1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
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 GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
… | |
… | |
157 | op->x = -1; |
156 | op->x = -1; |
158 | op->y = -1; |
157 | op->y = -1; |
159 | } |
158 | } |
160 | |
159 | |
161 | void |
160 | void |
162 | player::enter_map () |
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163 | { |
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164 | object *tmp = object::create (); |
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165 | |
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|
166 | EXIT_PATH (tmp) = maplevel; |
|
|
167 | EXIT_X (tmp) = ob->x; |
|
|
168 | EXIT_Y (tmp) = ob->y; |
|
|
169 | ob->enter_exit (tmp); |
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170 | |
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171 | tmp->destroy (); |
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|
172 | } |
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173 | |
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174 | void |
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|
175 | player::activate () |
161 | player::activate () |
176 | { |
162 | { |
177 | if (active) |
163 | if (active) |
178 | return; |
164 | return; |
179 | |
165 | |
… | |
… | |
181 | ob->remove (); |
167 | ob->remove (); |
182 | ob->map = 0; |
168 | ob->map = 0; |
183 | ob->activate_recursive (); |
169 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
171 | add_friendly_object (ob); |
186 | enter_map (); |
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|
187 | } |
172 | } |
188 | |
173 | |
189 | void |
174 | void |
190 | player::deactivate () |
175 | player::deactivate () |
191 | { |
176 | { |
… | |
… | |
198 | |
183 | |
199 | if (ob->map) |
184 | if (ob->map) |
200 | maplevel = ob->map->path; |
185 | maplevel = ob->map->path; |
201 | |
186 | |
202 | ob->remove (); |
187 | ob->remove (); |
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|
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
203 | ob->map = 0; |
189 | ob->map = 0; |
204 | party = 0; |
190 | party = 0; |
205 | |
191 | |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
207 | |
193 | |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
207 | ob->close_container (); //TODO: client-specific |
222 | |
208 | |
223 | ns->update_look = 0; |
209 | ns->update_look = 0; |
224 | ns->look_position = 0; |
210 | ns->look_position = 0; |
225 | |
211 | |
226 | clear_los (ob); |
212 | clear_los (this); |
227 | |
213 | |
228 | ns->reset_stats (); |
214 | ns->reset_stats (); |
229 | |
215 | |
230 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
218 | ob->race = ob->arch->race; |
233 | |
219 | |
234 | ob->carrying = sum_weight (ob); |
220 | ob->update_weight (); |
235 | link_player_skills (ob); |
221 | link_player_skills (ob); |
236 | |
222 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
224 | |
239 | assign (title, ob->arch->clone.name); |
225 | assign (title, ob->arch->object::name); |
240 | |
226 | |
241 | /* if it's a dragon player, set the correct title here */ |
227 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
228 | if (is_dragon_pl (ob)) |
243 | { |
229 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
230 | object *tmp, *abil = 0, *skin = 0; |
245 | |
231 | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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|
247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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248 | |
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249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
233 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
234 | if (tmp->arch->archname == shstr_dragon_ability_force) |
252 | abil = tmp; |
235 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
236 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
254 | skin = tmp; |
237 | skin = tmp; |
255 | |
238 | |
256 | set_dragon_name (ob, abil, skin); |
239 | set_dragon_name (ob, abil, skin); |
257 | } |
240 | } |
258 | |
241 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
243 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
244 | esrv_new_player (this); |
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245 | |
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246 | ob->update_stats (); |
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247 | |
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248 | ns->floorbox_update (); |
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249 | esrv_send_inventory (ob, ob); |
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250 | esrv_add_spells (this, 0); |
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251 | |
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252 | activate (); |
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253 | |
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254 | send_rules (ob); |
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255 | send_news (ob); |
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256 | display_motd (ob); |
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
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259 | INVOKE_PLAYER (LOGIN, this); |
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260 | } |
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261 | |
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262 | void |
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263 | player::disconnect () |
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264 | { |
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265 | if (ob) |
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266 | { |
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267 | ob->close_container (); //TODO: client-specific |
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268 | ob->drop_unpaid_items (); |
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269 | } |
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270 | |
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271 | if (ns) |
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272 | { |
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273 | if (active) |
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274 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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275 | |
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276 | INVOKE_PLAYER (DISCONNECT, this); |
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277 | |
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278 | ns->reset_stats (); |
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279 | ns->pl = 0; |
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280 | ns = 0; |
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281 | } |
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282 | |
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283 | observe = ob; |
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284 | |
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285 | deactivate (); |
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286 | } |
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287 | |
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288 | // the need for this function can be explained |
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289 | // by load_object not returning the object |
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290 | void |
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291 | player::set_object (object *op) |
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292 | { |
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293 | ob = observe = op; |
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294 | ob->contr = this; /* this aren't yet in archetype */ |
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295 | |
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296 | ob->speed = 1.0f; |
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297 | ob->speed_left = 0.5f; |
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298 | |
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299 | ob->direction = 5; /* So player faces south */ |
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300 | |
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301 | ob->flag [FLAG_READY_WEAPON] = false; |
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302 | ob->flag [FLAG_READY_SKILL] = false; |
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303 | ob->flag [FLAG_READY_BOW] = false; |
262 | |
304 | |
263 | for (object *op = ob->inv; op; op = op->below) |
305 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
306 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
307 | switch (op->type) |
266 | { |
308 | { |
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309 | case SKILL: |
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310 | ob->flag [FLAG_APPLIED] = false; |
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311 | break; |
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312 | |
267 | case WAND: |
313 | case WAND: |
268 | case ROD: |
314 | case ROD: |
269 | case HORN: |
315 | case HORN: |
270 | case BOW: |
316 | case BOW: |
271 | case SKILL: |
317 | ranged_ob = op; |
272 | case SKILL_TOOL: |
318 | break; |
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319 | |
273 | case WEAPON: |
320 | case WEAPON: |
274 | apply_special (ob, op, AP_UNAPPLY); |
321 | combat_ob = op; |
275 | apply_special (ob, op, AP_APPLY); |
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276 | break; |
322 | break; |
277 | } |
323 | } |
278 | |
324 | |
279 | ob->update_stats (); |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
280 | ns->floorbox_update (); |
326 | ob->deactivate (); // change_weapon activates, fix this better |
281 | |
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282 | esrv_send_inventory (ob, ob); |
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283 | esrv_add_spells (this, 0); |
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284 | |
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285 | activate (); |
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286 | |
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287 | send_rules (ob); |
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288 | send_news (ob); |
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289 | display_motd (ob); |
