == ROD) |
1773 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1685 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1778 | } |
1690 | } |
1779 | } |
1691 | } |
1780 | |
1692 | |
1781 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1693 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1782 | { |
1694 | { |
1783 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1695 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1696 | |
1784 | if (item->type == WAND) |
1697 | if (item->type == WAND) |
1785 | { |
1698 | { |
1786 | if (!(--item->stats.food)) |
1699 | if (!(--item->stats.food)) |
1787 | { |
1700 | { |
1788 | object *tmp; |
1701 | object *tmp; |
… | |
… | |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1705 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1793 | item->face = item->arch->face; |
1706 | item->face = item->arch->face; |
1794 | item->set_speed (0); |
1707 | item->set_speed (0); |
1795 | } |
1708 | } |
1796 | |
1709 | |
1797 | if ((tmp = item->in_player ())) |
1710 | if (object *pl = item->visible_to ()) |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
1711 | esrv_update_item (UPD_ANIM, pl, item); |
1799 | } |
1712 | } |
1800 | } |
1713 | } |
1801 | else if (item->type == ROD || item->type == HORN) |
1714 | else if (item->type == ROD || item->type == HORN) |
1802 | drain_rod_charge (item); |
1715 | drain_rod_charge (item); |
1803 | } |
1716 | } |
… | |
… | |
1808 | bool |
1721 | bool |
1809 | fire (object *op, int dir) |
1722 | fire (object *op, int dir) |
1810 | { |
1723 | { |
1811 | int spellcost = 0; |
1724 | int spellcost = 0; |
1812 | |
1725 | |
1813 | /* check for loss of invisiblity/hide */ |
|
|
1814 | if (action_makes_visible (op)) |
|
|
1815 | make_visible (op); |
|
|
1816 | |
|
|
1817 | player *pl = op->contr; |
1726 | player *pl = op->contr; |
1818 | |
1727 | |
1819 | if (pl->golem) |
1728 | if (pl->golem) |
1820 | { |
1729 | { |
1821 | control_golem (op->contr->golem, dir); |
1730 | control_golem (op->contr->golem, dir); |
… | |
… | |
1823 | } |
1732 | } |
1824 | |
1733 | |
1825 | object *ob = pl->ranged_ob; |
1734 | object *ob = pl->ranged_ob; |
1826 | |
1735 | |
1827 | if (!ob) |
1736 | if (!ob) |
1828 | return false; |
|
|
1829 | |
|
|
1830 | if (!op->change_weapon (ob)) |
|
|
1831 | return false; |
1737 | return false; |
1832 | |
1738 | |
1833 | if (op->speed_left > 0.f) |
1739 | if (op->speed_left > 0.f) |
1834 | --op->speed_left; |
1740 | --op->speed_left; |
1835 | else |
1741 | else |
1836 | return false; |
1742 | return false; |
|
|
1743 | |
|
|
1744 | if (!op->change_weapon (ob)) |
|
|
1745 | return false; |
|
|
1746 | |
|
|
1747 | /* check for loss of invisiblity/hide */ |
|
|
1748 | if (action_makes_visible (op)) |
|
|
1749 | make_visible (op); |
1837 | |
1750 | |
1838 | switch (ob->type) |
1751 | switch (ob->type) |
1839 | { |
1752 | { |
1840 | case BOW: |
1753 | case BOW: |
1841 | player_fire_bow (op, dir); |
1754 | player_fire_bow (op, dir); |
… | |
… | |
1934 | * Change the color so that the message doesn't disappear with |
1847 | * Change the color so that the message doesn't disappear with |
1935 | * all the others. |
1848 | * all the others. |
1936 | */ |
1849 | */ |
1937 | if (pl->contr->usekeys == key_inventory || |
1850 | if (pl->contr->usekeys == key_inventory || |
1938 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1851 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1939 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1852 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1940 | { |
1853 | { |
1941 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1854 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1942 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1855 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1943 | return NULL; |
1856 | return NULL; |
1944 | } |
1857 | } |
… | |
… | |
1980 | remove_door2 (door); /* remove door without violence ;-) */ |
1893 | remove_door2 (door); /* remove door without violence ;-) */ |
1981 | } |
1894 | } |
1982 | |
1895 | |
1983 | /* Do this after we print the message */ |
1896 | /* Do this after we print the message */ |
1984 | key->decrease (); /* Use up one of the keys */ |
1897 | key->decrease (); /* Use up one of the keys */ |
1985 | /* Need to update the weight the container the key was in */ |
|
|
1986 | if (container != op) |
|
|