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290 | |
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291 | INVOKE_PLAYER (CONNECT, this); |
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292 | INVOKE_PLAYER (LOGIN, this); |
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293 | } |
327 | } |
294 | |
328 | |
295 | void |
329 | void |
296 | player::disconnect () |
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297 | { |
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298 | if (ns) |
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299 | { |
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300 | if (active) |
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301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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302 | |
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303 | INVOKE_PLAYER (DISCONNECT, this); |
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304 | |
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305 | ns->reset_stats (); |
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306 | ns->pl = 0; |
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307 | ns = 0; |
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308 | } |
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309 | |
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310 | if (ob) |
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311 | ob->close_container (); //TODO: client-specific |
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312 | |
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313 | deactivate (); |
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314 | } |
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315 | |
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316 | // the need for this function can be explained |
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317 | // by load_object not returning the object |
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318 | void |
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319 | player::set_object (object *op) |
330 | player::set_observe (object *op) |
320 | { |
331 | { |
321 | ob = op; |
332 | observe = op ? op : ob; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
333 | do_los = 1; |
323 | |
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324 | ob->speed_left = 0.5; |
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325 | ob->speed = 1.0; |
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326 | ob->direction = 5; /* So player faces south */ |
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327 | } |
334 | } |
328 | |
335 | |
329 | player::player () |
336 | player::player () |
330 | { |
337 | { |
331 | /* There are some elements we want initialised to non zero value - |
338 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
342 | petmode = pet_normal; |
349 | petmode = pet_normal; |
343 | listening = 10; |
350 | listening = 10; |
344 | usekeys = containers; |
351 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
352 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
353 | do_los = 1; |
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354 | |
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355 | weapon_sp = 1.0f; |
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356 | weapon_sp_left = 0.5f; |
347 | } |
357 | } |
348 | |
358 | |
349 | void |
359 | void |
350 | player::do_destroy () |
360 | player::do_destroy () |
351 | { |
361 | { |
… | |
… | |
356 | if (ob) |
366 | if (ob) |
357 | { |
367 | { |
358 | ob->destroy_inv (false); |
368 | ob->destroy_inv (false); |
359 | ob->destroy (); |
369 | ob->destroy (); |
360 | } |
370 | } |
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371 | |
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372 | ob = observe = 0; |
361 | } |
373 | } |
362 | |
374 | |
363 | player::~player () |
375 | player::~player () |
364 | { |
376 | { |
365 | /* Clear item stack */ |
377 | /* Clear item stack */ |
… | |
… | |
392 | * Note: there MUST be at least one player archetype! |
404 | * Note: there MUST be at least one player archetype! |
393 | */ |
405 | */ |
394 | archetype * |
406 | archetype * |
395 | get_player_archetype (archetype *at) |
407 | get_player_archetype (archetype *at) |
396 | { |
408 | { |
397 | archetype *start = at; |
409 | // archetypes could have been reloaded |
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410 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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411 | |
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412 | if (!nat) |
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413 | return at; |
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414 | |
|
|
415 | archvec::iterator i = archetypes.find (nat); |
398 | |
416 | |
399 | for (;;) |
417 | for (;;) |
400 | { |
418 | { |
401 | if (at == NULL || at->next == NULL) |
419 | if (++i == archetypes.end ()) |
402 | at = first_archetype; |
420 | i = archetypes.begin (); |
403 | else |
421 | else if (*i == at) |
404 | at = at->next; |
422 | cleanup ("not a single player archetype found"); |
405 | |
423 | |
406 | if (at->clone.type == PLAYER) |
424 | if ((*i)->type == PLAYER) |
407 | return at; |
425 | return *i; |
408 | |
|
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409 | if (at == start) |
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410 | { |
|
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411 | LOG (llevError, "No Player archetypes\n"); |
|
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412 | exit (-1); |
|
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413 | } |
|
|
414 | } |
426 | } |
415 | } |
427 | } |
416 | |
428 | |
417 | object * |
429 | object * |
418 | get_nearest_player (object *mon) |
430 | get_nearest_player (object *mon) |
… | |
… | |
422 | unsigned lastdist; |
434 | unsigned lastdist; |
423 | rv_vector rv; |
435 | rv_vector rv; |
424 | |
436 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
437 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
438 | { |
427 | /* We should not find free objects on this friendly list, but it |
|
|
428 | * does periodically happen. Given that, lets deal with it. |
|
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429 | * While unlikely, it is possible the next object on the friendly |
|
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430 | * list is also free, so encapsulate this in a while loop. |
|
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431 | */ |
|
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432 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
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433 | { |
|
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434 | object *tmp = ol->ob; |
|
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435 | |
|
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436 | /* Can't do much more other than log the fact, because the object |
|
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437 | * itself will have been cleared. |
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438 | */ |
|
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439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
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440 | tmp->debug_desc ()); |
|
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441 | ol = ol->next; |
|
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442 | remove_friendly_object (tmp); |
|
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443 | if (!ol) |
|
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444 | return op; |
|
|
445 | } |
|
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446 | |
|
|
447 | /* Remove special check for player from this. First, it looks to cause |
|
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448 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
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449 | * complicated method of state checking would be needed in any case - |
|
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450 | * as it was, a clever player could type quit, and the function would |
|
|
451 | * skip them over while waiting for confirmation. Remove |
|
|
452 | * on_same_map check, as can_detect_enemy also does this |
|
|
453 | */ |
|
|
454 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
439 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
455 | continue; |
440 | continue; |
456 | |
441 | |
457 | if (lastdist > rv.distance) |
442 | if (lastdist > rv.distance) |
458 | { |
443 | { |
… | |
… | |
653 | |
638 | |
654 | return firstdir; |
639 | return firstdir; |
655 | } |
640 | } |
656 | |
641 | |
657 | void |
642 | void |
658 | give_initial_items (object *pl, treasurelist * items) |
643 | give_initial_items (object *pl, treasurelist *items) |
659 | { |
644 | { |
660 | object *op, *next = NULL; |
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661 | |
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662 | if (pl->randomitems != NULL) |
645 | if (pl->randomitems) |
663 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
646 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
664 | |
647 | |
665 | for (op = pl->inv; op; op = next) |
648 | for (object *next, *op = pl->inv; op; op = next) |
666 | { |
649 | { |
667 | next = op->below; |
650 | next = op->below; |
668 | |
651 | |
669 | /* Forces get applied per default, unless they have the |
652 | /* Forces get applied per default, unless they have the |
670 | * flag "neutral" set. Sorry but I can't think of a better way |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
675 | /* we never give weapons/armour if these cannot be used |
658 | /* we never give weapons/armour if these cannot be used |
676 | * by this player due to race restrictions |
659 | * by this player due to race restrictions |
677 | */ |
660 | */ |
678 | if (pl->type == PLAYER) |
661 | if (pl->type == PLAYER) |
679 | { |
662 | { |
680 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
664 | && |
681 | (op->type == ARMOUR || op->type == BOOTS || |
665 | (op->type == ARMOUR || op->type == BOOTS |
682 | op->type == CLOAK || op->type == HELMET || |
666 | || op->type == CLOAK || op->type == HELMET |
683 | op->type == SHIELD || op->type == GLOVES || |
667 | || op->type == SHIELD || op->type == GLOVES |
|
|
668 | || op->type == BRACERS || op->type == GIRDLE)) |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
685 | { |
670 | { |
686 | op->destroy (); |
671 | op->destroy (); |
687 | continue; |
672 | continue; |
688 | } |
673 | } |
689 | } |
674 | } |
… | |
… | |
712 | if (op->nrof > 1) |
697 | if (op->nrof > 1) |
713 | op->nrof = 1; |
698 | op->nrof = 1; |
714 | } |
699 | } |
715 | |
700 | |
716 | if (op->type == SPELLBOOK && op->inv) |
701 | if (op->type == SPELLBOOK && op->inv) |
717 | { |
|
|
718 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
719 | } |
|
|
720 | |
703 | |
721 | /* Give starting characters identified, uncursed, and undamned |
704 | /* Give starting characters identified, uncursed, and undamned |
722 | * items. Just don't identify gold or silver, or it won't be |
705 | * items. Just don't identify gold or silver, or it won't be |
723 | * merged properly. |
706 | * merged properly. |
724 | */ |
707 | */ |
725 | if (need_identify (op)) |
708 | if (need_identify (op)) |
726 | { |
709 | { |
727 | SET_FLAG (op, FLAG_IDENTIFIED); |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
728 | CLEAR_FLAG (op, FLAG_CURSED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
730 | } |
713 | } |
|
|
714 | |
731 | if (op->type == SPELL) |
715 | if (op->type == SPELL) |
732 | { |
716 | { |
733 | op->destroy (); |
717 | op->destroy (); |
734 | continue; |
718 | continue; |
735 | } |
719 | } |
… | |
… | |
737 | { |
721 | { |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
739 | op->stats.exp = 0; |
723 | op->stats.exp = 0; |
740 | op->level = 1; |
724 | op->level = 1; |
741 | } |
725 | } |
742 | /* lock all 'normal items by default */ |
726 | else /* lock all 'normal items by default */ |
743 | else |
|
|
744 | SET_FLAG (op, FLAG_INV_LOCKED); |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
745 | } /* for loop of objects in player inv */ |
728 | } /* for loop of objects in player inv */ |
746 | |
729 | |
747 | /* Need to set up the skill pointers */ |
730 | /* Need to set up the skill pointers */ |
748 | link_player_skills (pl); |
731 | link_player_skills (pl); |
… | |
… | |
854 | static void |
837 | static void |
855 | start_info (object *op) |
838 | start_info (object *op) |
856 | { |
839 | { |
857 | char buf[MAX_BUF]; |
840 | char buf[MAX_BUF]; |
858 | |
841 | |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
842 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
843 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
863 | } |
844 | } |
864 | |
845 | |
865 | /* This function takes the key that is passed, and does the |
846 | /* This function takes the key that is passed, and does the |
866 | * appropriate action with it (change race, or other things). |
847 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
848 | * The function name is for historical reasons - now we have |
… | |
… | |
870 | */ |
851 | */ |
871 | void |
852 | void |
872 | player::chargen_race_done () |
853 | player::chargen_race_done () |
873 | { |
854 | { |
874 | /* this must before then initial items are given */ |
855 | /* this must before then initial items are given */ |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
856 | esrv_new_player (ob->contr); |
876 | |
857 | |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
858 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
878 | if (tl) |
859 | if (tl) |
879 | create_treasure (tl, ob, 0, 0, 0); |
860 | create_treasure (tl, ob, 0, 0, 0); |
880 | |
861 | |
… | |
… | |
883 | |
864 | |
884 | ob->contr->ns->state = ST_PLAYING; |
865 | ob->contr->ns->state = ST_PLAYING; |
885 | |
866 | |
886 | if (ob->msg) |
867 | if (ob->msg) |
887 | ob->msg = 0; |
868 | ob->msg = 0; |
888 | |
|
|
889 | /* We create this now because some of the unique maps will need it |
|
|
890 | * to save here. |
|
|
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
|
|
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
895 | make_path_to_file (buf); |
|
|
896 | } |
|
|
897 | |
869 | |
898 | start_info (ob); |
870 | start_info (ob); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
871 | CLEAR_FLAG (ob, FLAG_WIZ); |
900 | give_initial_items (ob, ob->randomitems); |
872 | give_initial_items (ob, ob->randomitems); |
901 | link_player_skills (ob); |
873 | link_player_skills (ob); |
… | |
… | |
904 | |
876 | |
905 | /* This moves the player to a different start map, if there |
877 | /* This moves the player to a different start map, if there |
906 | * is one for this race |
878 | * is one for this race |
907 | */ |
879 | */ |
908 | if (*first_map_ext_path) |
880 | if (*first_map_ext_path) |
909 | { |
881 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
910 | object *tmp; |
|
|
911 | char mapname[MAX_BUF]; |
|
|
912 | |
|
|
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
914 | tmp = object::create (); |
|
|
915 | EXIT_PATH (tmp) = mapname; |
|
|
916 | EXIT_X (tmp) = ob->x; |
|
|
917 | EXIT_Y (tmp) = ob->y; |
|
|
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
919 | * if the map isn't there, then stay on the |
|
|
920 | * default initial map */ |
|
|
921 | tmp->destroy (); |
|
|
922 | } |
|
|
923 | else |
882 | else |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
883 | LOG (llevDebug, "first_map_ext_path not set\n"); |
925 | } |
884 | } |
926 | |
885 | |
927 | void |
886 | void |
… | |
… | |
937 | int x = ob->x, y = ob->y; |
896 | int x = ob->x, y = ob->y; |
938 | |
897 | |
939 | ob->remove_statbonus (); |
898 | ob->remove_statbonus (); |
940 | ob->remove (); |
899 | ob->remove (); |
941 | ob->arch = get_player_archetype (ob->arch); |
900 | ob->arch = get_player_archetype (ob->arch); |
942 | ob->arch->clone.copy_to (ob); |
901 | ob->arch->copy_to (ob); |
943 | ob->instantiate (); |
902 | ob->instantiate (); |
944 | ob->stats = ob->contr->orig_stats; |
903 | ob->stats = ob->contr->orig_stats; |
945 | ob->name = ob->name_pl = name; |
904 | ob->name = ob->name_pl = name; |
946 | ob->x = x; |
905 | ob->x = x; |
947 | ob->y = y; |
906 | ob->y = y; |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
907 | SET_ANIMATION (ob, 2); /* So player faces south */ |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
908 | insert_ob_in_map (ob, ob->map, ob, 0); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
909 | assign (ob->contr->title, ob->arch->object::name); |
951 | ob->add_statbonus (); |
910 | ob->add_statbonus (); |
952 | } |
911 | } |
953 | while (!allowed_class (ob)); |
912 | while (!allowed_class (ob)); |
954 | |
913 | |
955 | update_object (ob, UP_OBJ_FACE); |
914 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1030 | if (op->move_type & MOVE_FLYING) |
989 | if (op->move_type & MOVE_FLYING) |
1031 | return 1; |
990 | return 1; |
1032 | |
991 | |
1033 | next = op->below; |
992 | next = op->below; |
1034 | |
993 | |
|
|
994 | int cnt = MAX_ITEM_PER_DROP; |
|
|
995 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
996 | |
1035 | /* loop while there are items on the floor that are not marked as |
997 | /* loop while there are items on the floor that are not marked as |
1036 | * destroyed */ |
998 | * destroyed */ |
1037 | while (next && !next->destroyed ()) |
999 | while (next && !next->destroyed ()) |
1038 | { |
1000 | { |
1039 | tmp = next; |
1001 | tmp = next; |
1040 | next = tmp->below; |
1002 | next = tmp->below; |
1041 | |
1003 | |
|
|
1004 | if (cnt <= 0) |
|
|
1005 | { |
|
|
1006 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1007 | return 0; |
|
|
1008 | } |
|
|
1009 | |
1042 | if (op->destroyed ()) |
1010 | if (op->destroyed ()) |
1043 | return 0; |
1011 | return 0; |
1044 | |
1012 | |
1045 | if (!can_pick (op, tmp)) |
1013 | if (!can_pick (op, tmp)) |
1046 | continue; |
1014 | continue; |
1047 | |
1015 | |
1048 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1016 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1049 | { |
1017 | { |
1050 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1018 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1051 | pick_up (op, tmp); |
1019 | CHK_PICK_PICKUP; |
1052 | continue; |
1020 | continue; |
1053 | } |
1021 | } |
1054 | |
1022 | |
1055 | /* high not bit set? We're using the old autopickup model */ |
1023 | /* high not bit set? We're using the old autopickup model */ |
1056 | if (!(op->contr->mode & PU_NEWMODE)) |
1024 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1058 | switch (op->contr->mode) |
1026 | switch (op->contr->mode) |
1059 | { |
1027 | { |
1060 | case 0: |
1028 | case 0: |
1061 | return 1; /* don't pick up */ |
1029 | return 1; /* don't pick up */ |
1062 | case 1: |
1030 | case 1: |
1063 | pick_up (op, tmp); |
1031 | CHK_PICK_PICKUP; |
1064 | return 1; |
1032 | return 1; |
1065 | case 2: |
1033 | case 2: |
1066 | pick_up (op, tmp); |
1034 | CHK_PICK_PICKUP; |
1067 | return 0; |
1035 | return 0; |
1068 | case 3: |
1036 | case 3: |
1069 | return 0; /* stop before pickup */ |
1037 | return 0; /* stop before pickup */ |
1070 | case 4: |
1038 | case 4: |
1071 | pick_up (op, tmp); |
1039 | CHK_PICK_PICKUP; |
1072 | break; |
1040 | break; |
1073 | case 5: |
1041 | case 5: |
1074 | pick_up (op, tmp); |
1042 | CHK_PICK_PICKUP; |
1075 | stop = 1; |
1043 | stop = 1; |
1076 | break; |
1044 | break; |
1077 | case 6: |
1045 | case 6: |
1078 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1046 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1079 | pick_up (op, tmp); |
1047 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1048 | CHK_PICK_PICKUP; |
1080 | break; |
1049 | break; |
1081 | |
1050 | |
1082 | case 7: |
1051 | case 7: |
1083 | if (tmp->type == MONEY || tmp->type == GEM) |
1052 | if (tmp->type == MONEY || tmp->type == GEM) |
1084 | pick_up (op, tmp); |
1053 | CHK_PICK_PICKUP; |
1085 | break; |
1054 | break; |
1086 | |
1055 | |
1087 | default: |
1056 | default: |
1088 | /* use value density */ |
1057 | /* use value density */ |
1089 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1058 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1090 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1059 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1091 | pick_up (op, tmp); |
1060 | CHK_PICK_PICKUP; |
1092 | } |
1061 | } |
1093 | } |
1062 | } |
1094 | else |
1063 | else |
1095 | { /* old model */ |
1064 | { /* old model */ |
1096 | /* NEW pickup handling */ |
1065 | /* NEW pickup handling */ |
… | |
… | |
1100 | if (tmp->name != NULL) |
1069 | if (tmp->name != NULL) |
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1070 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1102 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1071 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1103 | else |
1072 | else |