1987 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1988 | |
1898 | |
1989 | return 1; /* Nothing more to do below */ |
1899 | return 1; /* Nothing more to do below */ |
1990 | } |
1900 | } |
1991 | else if (door->type == LOCKED_DOOR) |
1901 | else if (door->type == LOCKED_DOOR) |
1992 | { |
1902 | { |
… | |
… | |
2089 | --op->speed_left; |
1999 | --op->speed_left; |
2090 | |
2000 | |
2091 | op->play_sound (sound_find ("push_player")); |
2001 | op->play_sound (sound_find ("push_player")); |
2092 | push_ob (mon, dir, op); |
2002 | push_ob (mon, dir, op); |
2093 | |
2003 | |
2094 | if (op->contr->tmp_invis || op->hide) |
2004 | if (action_makes_visible (op)) |
2095 | make_visible (op); |
2005 | make_visible (op); |
2096 | |
2006 | |
2097 | return true; |
2007 | return true; |
2098 | } |
2008 | } |
2099 | else |
2009 | else |
… | |
… | |
2121 | push_ob (mon, dir, op); |
2031 | push_ob (mon, dir, op); |
2122 | } |
2032 | } |
2123 | else |
2033 | else |
2124 | op->statusmsg ("You withhold your attack"); |
2034 | op->statusmsg ("You withhold your attack"); |
2125 | |
2035 | |
2126 | if (op->contr->tmp_invis || op->hide) |
2036 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2127 | make_visible (op); |
2037 | make_visible (op); |
2128 | |
2038 | |
2129 | return true; |
2039 | return true; |
2130 | } |
2040 | } |
2131 | } |
2041 | } |
… | |
… | |
2189 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2099 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2190 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2100 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2191 | |
2101 | |
2192 | op->facing = dir; |
2102 | op->facing = dir; |
2193 | |
2103 | |
2194 | if (op->hide) |
2104 | if (op->flag [FLAG_HIDDEN]) |
2195 | do_hidden_move (op); |
2105 | do_hidden_move (op); |
2196 | |
2106 | |
2197 | bool retval; |
2107 | bool retval; |
2198 | |
2108 | |
2199 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2109 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2271 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2181 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2272 | { |
2182 | { |
2273 | op->play_sound (sound_find ("ob_evaporate")); |
2183 | op->play_sound (sound_find ("ob_evaporate")); |
2274 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2184 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2275 | |
2185 | |
2276 | if (op->contr) |
|
|
2277 | esrv_del_item (op->contr, tmp->count); |
|
|
2278 | |
|
|
2279 | tmp->destroy (); |
2186 | tmp->destroy (); |
2280 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2187 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2281 | |
2188 | |
2282 | if (op->stats.hp < 0) |
2189 | if (op->stats.hp < 0) |
2283 | op->stats.hp = op->stats.maxhp; |
2190 | op->stats.hp = op->stats.maxhp; |
… | |
… | |
2295 | return 0; |
2202 | return 0; |
2296 | } |
2203 | } |
2297 | |
2204 | |
2298 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2205 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2299 | * back in the map (location and map determined by values of env). This |
2206 | * back in the map (location and map determined by values of env). This |
2300 | * function will descend into containers. op is the object to start the search |
2207 | * function will descend into containers. op is the object to start the search |
2301 | * from. |
2208 | * from. |
2302 | */ |
2209 | */ |
2303 | static void |
2210 | static void |
2304 | drop_unpaid_items (object *op, object *env) |
2211 | drop_unpaid_items (object *op, object *env) |
2305 | { |
2212 | { |
2306 | while (op) |
2213 | while (op) |
2307 | { |
2214 | { |
2308 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2215 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2309 | |
2216 | |
2310 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2217 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2311 | { |
|
|
2312 | if (env->type == PLAYER) |
|
|
2313 | esrv_del_item (env->contr, op->count); |
|
|
2314 | |
|
|
2315 | op->insert_at (env); |
2218 | op->insert_at (env); |
2316 | } |
|
|
2317 | else if (op->inv) |
2219 | else if (op->inv) |
2318 | drop_unpaid_items (op->inv, env); |
2220 | drop_unpaid_items (op->inv, env); |
2319 | |
2221 | |
2320 | op = next; |
2222 | op = next; |
2321 | } |
2223 | } |
… | |
… | |
2333 | * Moved from apply.c to player.c - player.c is what |
2235 | * Moved from apply.c to player.c - player.c is what |