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1073 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1105 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1074 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1106 | |
1075 | |
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1076 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1108 | } |
1077 | } |
1109 | |
1078 | |
1110 | /* philosophy: |
1079 | /* philosophy: |
… | |
… | |
1151 | /* all food and drink if desired */ |
1120 | /* all food and drink if desired */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1121 | /* question: don't pick up known-poisonous stuff? */ |
1153 | if (op->contr->mode & PU_FOOD) |
1122 | if (op->contr->mode & PU_FOOD) |
1154 | if (tmp->type == FOOD) |
1123 | if (tmp->type == FOOD) |
1155 | { |
1124 | { |
1156 | pick_up (op, tmp); |
1125 | CHK_PICK_PICKUP; |
1157 | continue; |
1126 | continue; |
1158 | } |
1127 | } |
1159 | |
1128 | |
1160 | if (op->contr->mode & PU_DRINK) |
1129 | if (op->contr->mode & PU_DRINK) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1130 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1162 | { |
1131 | { |
1163 | pick_up (op, tmp); |
1132 | CHK_PICK_PICKUP; |
1164 | continue; |
1133 | continue; |
1165 | } |
1134 | } |
1166 | |
1135 | |
1167 | if (op->contr->mode & PU_POTION) |
1136 | if (op->contr->mode & PU_POTION) |
1168 | if (tmp->type == POTION) |
1137 | if (tmp->type == POTION) |
1169 | { |
1138 | { |
1170 | pick_up (op, tmp); |
1139 | CHK_PICK_PICKUP; |
1171 | continue; |
1140 | continue; |
1172 | } |
1141 | } |
1173 | |
1142 | |
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1143 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1175 | if (op->contr->mode & PU_SPELLBOOK) |
1144 | if (op->contr->mode & PU_SPELLBOOK) |
1176 | if (tmp->type == SPELLBOOK) |
1145 | if (tmp->type == SPELLBOOK) |
1177 | { |
1146 | { |
1178 | pick_up (op, tmp); |
1147 | CHK_PICK_PICKUP; |
1179 | continue; |
1148 | continue; |
1180 | } |
1149 | } |
1181 | |
1150 | |
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
1151 | if (op->contr->mode & PU_SKILLSCROLL) |
1183 | if (tmp->type == SKILLSCROLL) |
1152 | if (tmp->type == SKILLSCROLL) |
1184 | { |
1153 | { |
1185 | pick_up (op, tmp); |
1154 | CHK_PICK_PICKUP; |
1186 | continue; |
1155 | continue; |
1187 | } |
1156 | } |
1188 | |
1157 | |
1189 | if (op->contr->mode & PU_READABLES) |
1158 | if (op->contr->mode & PU_READABLES) |
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1159 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1191 | { |
1160 | { |
1192 | pick_up (op, tmp); |
1161 | CHK_PICK_PICKUP; |
1193 | continue; |
1162 | continue; |
1194 | } |
1163 | } |
1195 | |
1164 | |
1196 | /* wands/staves/rods/horns */ |
1165 | /* wands/staves/rods/horns */ |
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1166 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1167 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1199 | { |
1168 | { |
1200 | pick_up (op, tmp); |
1169 | CHK_PICK_PICKUP; |
1201 | continue; |
1170 | continue; |
1202 | } |
1171 | } |
1203 | |
1172 | |
1204 | /* pick up all magical items */ |
1173 | /* pick up all magical items */ |
1205 | if (op->contr->mode & PU_MAGICAL) |
1174 | if (op->contr->mode & PU_MAGICAL) |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1175 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1207 | { |
1176 | { |
1208 | pick_up (op, tmp); |
1177 | CHK_PICK_PICKUP; |
1209 | continue; |
1178 | continue; |
1210 | } |
1179 | } |
1211 | |
1180 | |
1212 | if (op->contr->mode & PU_VALUABLES) |
1181 | if (op->contr->mode & PU_VALUABLES) |
1213 | { |
1182 | { |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1183 | if (tmp->type == MONEY || tmp->type == GEM) |
1215 | { |
1184 | { |
1216 | pick_up (op, tmp); |
1185 | CHK_PICK_PICKUP; |
1217 | continue; |
1186 | continue; |
1218 | } |
1187 | } |
1219 | } |
1188 | } |
1220 | |
1189 | |
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
1190 | /* rings & amulets - talismans seems to be typed AMULET */ |
1222 | if (op->contr->mode & PU_JEWELS) |
1191 | if (op->contr->mode & PU_JEWELS) |
1223 | if (tmp->type == RING || tmp->type == AMULET) |
1192 | if (tmp->type == RING || tmp->type == AMULET) |
1224 | { |
1193 | { |
1225 | pick_up (op, tmp); |
1194 | CHK_PICK_PICKUP; |
1226 | continue; |
1195 | continue; |
1227 | } |
1196 | } |
1228 | |
1197 | |
1229 | /* we don't forget dragon food */ |
1198 | /* we don't forget dragon food */ |
1230 | if (op->contr->mode & PU_FLESH) |
1199 | if (op->contr->mode & PU_FLESH) |
1231 | if (tmp->type == FLESH) |
1200 | if (tmp->type == FLESH) |
1232 | { |
1201 | { |
1233 | pick_up (op, tmp); |
1202 | CHK_PICK_PICKUP; |
1234 | continue; |
1203 | continue; |
1235 | } |
1204 | } |
1236 | |
1205 | |
1237 | /* bows and arrows. Bows are good for selling! */ |
1206 | /* bows and arrows. Bows are good for selling! */ |
1238 | if (op->contr->mode & PU_BOW) |
1207 | if (op->contr->mode & PU_BOW) |
1239 | if (tmp->type == BOW) |
1208 | if (tmp->type == BOW) |
1240 | { |
1209 | { |
1241 | pick_up (op, tmp); |
1210 | CHK_PICK_PICKUP; |
1242 | continue; |
1211 | continue; |
1243 | } |
1212 | } |
1244 | |
1213 | |
1245 | if (op->contr->mode & PU_ARROW) |
1214 | if (op->contr->mode & PU_ARROW) |
1246 | if (tmp->type == ARROW) |
1215 | if (tmp->type == ARROW) |
1247 | { |
1216 | { |
1248 | pick_up (op, tmp); |
1217 | CHK_PICK_PICKUP; |
1249 | continue; |
1218 | continue; |
1250 | } |
1219 | } |
1251 | |
1220 | |
1252 | /* all kinds of armor etc. */ |
1221 | /* all kinds of armor etc. */ |
1253 | if (op->contr->mode & PU_ARMOUR) |
1222 | if (op->contr->mode & PU_ARMOUR) |
1254 | if (tmp->type == ARMOUR) |
1223 | if (tmp->type == ARMOUR) |
1255 | { |
1224 | { |
1256 | pick_up (op, tmp); |
1225 | CHK_PICK_PICKUP; |
1257 | continue; |
1226 | continue; |
1258 | } |
1227 | } |
1259 | |
1228 | |
1260 | if (op->contr->mode & PU_HELMET) |
1229 | if (op->contr->mode & PU_HELMET) |
1261 | if (tmp->type == HELMET) |
1230 | if (tmp->type == HELMET) |
1262 | { |
1231 | { |
1263 | pick_up (op, tmp); |
1232 | CHK_PICK_PICKUP; |
1264 | continue; |
1233 | continue; |
1265 | } |
1234 | } |
1266 | |
1235 | |
1267 | if (op->contr->mode & PU_SHIELD) |
1236 | if (op->contr->mode & PU_SHIELD) |
1268 | if (tmp->type == SHIELD) |
1237 | if (tmp->type == SHIELD) |
1269 | { |
1238 | { |
1270 | pick_up (op, tmp); |
1239 | CHK_PICK_PICKUP; |
1271 | continue; |
1240 | continue; |
1272 | } |
1241 | } |
1273 | |
1242 | |
1274 | if (op->contr->mode & PU_BOOTS) |
1243 | if (op->contr->mode & PU_BOOTS) |
1275 | if (tmp->type == BOOTS) |
1244 | if (tmp->type == BOOTS) |
1276 | { |
1245 | { |
1277 | pick_up (op, tmp); |
1246 | CHK_PICK_PICKUP; |
1278 | continue; |
1247 | continue; |
1279 | } |
1248 | } |
1280 | |
1249 | |
1281 | if (op->contr->mode & PU_GLOVES) |
1250 | if (op->contr->mode & PU_GLOVES) |
1282 | if (tmp->type == GLOVES) |
1251 | if (tmp->type == GLOVES) |
1283 | { |
1252 | { |
1284 | pick_up (op, tmp); |
1253 | CHK_PICK_PICKUP; |
1285 | continue; |
1254 | continue; |
1286 | } |
1255 | } |
1287 | |
1256 | |
1288 | if (op->contr->mode & PU_CLOAK) |
1257 | if (op->contr->mode & PU_CLOAK) |
1289 | if (tmp->type == CLOAK) |
1258 | if (tmp->type == CLOAK) |
1290 | { |
1259 | { |
1291 | pick_up (op, tmp); |
1260 | CHK_PICK_PICKUP; |
1292 | continue; |
1261 | continue; |
1293 | } |
1262 | } |
1294 | |
1263 | |
1295 | /* hoping to catch throwing daggers here */ |
1264 | /* hoping to catch throwing daggers here */ |
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
1265 | if (op->contr->mode & PU_MISSILEWEAPON) |
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1266 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1298 | { |
1267 | { |
1299 | pick_up (op, tmp); |
1268 | CHK_PICK_PICKUP; |
1300 | continue; |
1269 | continue; |
1301 | } |
1270 | } |
1302 | |
1271 | |
1303 | /* careful: chairs and tables are weapons! */ |
1272 | /* careful: chairs and tables are weapons! */ |
1304 | if (op->contr->mode & PU_ALLWEAPON) |
1273 | if (op->contr->mode & PU_ALLWEAPON) |
1305 | { |
1274 | { |
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
1275 | if (tmp->type == WEAPON && tmp->name != NULL) |
1307 | { |
1276 | { |
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1277 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1278 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1310 | { |
1279 | { |
1311 | pick_up (op, tmp); |
1280 | CHK_PICK_PICKUP; |
1312 | continue; |
1281 | continue; |
1313 | } |
1282 | } |
1314 | } |
1283 | } |
1315 | |
1284 | |
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
1285 | if (tmp->type == WEAPON && tmp->name == NULL) |
1317 | { |
1286 | { |
1318 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1287 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1319 | { |
1288 | { |
1320 | pick_up (op, tmp); |
1289 | CHK_PICK_PICKUP; |
1321 | continue; |
1290 | continue; |
1322 | } |
1291 | } |
1323 | } |
1292 | } |
1324 | } |
1293 | } |
1325 | |
1294 | |
1326 | /* misc stuff that's useful */ |
1295 | /* misc stuff that's useful */ |
1327 | if (op->contr->mode & PU_KEY) |
1296 | if (op->contr->mode & PU_KEY) |
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1297 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1329 | { |
1298 | { |
1330 | pick_up (op, tmp); |
1299 | CHK_PICK_PICKUP; |
1331 | continue; |
1300 | continue; |
1332 | } |
1301 | } |
1333 | |
1302 | |
1334 | /* any of the last 4 bits set means we use the ratio for value |
1303 | /* any of the last 4 bits set means we use the ratio for value |
1335 | * pickups */ |
1304 | * pickups */ |
… | |
… | |
1340 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1309 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1341 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1310 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1342 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1311 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1343 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1312 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1344 | { |
1313 | { |
1345 | pick_up (op, tmp); |
1314 | CHK_PICK_PICKUP; |
1346 | #if 0 |
1315 | #if 0 |
1347 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1316 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1348 | if (tmp->name != NULL) |
1317 | if (tmp->name != NULL) |
1349 | { |
1318 | { |
1350 | fprintf (stderr, "%s", tmp->name); |
1319 | fprintf (stderr, "%s", tmp->name); |
1351 | } |
1320 | } |
1352 | else |
1321 | else |