2334 | * actually uses this function. player.c may not be quite the |
2236 | * actually uses this function. player.c may not be quite the |
2335 | * best, a misc file for object actions is probably better, |
2237 | * best, a misc file for object actions is probably better, |
2336 | * but there isn't one in the server directory. |
2238 | * but there isn't one in the server directory. |
2337 | */ |
2239 | */ |
2338 | char * |
2240 | const char * |
2339 | gravestone_text (object *op) |
2241 | gravestone_text (object *op) |
2340 | { |
2242 | { |
2341 | static char buf2[MAX_BUF]; |
2243 | static dynbuf_text buf; |
2342 | char buf[MAX_BUF]; |
|
|
2343 | time_t now = time (NULL); |
|
|
2344 | |
2244 | |
2345 | strcpy (buf2, " R.I.P.\n\n"); |
2245 | buf << "---- R.I.P. ----\n\n" |
|
|
2246 | << op->name; |
|
|
2247 | |
2346 | if (op->type == PLAYER) |
2248 | if (op->type == PLAYER) |
2347 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2249 | buf << " the " << op->contr->title; |
2348 | else |
|
|
2349 | sprintf (buf, "%s\n", &op->name); |
|
|
2350 | |
2250 | |
2351 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2251 | buf << "\n\n"; |
2352 | strcat (buf2, buf); |
2252 | |
|
|
2253 | buf << "who was level "; |
|
|
2254 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2255 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2256 | |
2353 | if (op->type == PLAYER) |
2257 | if (op->type == PLAYER) |
2354 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2258 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2355 | else |
|
|
2356 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2357 | |
2259 | |
2358 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2359 | strcat (buf2, buf); |
|
|
2360 | if (op->type == PLAYER) |
|
|
2361 | { |
2260 | { |
2362 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2261 | static char buf2[128]; |
2363 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2262 | time_t now = time (NULL); |
2364 | strcat (buf2, buf); |
|
|
2365 | } |
|
|
2366 | |
|
|
2367 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2263 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2264 | buf << buf2; |
2369 | strcat (buf2, buf); |
2265 | } |
2370 | |
2266 | |
2371 | return buf2; |
2267 | return buf; |
2372 | } |
2268 | } |
2373 | |
2269 | |
2374 | void |
2270 | void |
2375 | do_some_living (object *op) |
2271 | do_some_living (object *op) |
2376 | { |
2272 | { |
… | |
… | |
2531 | { |
2427 | { |
2532 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2428 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2533 | |
2429 | |
2534 | if (over_hp > 0) |
2430 | if (over_hp > 0) |
2535 | { |
2431 | { |
2536 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2432 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2537 | op->last_heal = 0; |
2433 | op->last_heal = 0; |
2538 | } |
2434 | } |
2539 | else |
2435 | else |
2540 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2436 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2541 | } |
2437 | } |
… | |
… | |
2557 | op->stats.food--; |
2453 | op->stats.food--; |
2558 | } |
2454 | } |
2559 | |
2455 | |
2560 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2456 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2561 | { |
2457 | { |
2562 | object *tmp, *flesh = 0; |
2458 | object *flesh = 0; |
2563 | |
2459 | |
2564 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2460 | for_inv_removable (op, tmp) |
2565 | { |
2461 | { |
2566 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2462 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2463 | continue; |
|
|
2464 | |
|
|
2465 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2567 | { |
2466 | { |
2568 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2467 | op->statusmsg ("You blindly grab for a bite of food. " |
2569 | { |
2468 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2570 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2571 | manual_apply (op, tmp, 0); |
2469 | manual_apply (op, tmp, 0); |
|
|
2470 | |
2572 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2471 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2573 | break; |
2472 | break; |
2574 | } |
2473 | } |
2575 | else if (tmp->type == FLESH) |
2474 | else if (tmp->type == FLESH) |
2576 | flesh = tmp; |
2475 | flesh = tmp; |
2577 | } /* End if paid for object */ |
2476 | } |