1353 | fprintf (stderr, "%s", tmp->arch->name); |
1322 | fprintf (stderr, "%s", tmp->arch->archname); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1323 | fprintf (stderr, ",%d] = ", tmp->type); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1324 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1356 | #endif |
1325 | #endif |
1357 | continue; |
1326 | continue; |
1358 | } |
1327 | } |
… | |
… | |
1369 | * found object is returned. |
1338 | * found object is returned. |
1370 | */ |
1339 | */ |
1371 | object * |
1340 | object * |
1372 | find_arrow (object *op, const char *type) |
1341 | find_arrow (object *op, const char *type) |
1373 | { |
1342 | { |
1374 | object *tmp = 0; |
|
|
1375 | |
|
|
1376 | for (op = op->inv; op; op = op->below) |
1343 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1378 | tmp = find_arrow (op, type); |
|
|
1379 | else if (op->type == ARROW && op->race == type) |
1344 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1345 | return splay (tmp); |
|
|
1346 | |
|
|
1347 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1348 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1349 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1350 | { |
|
|
1351 | splay (tmp); |
1380 | return op; |
1352 | return arrow; |
|
|
1353 | } |
1381 | |
1354 | |
1382 | return tmp; |
1355 | return 0; |
1383 | } |
1356 | } |
1384 | |
1357 | |
1385 | /* |
1358 | /* |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1359 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1387 | * against the target. A full test is not performed, simply a basic test |
1360 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
1410 | } |
1383 | } |
1411 | } |
1384 | } |
1412 | else if (arrow->type == ARROW && arrow->race == type) |
1385 | else if (arrow->type == ARROW && arrow->race == type) |
1413 | { |
1386 | { |
1414 | /* allways prefer assasination/slaying */ |
1387 | /* allways prefer assasination/slaying */ |
1415 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1388 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1416 | { |
1389 | { |
1417 | if (arrow->attacktype & AT_DEATH) |
1390 | if (arrow->attacktype & AT_DEATH) |
1418 | { |
1391 | { |
1419 | *better = 100; |
1392 | *better = 100; |
1420 | return arrow; |
1393 | return arrow; |
… | |
… | |
1428 | else |
1401 | else |
1429 | { |
1402 | { |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1403 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1431 | { |
1404 | { |
1432 | attacktype = 1 << attacknum; |
1405 | attacktype = 1 << attacknum; |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1406 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1434 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1407 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1435 | { |
1408 | { |
1436 | tmp = arrow; |
1409 | tmp = arrow; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1410 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1438 | } |
1411 | } |
1439 | } |
1412 | } |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1413 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1414 | { |
1442 | tmp = arrow; |
1415 | tmp = arrow; |
… | |
… | |
1448 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1421 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1449 | } |
1422 | } |
1450 | } |
1423 | } |
1451 | } |
1424 | } |
1452 | } |
1425 | } |
|
|
1426 | |
1453 | if (tmp == NULL && arrow == NULL) |
1427 | if (tmp == NULL && arrow == NULL) |
1454 | return find_arrow (op, type); |
1428 | return find_arrow (op, type); |
1455 | |
1429 | |
1456 | *better = betterby; |
1430 | *better = betterby; |
1457 | return tmp; |
1431 | return tmp; |
… | |
… | |
1535 | */ |
1509 | */ |
1536 | int |
1510 | int |
1537 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1511 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1538 | { |
1512 | { |
1539 | object *left, *bow; |
1513 | object *left, *bow; |
1540 | int bowspeed, mflags; |
1514 | int mflags; |
1541 | maptile *m; |
1515 | maptile *m; |
1542 | |
1516 | |
1543 | if (!dir) |
1517 | if (!dir) |
1544 | { |
1518 | { |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1519 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1546 | return 0; |
1520 | return 0; |
1547 | } |
1521 | } |
1548 | |
1522 | |
1549 | if (player *pl = op->contr) |
1523 | if (op->contr) |
1550 | { |
1524 | bow = op->current_weapon; |
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
|
|
1555 | else |
1525 | else |
1556 | { |
1526 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1527 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1528 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1529 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1580 | { |
1550 | { |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1551 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1582 | return 0; |
1552 | return 0; |
1583 | } |
1553 | } |
1584 | |
1554 | |
1585 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1586 | |
|
|
1587 | /* penalize ROF for bestarrow */ |
|
|
1588 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1589 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1590 | |
|
|
1591 | if (bowspeed < 1) |
|
|
1592 | bowspeed = 1; |
|
|
1593 | |
|
|
1594 | if (arrow == NULL) |
1555 | if (arrow == NULL) |
1595 | { |
1556 | { |
1596 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1557 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | { |
1558 | { |
1598 | if (op->type == PLAYER) |
1559 | if (op->type == PLAYER) |
… | |
… | |
1621 | arrow->destroy (); |
1582 | arrow->destroy (); |
1622 | return 0; |
1583 | return 0; |
1623 | } |
1584 | } |
1624 | |
1585 | |
1625 | left = arrow; /* these are arrows left to the player */ |
1586 | left = arrow; /* these are arrows left to the player */ |
1626 | arrow = get_split_ob (arrow, 1); |
1587 | arrow = arrow->split (); |
1627 | if (!arrow) |
1588 | if (!arrow) |
1628 | { |
1589 | { |
1629 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1630 | return 0; |
1591 | return 0; |
1631 | } |
1592 | } |
… | |
… | |
1639 | arrow->stats.grace = arrow->attacktype; |
1600 | arrow->stats.grace = arrow->attacktype; |
1640 | |
1601 | |
1641 | if (arrow->slaying) |
1602 | if (arrow->slaying) |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1603 | arrow->spellarg = strdup (arrow->slaying); |
1643 | |
1604 | |
|
|
1605 | #if 0 |
|
|
1606 | if (player *pl = op->contr) |
|
|
1607 | { |
|
|
1608 | float speed = pl->weapon_sp; |
|
|
1609 | |
|
|
1610 | /* penalize ROF for bestarrow */ |
|
|
1611 | if (pl->bowtype == bow_bestarrow) |
|
|
1612 | speed *= .9f; |
|
|
1613 | else |
|
|
1614 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1615 | |
|
|
1616 | op->speed_left += speed - op->speed; |
|
|
1617 | } |
|
|
1618 | #endif |
|
|
1619 | |
|
|
1620 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1621 | |
|
|
1622 | /* update the speed */ |
|
|
1623 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1624 | + bow->stats.dam / 7.f; |
|
|
1625 | |
|
|
1626 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1627 | arrow->speed_left = 0; |
|
|
1628 | |
|
|
1629 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1630 | |
1644 | if (op->type == PLAYER) |
1631 | if (op->type == PLAYER) |
1645 | { |
1632 | { |
1646 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1647 | op->update_stats (); |
|
|
1648 | } |
|
|
1649 | |
|
|
1650 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1651 | |
|
|
1652 | arrow->stats.dam += op->stats.dam + arrow->magic; |
|
|
1653 | |
|
|
1654 | /* update the speed */ |
|
|
1655 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
|
|
1656 | + bow->stats.dam / 7.0; |
|
|
1657 | |
|
|
1658 | arrow->set_speed (max (arrow->speed, 2.0)); |
|
|
1659 | arrow->speed_left = 0; |
|
|
1660 | |
|
|
1661 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1662 | |
|
|
1663 | if (op->type == PLAYER) |
|
|
1664 | { |
|
|
1665 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1633 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1666 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1634 | wc -= dex_bonus[op->stats.Dex]; |
1667 | |
1635 | |
1668 | if (!arrow->slaying) |
1636 | if (!arrow->slaying) |
1669 | arrow->slaying = op->slaying; |
1637 | arrow->slaying = op->slaying; |
1670 | |
1638 | |
1671 | arrow->attacktype |= op->attacktype; |
1639 | arrow->attacktype |= op->attacktype; |
… | |
… | |
1679 | arrow->slaying = bow->slaying; |
1647 | arrow->slaying = bow->slaying; |
1680 | |
1648 | |
1681 | arrow->attacktype |= bow->attacktype; |
1649 | arrow->attacktype |= bow->attacktype; |
1682 | } |
1650 | } |
1683 | |
1651 | |
1684 | arrow->stats.wc -= arrow->level; |
1652 | wc -= arrow->level; |
|
|
1653 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1685 | |
1654 | |
|
|
1655 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1686 | arrow->move_type = MOVE_FLY_LOW; |
1656 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1657 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | |
1658 | |
1689 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1659 | op->play_sound (sound_find ("fire_arrow")); |
1690 | m->insert (arrow, sx, sy, op); |
1660 | m->insert (arrow, sx, sy, op); |
1691 | |
1661 | |
1692 | if (!arrow->destroyed ()) |
1662 | if (!arrow->destroyed ()) |
1693 | move_arrow (arrow); |
1663 | move_arrow (arrow); |
1694 | |
|
|
1695 | if (op->type == PLAYER) |
|
|
1696 | { |
|
|
1697 | if (left->destroyed ()) |
|
|
1698 | esrv_del_item (op->contr, left->count); |
|
|
1699 | else |
|
|
1700 | esrv_send_item (op, left); |
|
|
1701 | } |
|
|
1702 | |
1664 | |
1703 | return 1; |
1665 | return 1; |
1704 | } |
1666 | } |
1705 | |
1667 | |
1706 | /* Special fire code for players - this takes into |
1668 | /* Special fire code for players - this takes into |
… | |
… | |
1745 | } |
1707 | } |
1746 | |
1708 | |
1747 | return ret; |
1709 | return ret; |
1748 | } |
1710 | } |
1749 | |
1711 | |
1750 | |
|
|
1751 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1712 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1752 | * Broken apart from 'fire' to keep it more readable. |
1713 | * Broken apart from 'fire' to keep it more readable. |
1753 | */ |
1714 | */ |
1754 | void |
1715 | void |
1755 | fire_misc_object (object *op, int dir) |
1716 | fire_misc_object (object *op, int dir) |
… | |
… | |
1773 | |
1734 | |
1774 | if (item->type == WAND) |
1735 | if (item->type == WAND) |
1775 | { |
1736 | { |
1776 | if (item->stats.food <= 0) |
1737 | if (item->stats.food <= 0) |
1777 | { |