2578 | } /* end of for loop */ |
|
|
2579 | |
2477 | |
2580 | /* If player is still starving, it means they don't have any food, so |
2478 | /* If player is still starving, it means they don't have any food, so |
2581 | * eat flesh instead. |
2479 | * eat flesh instead. |
2582 | */ |
2480 | */ |
2583 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2481 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2584 | { |
2482 | { |
2585 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2483 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2484 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2586 | manual_apply (op, flesh, 0); |
2485 | manual_apply (op, flesh, 0); |
2587 | } |
2486 | } |
|
|
2487 | |
|
|
2488 | // If player is still starving, alert him! |
|
|
2489 | if (op->stats.food < 0) |
|
|
2490 | op->failmsg ("You are starving! " |
|
|
2491 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
2588 | } |
2492 | } |
2589 | |
2493 | |
2590 | if (op->stats.food < 0) |
2494 | if (op->stats.food < 0) |
2591 | { |
2495 | { |
2592 | op->stats.hp += op->stats.food; |
2496 | op->stats.hp += op->stats.food; |
2593 | op->stats.food = 0; |
2497 | op->stats.food = 0; |
|
|
2498 | |
|
|
2499 | if (op->stats.hp < 0) |
|
|
2500 | { |
|
|
2501 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2502 | op->contr->killer->destroy (); |
2594 | } |
2503 | } |
|
|
2504 | } |
2595 | |
2505 | |
|
|
2506 | /* killer should be set here already */ |
2596 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2507 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2597 | kill_player (op); |
2508 | kill_player (op); |
2598 | } |
2509 | } |
2599 | } |
2510 | } |
2600 | |
2511 | |
… | |
… | |
2605 | */ |
2516 | */ |
2606 | void |
2517 | void |
2607 | kill_player (object *op) |
2518 | kill_player (object *op) |
2608 | { |
2519 | { |
2609 | int x, y; |
2520 | int x, y; |
2610 | char buf[MAX_BUF]; |
|
|
2611 | maptile *map; /* this is for resurrection */ |
2521 | maptile *map; /* this is for resurrection */ |
2612 | int will_kill_again; |
2522 | int will_kill_again; |
2613 | archetype *at; |
2523 | archetype *at; |
2614 | object *tmp; |
2524 | object *tmp; |
2615 | |
2525 | |
2616 | if (save_life (op)) |
2526 | if (save_life (op)) |
2617 | return; |
2527 | return; |
|
|
2528 | |
|
|
2529 | dynbuf_text deathtab; |
|
|
2530 | |
|
|
2531 | /* restore player */ |
|
|
2532 | at = archetype::find ("poisoning"); |
|
|
2533 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2534 | { |
|
|
2535 | tmp->destroy (); |
|
|
2536 | deathtab << "Your body feels cleansed...\r"; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | at = archetype::find ("confusion"); |
|
|
2540 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2541 | { |
|
|
2542 | tmp->destroy (); |
|
|
2543 | deathtab << "Your mind feels clearer...\r"; |
|
|
2544 | } |
|
|
2545 | |
|
|
2546 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2547 | |
|
|
2548 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2549 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2550 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2551 | |
|
|
2552 | if (op->stats.food <= 0) |
|
|
2553 | op->stats.food = 999; |
|
|
2554 | |
|
|
2555 | // remove all spell effects that are active |
|
|
2556 | // to avoid long-term effects such as word-of-recall |
|
|
2557 | for (object *item = op->inv; item; ) |
|
|
2558 | { |
|
|
2559 | object *next = item->below; |
|
|
2560 | |
|
|
2561 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2562 | item->destroy (); |
|
|
2563 | |
|
|
2564 | item = next; |
|
|
2565 | } |
2618 | |
2566 | |
2619 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2567 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2620 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2568 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2621 | * Look at op_on_battleground() for more info --AndreasV |
2569 | * Look at op_on_battleground() for more info --AndreasV |
2622 | */ |
2570 | */ |
2623 | if (op_on_battleground (op, &x, &y)) |
2571 | if (op_on_battleground (op, &x, &y)) |
2624 | { |
2572 | { |
2625 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2573 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2626 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2627 | |
|
|
2628 | /* restore player */ |
|
|
2629 | at = archetype::find ("poisoning"); |
|
|
2630 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2631 | { |
|
|
2632 | tmp->destroy (); |
|
|
2633 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2634 | } |
|
|
2635 | |
|
|
2636 | at = archetype::find ("confusion"); |
|
|
2637 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2638 | { |
|
|
2639 | tmp->destroy (); |
|
|
2640 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2641 | } |
|
|
2642 | |
|
|
2643 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2644 | op->stats.hp = op->stats.maxhp; |
|
|
2645 | if (op->stats.food <= 0) |
|
|
2646 | op->stats.food = 999; |
|
|
2647 | |
2574 | |
2648 | /* create a bodypart-trophy to make the winner happy */ |
2575 | /* create a bodypart-trophy to make the winner happy */ |
2649 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2576 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2650 | { |
2577 | { |
2651 | tmp->name = format ("%s's finger" , &op->name); |
2578 | tmp->name = format ("%s's finger" , &op->name); |
2652 | tmp->name_pl = format ("%s's fingers", &op->name); |
2579 | tmp->name_pl = format ("%s's fingers", &op->name); |
2653 | tmp->msg = format ( |
2580 | tmp->msg = format ( |
2654 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2581 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2655 | &op->name, op->contr->title, (int) (op->level), op->contr->killer |
2582 | &op->name, op->contr->title, |
|
|
2583 | (int)op->level, |
|
|
2584 | op->contr->killer_name () |
2656 | ); |
2585 | ); |
2657 | tmp->value = 0, tmp->type = 0; |
2586 | tmp->value = 0, tmp->type = 0; |
2658 | tmp->materialname = "organics"; |
2587 | tmp->materialname = "organics"; |
2659 | tmp->insert_at (op, tmp); |
2588 | tmp->insert_at (op, tmp); |
2660 | } |
2589 | } |
2661 | |
2590 | |
2662 | /* teleport defeated player to new destination */ |
2591 | /* teleport defeated player to new destination */ |
2663 | transfer_ob (op, x, y, 0, NULL); |
2592 | transfer_ob (op, x, y, 0, NULL); |
2664 | op->contr->braced = 0; |
2593 | op->contr->braced = 0; |
|
|
2594 | |
|
|
2595 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2665 | return; |
2596 | return; |
2666 | } |
2597 | } |
2667 | |
2598 | |
|
|
2599 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2600 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2601 | |
2668 | INVOKE_PLAYER (DEATH, op->contr); |
2602 | INVOKE_PLAYER (DEATH, op->contr); |
2669 | |
2603 | |
2670 | command_kill_pets (op, 0); |
2604 | command_kill_pets (op, 0); |
2671 | |
|
|
2672 | if (op->stats.food < 0) |
|
|
2673 | strcpy (op->contr->killer, "starvation"); |
|
|
2674 | |
2605 | |
2675 | op->contr->play_sound (sound_find ("player_dies")); |
2606 | op->contr->play_sound (sound_find ("player_dies")); |
2676 | |
2607 | |
2677 | /* save the map location for corpse, gravestone */ |
2608 | /* save the map location for corpse, gravestone */ |
2678 | x = op->x; |
2609 | x = op->x; |
… | |
… | |
2708 | |
2639 | |
2709 | lost_a_stat = 0; |
2640 | lost_a_stat = 0; |
2710 | |
2641 | |
2711 | for (z = 0; z < num_stats_lose; z++) |
2642 | for (z = 0; z < num_stats_lose; z++) |
2712 | { |
2643 | { |
2713 | i = RANDOM () % NUM_STATS; |
2644 | i = rndm (NUM_STATS); |
2714 | |
2645 | |
2715 | if (settings.stat_loss_on_death) |
2646 | if (settings.stat_loss_on_death) |
2716 | { |
2647 | { |
2717 | /* Pick a random stat and take a point off it. Tell the player |
2648 | /* Pick a random stat and take a point off it. Tell the player |
2718 | * what he lost. |
2649 | * what he lost. |
… | |
… | |
2769 | } |
2700 | } |
2770 | } |
2701 | } |
2771 | |
2702 | |
2772 | if (lose_this_stat) |
2703 | if (lose_this_stat) |
2773 | { |
2704 | { |
2774 | this_stat = get_attr_value (&(dep->stats), i); |
2705 | this_stat = get_attr_value (&dep->stats, i); |
2775 | /* We could try to do something clever like find another |
2706 | /* We could try to do something clever like find another |
2776 | * stat to reduce if this fails. But chances are, if |
2707 | * stat to reduce if this fails. But chances are, if |
2777 | * stats have been depleted to -50, all are pretty low |
2708 | * stats have been depleted to -50, all are pretty low |
2778 | * and should be roughly the same, so it shouldn't make a |
2709 | * and should be roughly the same, so it shouldn't make a |
2779 | * difference. |
2710 | * difference. |
… | |
… | |
2787 | lost_a_stat = 1; |
2718 | lost_a_stat = 1; |
2788 | } |
2719 | } |