1738 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1739 | op->contr->play_sound (sound_find ("wand_poof")); |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1740 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1780 | |
1741 | |
1781 | return; |
1742 | return; |
1782 | } |
1743 | } |
1783 | } |
1744 | } |
1784 | else if (item->type == ROD || item->type == HORN) |
1745 | else if (item->type == ROD || item->type == HORN) |
1785 | { |
1746 | { |
1786 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1747 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1748 | |
|
|
1749 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1750 | // for a rod or horn, this fixes some broken rods. |
|
|
1751 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1787 | { |
1752 | { |
1788 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1753 | op->contr->play_sound (sound_find ("wand_poof")); |
1789 | |
1754 | |
1790 | if (item->type == ROD) |
1755 | if (item->type == ROD) |
1791 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1756 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1792 | else |
1757 | else |
1793 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1758 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1806 | object *tmp; |
1771 | object *tmp; |
1807 | |
1772 | |
1808 | if (item->arch) |
1773 | if (item->arch) |
1809 | { |
1774 | { |
1810 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1775 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1811 | item->face = item->arch->clone.face; |
1776 | item->face = item->arch->face; |
1812 | item->set_speed (0); |
1777 | item->set_speed (0); |
1813 | } |
1778 | } |
1814 | |
1779 | |
1815 | if ((tmp = item->in_player ())) |
1780 | if (object *pl = item->visible_to ()) |
1816 | esrv_update_item (UPD_ANIM, tmp, item); |
1781 | esrv_update_item (UPD_ANIM, pl, item); |
1817 | } |
1782 | } |
1818 | } |
1783 | } |
1819 | else if (item->type == ROD || item->type == HORN) |
1784 | else if (item->type == ROD || item->type == HORN) |
1820 | drain_rod_charge (item); |
1785 | drain_rod_charge (item); |
1821 | } |
1786 | } |
1822 | } |
1787 | } |
1823 | |
1788 | |
1824 | /* Received a fire command for the player - go and do it. |
1789 | /* Received a fire command for the player - go and do it. |
1825 | */ |
1790 | */ |
1826 | void |
1791 | bool |
1827 | fire (object *op, int dir) |
1792 | fire (object *op, int dir) |
1828 | { |
1793 | { |
1829 | int spellcost = 0; |
1794 | int spellcost = 0; |
1830 | |
1795 | |
1831 | /* check for loss of invisiblity/hide */ |
1796 | /* check for loss of invisiblity/hide */ |
… | |
… | |
1835 | player *pl = op->contr; |
1800 | player *pl = op->contr; |
1836 | |
1801 | |
1837 | if (pl->golem) |
1802 | if (pl->golem) |
1838 | { |
1803 | { |
1839 | control_golem (op->contr->golem, dir); |
1804 | control_golem (op->contr->golem, dir); |
1840 | return; |
1805 | return false; |
1841 | } |
1806 | } |
1842 | |
1807 | |
1843 | object *ob = pl->ranged_ob; |
1808 | object *ob = pl->ranged_ob; |
1844 | |
1809 | |
1845 | if (!ob) |
1810 | if (!ob) |
1846 | return; |
1811 | return false; |
|
|
1812 | |
|
|
1813 | if (!op->change_weapon (ob)) |
|
|
1814 | return false; |
|
|
1815 | |
|
|
1816 | if (op->speed_left > 0.f) |
|
|
1817 | --op->speed_left; |
|
|
1818 | else |
|
|
1819 | return false; |
1847 | |
1820 | |
1848 | switch (ob->type) |
1821 | switch (ob->type) |
1849 | { |
1822 | { |
1850 | case BOW: |
1823 | case BOW: |
1851 | player_fire_bow (op, dir); |
1824 | player_fire_bow (op, dir); |
… | |
… | |
1858 | case BUILDER: |
1831 | case BUILDER: |
1859 | apply_map_builder (op, dir); |
1832 | apply_map_builder (op, dir); |
1860 | break; |
1833 | break; |
1861 | |
1834 | |
1862 | case SKILL: |
1835 | case SKILL: |
1863 | case SKILL_TOOL: |
|
|
1864 | do_skill (op, op, ob, dir, 0); |
1836 | do_skill (op, op, ob, dir, 0); |
1865 | break; |
1837 | break; |
1866 | |
1838 | |
1867 | default: |
1839 | default: |
1868 | fire_misc_object (op, dir); |
1840 | fire_misc_object (op, dir); |
1869 | break; |
1841 | break; |
1870 | } |
1842 | } |
|
|
1843 | |
|
|
1844 | return true; |
1871 | } |
1845 | } |
1872 | |
1846 | |
1873 | /* find_key |
1847 | /* find_key |
1874 | * We try to find a key for the door as passed. If we find a key |
1848 | * We try to find a key for the door as passed. If we find a key |
1875 | * and successfully use it, we return the key, otherwise NULL |
1849 | * and successfully use it, we return the key, otherwise NULL |
… | |
… | |
1962 | * 0 otherwise |
1936 | * 0 otherwise |
1963 | */ |
1937 | */ |
1964 | static int |
1938 | static int |
1965 | player_attack_door (object *op, object *door) |
1939 | player_attack_door (object *op, object *door) |
1966 | { |
1940 | { |
1967 | /* If its a door, try to find a use a key. If we do destroy the door, |
1941 | /* If its a door, try to find a key. If we do destroy the door, |
1968 | * might as well return immediately as there is nothing more to do - |
1942 | * might as well return immediately as there is nothing more to do - |
1969 | * otherwise, we fall through to the rest of the code. |
1943 | * otherwise, we fall through to the rest of the code. |
1970 | */ |
1944 | */ |
1971 | object *key = find_key (op, op, door); |
1945 | object *key = find_key (op, op, door); |
1972 | |
1946 | |
1973 | /* IF we found a key, do some extra work */ |
1947 | /* If we found a key, do some extra work */ |
1974 | if (key) |
1948 | if (key) |
1975 | { |
1949 | { |
1976 | object *container = key->env; |
1950 | object *container = key->env; |
1977 | |
|
|
1978 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1979 | |
1951 | |
1980 | if (action_makes_visible (op)) |
1952 | if (action_makes_visible (op)) |
1981 | make_visible (op); |
1953 | make_visible (op); |
1982 | |
1954 | |
1983 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1955 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1985 | |
1957 | |
1986 | if (door->type == DOOR) |
1958 | if (door->type == DOOR) |
1987 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1959 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1988 | else if (door->type == LOCKED_DOOR) |
1960 | else if (door->type == LOCKED_DOOR) |
1989 | { |
1961 | { |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1962 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1963 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | } |
1964 | } |
1993 | |
1965 | |
1994 | /* Do this after we print the message */ |
1966 | /* Do this after we print the message */ |
1995 | decrease_ob (key); /* Use up one of the keys */ |
1967 | key->decrease (); /* Use up one of the keys */ |
1996 | /* Need to update the weight the container the key was in */ |
|
|
1997 | if (container != op) |
|
|
1998 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1999 | |
1968 | |
2000 | return 1; /* Nothing more to do below */ |
1969 | return 1; /* Nothing more to do below */ |
2001 | } |
1970 | } |
2002 | else if (door->type == LOCKED_DOOR) |
1971 | else if (door->type == LOCKED_DOOR) |
2003 | { |
1972 | { |
2004 | /* Might as well return now - no other way to open this */ |
1973 | /* Might as well return now - no other way to open this */ |
2005 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1974 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2006 | return 1; |
1975 | return 1; |
2007 | } |
1976 | } |
2008 | |
1977 | |
2009 | return 0; |
1978 | return 0; |
2010 | } |
1979 | } |
… | |
… | |
2013 | * It should keep the code cleaner. |
1982 | * It should keep the code cleaner. |
2014 | * When this is called, the players direction has been updated |
1983 | * When this is called, the players direction has been updated |
2015 | * (taking into account confusion.) The player is also actually |
1984 | * (taking into account confusion.) The player is also actually |
2016 | * going to try and move (not fire weapons). |
1985 | * going to try and move (not fire weapons). |
2017 | */ |
1986 | */ |
2018 | void |
1987 | bool |
2019 | move_player_attack (object *op, int dir) |
1988 | move_player_attack (object *op, int dir) |
2020 | { |
1989 | { |
2021 | object *tmp, *mon; |
|
|
2022 | int on_battleground; |
1990 | int on_battleground; |
2023 | maptile *m; |
|
|
2024 | |
1991 | |
2025 | sint16 nx = freearr_x[dir] + op->x; |
1992 | sint16 nx = freearr_x[dir] + op->x; |
2026 | sint16 ny = freearr_y[dir] + op->y; |
1993 | sint16 ny = freearr_y[dir] + op->y; |
2027 | |
1994 | |
2028 | on_battleground = op_on_battleground (op, 0, 0); |
1995 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1996 | |
|
|
1997 | if (out_of_map (op->map, nx, ny)) |
|
|
1998 | return false; |
|
|
1999 | |
|
|
2000 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2001 | { |
|
|
2002 | --op->speed_left; |
|
|
2003 | return true; |
|
|
2004 | } |
2029 | |
2005 | |
2030 | /* If braced, or can't move to the square, and it is not out of the |
2006 | /* If braced, or can't move to the square, and it is not out of the |
2031 | * map, attack it. Note order of if statement is important - don't |
2007 | * map, attack it. Note order of if statement is important - don't |
2032 | * want to be calling move_ob if braced, because move_ob will move the |
2008 | * want to be calling move_ob if braced, because move_ob will move the |
2033 | * player. This is a pretty nasty hack, because if we could |
2009 | * player. This is a pretty nasty hack, because if we could |
2034 | * move to some space, it then means that if we are braced, we should |
2010 | * move to some space, it then means that if we are braced, we should |
2035 | * do nothing at all. As it is, if we are braced, we go through |
2011 | * do nothing at all. As it is, if we are braced, we go through |
2036 | * quite a bit of processing. However, it probably is less than what |
2012 | * quite a bit of processing. However, it probably is less than what |
2037 | * move_ob uses. |
2013 | * move_ob uses. |
2038 | */ |
2014 | */ |
2039 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2040 | { |
|
|
2041 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2042 | { |
|
|
2043 | m = op->map->xy_find (nx, ny); |
2015 | maptile *m = op->map->xy_find (nx, ny); |
2044 | if (!m) |
|
|
2045 | return; /* Don't think this should happen */ |
|
|
2046 | } |
|
|
2047 | else |
|
|
2048 | m = op->map; |
|
|
2049 | |
2016 | |
2050 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2051 | return; |
|
|
2052 | |
|
|
2053 | mon = 0; |
|
|
2054 | /* Go through all the objects, and find ones of interest. Only stop if |
2017 | /* Go through all the objects, and find ones of interest. Only stop if |
2055 | * we find a monster - that is something we know we want to attack. |
2018 | * we find a monster - that is something we know we want to attack. |
2056 | * if its a door or barrel (can roll) see if there may be monsters |
2019 | * if its a door or barrel (can roll) see if there may be monsters |
2057 | * on the space |
2020 | * on the space |
2058 | */ |
2021 | */ |
2059 | while (tmp) |
2022 | object *mon; |
2060 | { |
2023 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2061 | if (tmp == op) |
2024 | { |
2062 | { |
2025 | if ((mon->flag [FLAG_ALIVE] |
2063 | tmp = tmp->above; |
2026 | || mon->type == LOCKED_DOOR |
2064 | continue; |
2027 | || mon->flag [FLAG_CAN_ROLL]) |
2065 | } |
|
|
2066 | |
|
|
2067 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2068 | { |
|
|
2069 | mon = tmp; |
2028 | && mon != op) |
2070 | break; |
2029 | break; |
2071 | } |
2030 | } |
2072 | |
2031 | |
2073 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2074 | mon = tmp; |
|
|
2075 | |
|
|
2076 | tmp = tmp->above; |
|
|
2077 | } |
|
|
2078 | |
|
|
2079 | if (!mon) /* This happens anytime the player tries to move */ |
2032 | if (!mon) /* This happens anytime the player tries to move */ |
2080 | return; /* into a wall */ |
2033 | return false; /* into a wall */ |
2081 | |
2034 | |
2082 | if (mon->head) |
|
|
2083 | mon = mon->head; |
2035 | mon = mon->head_ (); |
2084 | |
2036 | |
2085 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2037 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2038 | if (op->contr->weapon_sp_left > 0.f) |
2086 | if (player_attack_door (op, mon)) |
2039 | if (player_attack_door (op, mon)) |
|
|
2040 | { |
|
|
2041 | --op->contr->weapon_sp_left; |
2087 | return; |
2042 | return true; |
|
|
2043 | } |
2088 | |
2044 | |
2089 | /* The following deals with possibly attacking peaceful |
2045 | /* The following deals with possibly attacking peaceful |
2090 | * or frienddly creatures. Basically, all players are considered |
2046 | * or friendly creatures. Basically, all players are considered |
2091 | * unaggressive. If the moving player has peaceful set, then the |
2047 | * unaggressive. If the moving player has peaceful set, then the |
2092 | * object should be pushed instead of attacked. It is assumed that |
2048 | * object should be pushed instead of attacked. It is assumed that |
2093 | * if you are braced, you will not attack friends accidently, |
2049 | * if you are braced, you will not attack friends accidently, |
2094 | * and thus will not push them. |
2050 | * and thus will not push them. |
2095 | */ |
2051 | */ |
2096 | |
2052 | |
2097 | /* If the creature is a pet, push it even if the player is not |
2053 | /* If the creature is a pet, push it even if the player is not |
2098 | * peaceful. Our assumption is the creature is a pet if the |
2054 | * peaceful. Our assumption is the creature is a pet if the |
2099 | * player owns it and it is either friendly or unagressive. |
2055 | * player owns it and it is either friendly or unagressive. |
2100 | */ |
2056 | */ |
2101 | if ((op->type == PLAYER) |
2057 | if (op->type == PLAYER |
2102 | #if COZY_SERVER |
|
|
2103 | && |
|
|
2104 | ((mon->owner && mon->owner->contr |
2058 | && ((mon->owner && mon->owner->contr |
2105 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2059 | && same_party (mon->owner->contr->party, op->contr->party)) |
2106 | #else |
|
|
2107 | && mon->owner == op |
2060 | || mon->owner == op) |
2108 | #endif |
|
|
2109 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2061 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2110 | { |
2062 | { |
2111 | /* If we're braced, we don't want to switch places with it */ |
2063 | /* If we're braced, we don't want to switch places with it */ |
2112 | if (op->contr->braced) |
2064 | if (op->contr->braced) |
2113 | return; |
2065 | return false; |
2114 | |
2066 | |
2115 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2067 | if (op->speed_left > 0.f) |
|
|
2068 | { |
|
|
2069 | --op->speed_left; |
|
|
2070 | |
|
|
2071 | op->play_sound (sound_find ("push_player")); |
2116 | push_ob (mon, dir, op); |
2072 | push_ob (mon, dir, op); |
|
|
2073 | |
2117 | if (op->contr->tmp_invis || op->hide) |
2074 | if (op->contr->tmp_invis || op->hide) |
2118 | make_visible (op); |
2075 | make_visible (op); |
2119 | |
2076 | |
2120 | return; |
2077 | return true; |
2121 | } |
2078 | } |
|
|
2079 | else |
|
|
2080 | return false; |
|
|
2081 | } |
2122 | |
2082 | |
2123 | /* in certain circumstances, you shouldn't attack friendly |
2083 | /* in certain circumstances, you shouldn't attack friendly |
2124 | * creatures. Note that if you are braced, you can't push |
2084 | * creatures. Note that if you are braced, you can't push |
2125 | * someone, but put it inside this loop so that you won't |
2085 | * someone, but put it inside this loop so that you won't |
2126 | * attack them either. |
2086 | * attack them either. |
2127 | */ |
2087 | */ |
2128 | if ((mon->type == PLAYER || mon->enemy != op) && |
2088 | if ((mon->type == PLAYER || mon->enemy != op) |
2129 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2089 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2130 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2131 | (op->contr->peaceful |
2090 | && ((op->contr->peaceful |
2132 | || (mon->type == PLAYER |
2091 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2133 | && mon->contr-> |
|
|
2134 | peaceful)) && |
|
|
2135 | #else |
|
|
2136 | op->contr->peaceful && |
|
|
2137 | #endif |
|
|
2138 | !on_battleground)) |
2092 | && !on_battleground)) |
|
|
2093 | { |
|
|
2094 | if (op->speed_left > 0.f) |
2139 | { |
2095 | { |
|
|
2096 | --op->speed_left; |
|
|
2097 | |
2140 | if (!op->contr->braced) |
2098 | if (!op->contr->braced) |
2141 | { |
2099 | { |
2142 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2100 | op->play_sound (sound_find ("push_player")); |
2143 | push_ob (mon, dir, op); |
2101 | push_ob (mon, dir, op); |
2144 | } |
2102 | } |
2145 | else |
2103 | else |
2146 | new_draw_info (0, 0, op, "You withhold your attack"); |
2104 | op->statusmsg ("You withhold your attack"); |
2147 | |
2105 | |
2148 | if (op->contr->tmp_invis || op->hide) |
2106 | if (op->contr->tmp_invis || op->hide) |
2149 | make_visible (op); |
2107 | make_visible (op); |
2150 | } |
|
|
2151 | |
2108 | |
|
|
2109 | return true; |
|
|
2110 | } |
|
|
2111 | } |
2152 | /* If the object is a boulder or other rollable object, then |
2112 | /* If the object is a boulder or other rollable object, then |
2153 | * roll it if not braced. You can't roll it if you are braced. |
2113 | * roll it if not braced. You can't roll it if you are braced. |
2154 | */ |
2114 | */ |
2155 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2115 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2116 | { |
|
|
2117 | if (op->speed_left > 0.f) |
2156 | { |
2118 | { |
|
|
2119 | --op->speed_left; |
|
|
2120 | |
2157 | recursive_roll (mon, dir, op); |
2121 | recursive_roll (mon, dir, op); |
2158 | if (action_makes_visible (op)) |
2122 | if (action_makes_visible (op)) |
2159 | make_visible (op); |
2123 | make_visible (op); |
2160 | } |
|
|
2161 | |
2124 | |
|
|
2125 | return true; |
|
|
2126 | } |
|
|
2127 | } |
2162 | /* Any generic living creature. Including things like doors. |
2128 | /* Any generic living creature. Including things like doors. |
2163 | * Way it works is like this: First, it must have some hit points |
2129 | * Way it works is like this: First, it must have some hit points |
2164 | * and be living. Then, it must be one of the following: |
2130 | * and be living. Then, it must be one of the following: |
2165 | * 1) Not a player, 2) A player, but of a different party. Note |
2131 | * 1) Not a player, 2) A player, but of a different party. Note |
2166 | * that party_number -1 is no party, so attacks can still happen. |
2132 | * that party_number -1 is no party, so attacks can still happen. |
2167 | */ |
2133 | */ |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2134 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2135 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2170 | { |
2136 | { |
2171 | |
2137 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2172 | /* If the player hasn't hit something this tick, and does |
|
|
2173 | * so, give them speed boost based on weapon speed. Doing |
|
|
2174 | * it here is better than process_players2, which basically |
|
|
2175 | * incurred a 1 tick offset. |
|
|
2176 | */ |
|
|
2177 | if (!op->contr->has_hit) |
|
|
2178 | { |
2138 | { |
2179 | op->speed_left += op->speed / op->contr->weapon_sp; |
2139 | --op->contr->weapon_sp_left; |
2180 | |
|
|
2181 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2182 | } |
|
|
2183 | |
2140 | |
2184 | skill_attack (mon, op, 0, 0, 0); |
2141 | skill_attack (mon, op, 0, 0, 0); |
2185 | |
|
|
2186 | /* If attacking another player, that player gets automatic |
|
|
2187 | * hitback, and doesn't loose luck either. |
|
|
2188 | * Disable hitback on the battleground or if the target is |
|
|
2189 | * the wiz. |
|
|
2190 | */ |
|
|
2191 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2192 | { |
|
|
2193 | short luck = mon->stats.luck; |
|
|
2194 | |
|
|
2195 | mon->contr->has_hit = 1; |
|
|
2196 | skill_attack (op, mon, 0, 0, 0); |
|
|
2197 | mon->stats.luck = luck; |
|
|
2198 | } |
|
|
2199 | |
2142 | |
2200 | if (action_makes_visible (op)) |
2143 | if (action_makes_visible (op)) |
2201 | make_visible (op); |
2144 | make_visible (op); |
2202 | } |
|
|
2203 | } /* if player should attack something */ |
|
|
2204 | } |
|
|
2205 | |
2145 | |
2206 | int |
2146 | return true; |
|
|
2147 | } |
|
|
2148 | } |
|
|
2149 | |
|
|
2150 | return false; |
|
|
2151 | } |
|
|
2152 | |
|
|
2153 | bool |
2207 | move_player (object *op, int dir) |
2154 | move_player (object *op, int dir) |
2208 | { |
2155 | { |
2209 | int pick; |
2156 | int pick; |
2210 | |
2157 | |
2211 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2158 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2212 | return 0; |
2159 | return 0; |
2213 | |
2160 | |
2214 | /* Sanity check: make sure dir is valid */ |
2161 | /* Sanity check: make sure dir is valid */ |
2215 | if ((dir < 0) || (dir >= 9)) |
2162 | if ((dir < 0) || (dir >= 9)) |
2216 | { |
2163 | { |
… | |
… | |
2225 | op->facing = dir; |
2172 | op->facing = dir; |
2226 | |
2173 | |
2227 | if (op->hide) |
2174 | if (op->hide) |
2228 | do_hidden_move (op); |
2175 | do_hidden_move (op); |
2229 | |
2176 | |
|