2789 | } |
2720 | } |
2790 | } |
2721 | } |
2791 | } |
2722 | } |
|
|
2723 | |
2792 | /* If no stat lost, tell the player. */ |
2724 | /* If no stat lost, tell the player. */ |
2793 | if (!lost_a_stat) |
2725 | if (!lost_a_stat) |
2794 | { |
2726 | { |
2795 | /* determine_god() seems to not work sometimes... why is this? |
2727 | /* determine_god() seems to not work sometimes... why is this? |
2796 | Should I be using something else? GD */ |
2728 | Should I be using something else? GD */ |
2797 | const char *god = determine_god (op); |
2729 | shstr_tmp god = determine_god (op); |
2798 | |
2730 | |
2799 | if (god && (strcmp (god, "none"))) |
2731 | if (god != shstr_none) |
2800 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2732 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2801 | else |
2733 | else |
2802 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2734 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2803 | } |
2735 | } |
2804 | #else |
2736 | #else |
2805 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2737 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2806 | #endif |
2738 | #endif |
2807 | |
2739 | |
2808 | /* Put a gravestone up where the character 'almost' died. List the |
2740 | /* Put a gravestone up where the character 'almost' died. List the |
2809 | * exp loss on the stone. |
2741 | * exp loss on the stone. |
2810 | */ |
2742 | */ |
2811 | tmp = arch_to_object (archetype::find ("gravestone")); |
2743 | tmp = arch_to_object (archetype::find ("gravestone")); |
2812 | sprintf (buf, "%s's gravestone", &op->name); |
2744 | tmp->name = format ("%s's gravestone", &op->name); |
2813 | tmp->name = buf; |
2745 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2814 | sprintf (buf, "%s's gravestones", &op->name); |
2746 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2815 | tmp->name_pl = buf; |
2747 | &op->name, op->contr->title, op->contr->killer_name ()); |
2816 | 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); |
|
|
2817 | tmp->msg = buf; |
|
|
2818 | tmp->x = op->x, tmp->y = op->y; |
2748 | tmp->x = op->x, tmp->y = op->y; |
2819 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2749 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2820 | |
2750 | |
2821 | /**************************************/ |
2751 | /**************************************/ |
2822 | /* */ |
2752 | /* */ |
2823 | /* Subtract the experience points, */ |
2753 | /* Subtract the experience points, */ |
2824 | /* if we died cause of food, give us */ |
|
|
2825 | /* food, and reset HP's... */ |
|
|
2826 | /* */ |
2754 | /* */ |
2827 | /**************************************/ |
2755 | /**************************************/ |
2828 | |
2756 | |
2829 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2830 | /* restore player */ |
|
|
2831 | at = archetype::find ("poisoning"); |
|
|
2832 | tmp = present_arch_in_ob (at, op); |
|
|
2833 | |
|
|
2834 | if (tmp) |
|
|
2835 | { |
|
|
2836 | tmp->destroy (); |
|
|
2837 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2838 | } |
|
|
2839 | |
|
|
2840 | at = archetype::find ("confusion"); |
|
|
2841 | tmp = present_arch_in_ob (at, op); |
|
|
2842 | if (tmp) |
|
|
2843 | { |
|
|
2844 | tmp->destroy (); |
|
|
2845 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2846 | } |
|
|
2847 | |
|
|
2848 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2849 | |
|
|
2850 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2757 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2851 | apply_death_exp_penalty (op); |
2758 | apply_death_exp_penalty (op); |
2852 | if (op->stats.food < 100) |
|
|
2853 | op->stats.food = 900; |
|
|
2854 | op->stats.hp = op->stats.maxhp; |
|
|
2855 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2856 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2857 | |
2759 | |
2858 | /* |
2760 | /* |
2859 | * Check to see if the player has any unpaid items. If so, remove them |
2761 | * Check to see if the player has any unpaid items. If so, remove them |
2860 | * and put them back in the map. |
2762 | * and put them back in the map. |
2861 | */ |
2763 | */ |
… | |
… | |
2896 | if (will_kill_again & (1 << at)) |
2798 | if (will_kill_again & (1 << at)) |
2897 | force->resist[at] = 100; |
2799 | force->resist[at] = 100; |
2898 | |
2800 | |
2899 | insert_ob_in_ob (force, op); |
2801 | insert_ob_in_ob (force, op); |
2900 | op->update_stats (); |
2802 | op->update_stats (); |
2901 | |
|
|
2902 | } |
2803 | } |
2903 | |
2804 | |
2904 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2805 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2905 | } |
2806 | } |
2906 | |
2807 | |
2907 | void |
2808 | void |
2908 | loot_object (object *op) |
2809 | loot_object (object *op) |
2909 | { /* Grab and destroy some treasure */ |
2810 | { /* Grab and destroy some treasure */ |
… | |
… | |
3007 | } |
2908 | } |
3008 | |
2909 | |
3009 | void |
2910 | void |
3010 | make_visible (object *op) |
2911 | make_visible (object *op) |
3011 | { |
2912 | { |
3012 | op->hide = 0; |
2913 | op->flag [FLAG_HIDDEN] = 0; |
3013 | op->invisible = 0; |
2914 | op->invisible = 0; |
3014 | |
2915 | |
3015 | if (op->type == PLAYER) |
2916 | if (op->type == PLAYER) |
3016 | { |
2917 | { |
3017 | op->contr->tmp_invis = 0; |
2918 | op->contr->tmp_invis = 0; |
… | |
… | |
3042 | |
2943 | |
3043 | if (!ob || !ob->map) |
2944 | if (!ob || !ob->map) |
3044 | return 0; |
2945 | return 0; |
3045 | |
2946 | |
3046 | /* so, on normal lighted maps, its hard to hide */ |
2947 | /* so, on normal lighted maps, its hard to hide */ |
3047 | level = ob->map->darkness - 2; |
2948 | level = ob->map->darklevel () - 2; |
3048 | |
2949 | |
3049 | /* this also picks up whether the object is glowing. |
2950 | /* this also picks up whether the object is glowing. |
3050 | * If you carry a light on a non-dark map, its not |
2951 | * If you carry a light on a non-dark map, its not |
3051 | * as bad as carrying a light on a pitch dark map */ |
2952 | * as bad as carrying a light on a pitch dark map */ |
3052 | if (has_carried_lights (ob)) |
2953 | if (ob->has_carried_lights ()) |
3053 | level = -(10 + (2 * ob->map->darkness)); |
2954 | level = -(10 + (2 * ob->map->darklevel ())); |
3054 | |
2955 | |
3055 | /* scan through all nearby squares for terrain to hide in */ |
2956 | /* scan through all nearby squares for terrain to hide in */ |
3056 | for (i = 0, x = ob->x, y = ob->y; |
2957 | for (i = 0, x = ob->x, y = ob->y; |
3057 | i <= SIZEOFFREE1; |
2958 | i <= SIZEOFFREE1; |
3058 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2959 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3079 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2980 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3080 | */ |
2981 | */ |
3081 | void |
2982 | void |
3082 | do_hidden_move (object *op) |
2983 | do_hidden_move (object *op) |
3083 | { |
2984 | { |
3084 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2985 | int hide = 0; |
3085 | object *skop; |
|
|
3086 | |
2986 | |
3087 | if (!op || !op->map) |
2987 | if (!op || !op->map) |
3088 | return; |
2988 | return; |
3089 | |
2989 | |
3090 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2990 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2991 | int num = random_roll (0, 19, op, PREFER_LOW); |
3091 | |
2992 | |
3092 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2993 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3093 | if (op->type == PLAYER && op->contr->run_on) |
2994 | if (op->type == PLAYER && op->contr->run_on) |
3094 | if (!skop || num >= skop->level) |
2995 | if (!skop || num >= skop->level) |
3095 | { |
2996 | { |
… | |
… | |
3105 | num -= hide; |
3006 | num -= hide; |
3106 | |
3007 | |
3107 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3008 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3108 | { |
3009 | { |
3109 | make_visible (op); |
3010 | make_visible (op); |
|
|
3011 | |
3110 | if (op->type == PLAYER) |
3012 | if (op->type == PLAYER) |
3111 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3013 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3112 | } |
3014 | } |
3113 | else if (op->type == PLAYER && skop) |
3015 | else if (op->type == PLAYER && skop) |
3114 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3016 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3204 | while (op) |
3106 | while (op) |
3205 | { |
3107 | { |
3206 | dx = rv.distance_x + op->arch->x; |
3108 | dx = rv.distance_x + op->arch->x; |
3207 | dy = rv.distance_y + op->arch->y; |
3109 | dy = rv.distance_y + op->arch->y; |
3208 | |
3110 | |
3209 | /* only the viewable area the player sees is updated by LOS |
3111 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3210 | * code, so we need to restrict ourselves to that range of values |
|
|
3211 | * for any meaningful values. |
|
|
3212 | */ |
|
|
3213 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3214 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3215 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3216 | return 1; |
3112 | return 1; |
3217 | |
3113 | |
3218 | op = op->more; |
3114 | op = op->more; |
3219 | } |
3115 | } |
3220 | |
3116 | |
3221 | return 0; |
3117 | return 0; |
3222 | } |
3118 | } |
3223 | |
3119 | |
3224 | /* routine for both players and monsters. We call this when |
3120 | /* routine for both players and monsters. We call this when |
3225 | * there is a possibility for our action distrubing our hiding |
3121 | * there is a possibility for our action distrubing our hiding |
3226 | * place or invisiblity spell. Artefact invisiblity is not |
3122 | * place or invisiblity spell. Artefact invisiblity causes |
3227 | * effected by this. If we arent invisible to begin with, we |
3123 | * "noise" instead. If we arent invisible to begin with, we |
3228 | * return 0. |
3124 | * return 0. |
3229 | */ |
3125 | */ |
3230 | int |
3126 | int |
3231 | action_makes_visible (object *op) |
3127 | action_makes_visible (object *op) |
3232 | { |
3128 | { |
3233 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3129 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3234 | { |
3130 | { |
3235 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3131 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3132 | { |
|
|
3133 | // artefact invisibility is permanent, but we still make noise |
|
|
3134 | // this is important for game-balance. |
|
|
3135 | if (op->contr) |
|
|
3136 | op->make_noise (); |
|
|
3137 | |
3236 | return 0; |
3138 | return 0; |
|
|
3139 | } |
3237 | |
3140 | |
3238 | if (op->contr && op->contr->tmp_invis == 0) |
3141 | if (op->contr && op->contr->tmp_invis == 0) |
3239 | return 0; |
3142 | return 0; |
3240 | |
3143 | |
3241 | /* If monsters, they should become visible */ |
3144 | /* If monsters, they should become visible */ |
3242 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3145 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3243 | { |
3146 | { |
3244 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3147 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3245 | return 1; |
3148 | return 1; |
3246 | } |
3149 | } |
3247 | } |
3150 | } |
3248 | |
3151 | |
3249 | return 0; |
3152 | return 0; |
… | |
… | |
3455 | else |
3358 | else |
3456 | { |
3359 | { |
3457 | /* generate misc. treasure */ |
3360 | /* generate misc. treasure */ |
3458 | tmp = arch_to_object (tr->item); |
3361 | tmp = arch_to_object (tr->item); |
3459 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3362 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3460 | tmp = insert_ob_in_ob (tmp, who); |
3363 | who->insert (tmp); |
3461 | if (who->type == PLAYER) |
|
|
3462 | esrv_send_item (who, tmp); |
|
|
3463 | } |
3364 | } |
3464 | } |
3365 | } |
3465 | |
3366 | |
3466 | /** |
3367 | /** |
3467 | * Unready an object for a player. This function does nothing if the object was |
3368 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3479 | if (pl->ranged_ob == ob) |
3380 | if (pl->ranged_ob == ob) |
3480 | pl->ranged_ob = 0; |
3381 | pl->ranged_ob = 0; |
3481 | } |
3382 | } |
3482 | |
3383 | |
3483 | sint8 |
3384 | sint8 |
3484 | player::visibility_at (maptile *map, int x, int y) const |
3385 | player::darkness_at (maptile *map, int x, int y) const |
3485 | { |
3386 | { |
3486 | if (!ns) |
3387 | if (!ns) |
3487 | return 0; |
3388 | return LOS_BLOCKED; |
3488 | |
3389 | |
3489 | int dx, dy; |
3390 | int dx, dy; |
3490 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3391 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3491 | return 0; |
3392 | return LOS_BLOCKED; |
3492 | |
3393 | |
3493 | x += dx - ns->current_x + ns->mapx / 2; |
3394 | x += dx - ns->current_x; |
3494 | y += dy - ns->current_y + ns->mapy / 2; |
3395 | y += dy - ns->current_y; |
3495 | |
3396 | |
3496 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3497 | return 0; |
|
|
3498 | |
|
|
3499 | return 100 - blocked_los [x][y]; |
3397 | return blocked_los (x, y); |
3500 | } |
3398 | } |
3501 | |
3399 | |
3502 | void |
3400 | void |
3503 | player::infobox (const char *title, const char *msg, int color) |
3401 | player::infobox (const char *title, const char *msg, int color) |
3504 | { |
3402 | { |