|
2177 | bool retval; |
|
|
2178 | |
2230 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2179 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2231 | /*nop */ ; |
2180 | retval = RESULT_INT (0); |
2232 | else if (op->contr->fire_on) |
2181 | else if (op->contr->fire_on) |
2233 | fire (op, dir); |
2182 | retval = fire (op, dir); |
2234 | else |
2183 | else |
2235 | { |
2184 | { |
2236 | move_player_attack (op, dir); |
2185 | retval = move_player_attack (op, dir); |
2237 | pick = check_pick (op); |
2186 | pick = check_pick (op); |
2238 | } |
2187 | } |
2239 | |
2188 | |
2240 | /* Add special check for newcs players and fire on - this way, the |
2189 | /* Add special check for newcs players and fire on - this way, the |
2241 | * server can handle repeat firing. |
2190 | * server can handle repeat firing. |
… | |
… | |
2248 | /* Update how the player looks. Use the facing, so direction may |
2197 | /* Update how the player looks. Use the facing, so direction may |
2249 | * get reset to zero. This allows for full animation capabilities |
2198 | * get reset to zero. This allows for full animation capabilities |
2250 | * for players. |
2199 | * for players. |
2251 | */ |
2200 | */ |
2252 | animate_object (op, op->facing); |
2201 | animate_object (op, op->facing); |
2253 | return 0; |
2202 | |
|
|
2203 | return retval; |
2254 | } |
2204 | } |
2255 | |
2205 | |
2256 | /* This is similar to handle_player, below, but is only used by the |
2206 | /* This is similar to handle_player, below, but is only used by the |
2257 | * new client/server stuff. |
2207 | * new client/server stuff. |
2258 | * This is sort of special, in that the new client/server actually uses |
2208 | * This is sort of special, in that the new client/server actually uses |
2259 | * the new speed values for commands. |
2209 | * the new speed values for commands. |
2260 | * |
2210 | * |
2261 | * Returns true if there are more actions we can do. |
2211 | * Returns true if there are more actions we can do. Should not do |
|
|
2212 | * many actions in a row, as that would be too unfair to other |
|
|
2213 | * players. |
2262 | */ |
2214 | */ |
2263 | int |
2215 | bool |
2264 | handle_newcs_player (object *op) |
2216 | handle_newcs_player (object *op) |
2265 | { |
2217 | { |
2266 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2218 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2267 | { |
2219 | { |
2268 | flee_player (op); |
2220 | if (op->speed_left > 0.f) |
2269 | /* If player is still scared, that is his action for this tick */ |
|
|
2270 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2271 | { |
2221 | { |
2272 | op->speed_left--; |
2222 | --op->speed_left; |
|
|
2223 | flee_player (op); |
|
|
2224 | |
2273 | return 0; |
2225 | return true; |
2274 | } |
2226 | } |
|
|
2227 | else |
|
|
2228 | return false; |
2275 | } |
2229 | } |
2276 | |
2230 | |
2277 | /* call this here - we also will call this in do_ericserver, but |
2231 | /* call this here - we also will call this in do_ericserver, but |
2278 | * the players time has been increased when doericserver has been |
2232 | * the players time has been increased when doericserver has been |
2279 | * called, so we recheck it here. |
2233 | * called, so we recheck it here. |
2280 | */ |
2234 | */ |
2281 | if (op->contr->ns->handle_command ()) |
2235 | if (op->contr->ns->handle_command ()) |
2282 | return 1; |
2236 | return true; |
2283 | |
2237 | |
2284 | if (op->speed_left > 0) |
|
|
2285 | { |
|
|
2286 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2238 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2287 | { |
|
|
2288 | /* All move commands take 1 tick, at least for now */ |
|
|
2289 | op->speed_left--; |
|
|
2290 | |
|
|
2291 | /* Instead of all the stuff below, let move_player take care |
|
|
2292 | * of it. Also, some of the skill stuff is only put in |
|
|
2293 | * there, as well as the confusion stuff. |
|
|
2294 | */ |
|
|
2295 | move_player (op, op->direction); |
2239 | return move_player (op, op->direction); |
2296 | |
2240 | |
2297 | return op->speed_left > 0; |
|
|
2298 | } |
|
|
2299 | } |
|
|
2300 | |
|
|
2301 | return 0; |
2241 | return false; |
2302 | } |
2242 | } |
2303 | |
2243 | |
2304 | int |
2244 | int |
2305 | save_life (object *op) |
2245 | save_life (object *op) |
2306 | { |
2246 | { |
… | |
… | |
2308 | return 0; |
2248 | return 0; |
2309 | |
2249 | |
2310 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2250 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2311 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2251 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2312 | { |
2252 | { |
2313 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2253 | op->play_sound (sound_find ("ob_evaporate")); |
2314 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2254 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2315 | |
|
|
2316 | if (op->contr) |
|
|
2317 | esrv_del_item (op->contr, tmp->count); |
|
|
2318 | |
2255 | |
2319 | tmp->destroy (); |
2256 | tmp->destroy (); |
2320 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2257 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2321 | |
2258 | |
2322 | if (op->stats.hp < 0) |
2259 | if (op->stats.hp < 0) |
… | |
… | |
2335 | return 0; |
2272 | return 0; |
2336 | } |
2273 | } |
2337 | |
2274 | |
2338 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2275 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2339 | * back in the map (location and map determined by values of env). This |
2276 | * back in the map (location and map determined by values of env). This |
2340 | * function will descend into containers. op is the object to start the search |
2277 | * function will descend into containers. op is the object to start the search |
2341 | * from. |
2278 | * from. |
2342 | */ |
2279 | */ |
|
|
2280 | static void |
|
|
2281 | drop_unpaid_items (object *op, object *env) |
|
|
2282 | { |
|
|
2283 | while (op) |
|
|
2284 | { |
|
|
2285 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2286 | |
|
|
2287 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2288 | op->insert_at (env); |
|
|
2289 | else if (op->inv) |
|
|
2290 | drop_unpaid_items (op->inv, env); |
|
|
2291 | |
|
|
2292 | op = next; |
|
|
2293 | } |
|
|
2294 | } |
|
|
2295 | |
2343 | void |
2296 | void |
2344 | remove_unpaid_objects (object *op, object *env) |
2297 | object::drop_unpaid_items () |
2345 | { |
2298 | { |
2346 | while (op) |
2299 | if (!flag [FLAG_REMOVED]) |
2347 | { |
2300 | ::drop_unpaid_items (inv, this); |
2348 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2349 | |
|
|
2350 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2351 | { |
|
|
2352 | if (env->type == PLAYER) |
|
|
2353 | esrv_del_item (env->contr, op->count); |
|
|
2354 | |
|
|
2355 | op->insert_at (env); |
|
|
2356 | } |
|
|
2357 | else if (op->inv) |
|
|
2358 | remove_unpaid_objects (op->inv, env); |
|
|
2359 | |
|
|
2360 | op = next; |
|
|
2361 | } |
|
|
2362 | } |
2301 | } |
2363 | |
2302 | |
2364 | /* |
2303 | /* |
2365 | * Returns pointer a static string containing gravestone text |
2304 | * Returns pointer a static string containing gravestone text |
2366 | * Moved from apply.c to player.c - player.c is what |
2305 | * Moved from apply.c to player.c - player.c is what |
2367 | * actually uses this function. player.c may not be quite the |
2306 | * actually uses this function. player.c may not be quite the |
2368 | * best, a misc file for object actions is probably better, |
2307 | * best, a misc file for object actions is probably better, |
2369 | * but there isn't one in the server directory. |
2308 | * but there isn't one in the server directory. |
2370 | */ |
2309 | */ |
2371 | char * |
2310 | const char * |
2372 | gravestone_text (object *op) |
2311 | gravestone_text (object *op) |
2373 | { |
2312 | { |
2374 | static char buf2[MAX_BUF]; |
2313 | static dynbuf_text buf; |
2375 | char buf[MAX_BUF]; |
|
|
2376 | time_t now = time (NULL); |
|
|
2377 | |
2314 | |
2378 | strcpy (buf2, " R.I.P.\n\n"); |
2315 | buf << "---- R.I.P. ----\n\n"; |
|
|
2316 | op->name; |
|
|
2317 | |
2379 | if (op->type == PLAYER) |
2318 | if (op->type == PLAYER) |
2380 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2319 | buf << " the " << op->contr->title; |
2381 | else |
|
|
2382 | sprintf (buf, "%s\n", &op->name); |
|
|
2383 | |
2320 | |
2384 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2321 | buf << "\n\n"; |
2385 | strcat (buf2, buf); |
2322 | |
|
|
2323 | buf << "who was level "; |
|
|
2324 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2325 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2326 | |
2386 | if (op->type == PLAYER) |
2327 | if (op->type == PLAYER) |
2387 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2328 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2388 | else |
|
|
2389 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2390 | |
2329 | |
2391 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2392 | strcat (buf2, buf); |
|
|
2393 | if (op->type == PLAYER) |
|
|
2394 | { |
2330 | { |
2395 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2331 | static char buf2[128]; |
2396 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2332 | time_t now = time (NULL); |
2397 | strcat (buf2, buf); |
|
|
2398 | } |
|
|
2399 | |
|
|
2400 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2333 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2401 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2334 | buf << buf2; |
2402 | strcat (buf2, buf); |
2335 | } |
2403 | |
2336 | |
2404 | return buf2; |
2337 | return buf; |
2405 | } |
2338 | } |
2406 | |
2339 | |
2407 | void |
2340 | void |
2408 | do_some_living (object *op) |
2341 | do_some_living (object *op) |
2409 | { |
2342 | { |
… | |
… | |
2461 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2394 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2462 | else |
2395 | else |
2463 | { |
2396 | { |
2464 | gen_grace = op->stats.maxgrace; |
2397 | gen_grace = op->stats.maxgrace; |
2465 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2398 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2466 | } |
|
|
2467 | |
|
|
2468 | /* Regenerate Spell Points */ |
|
|
2469 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2470 | { |
|
|
2471 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2472 | if (op->stats.sp < op->stats.maxsp) |
|
|
2473 | { |
|
|
2474 | op->stats.sp++; |
|
|
2475 | /* dms do not consume food */ |
|
|
2476 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2477 | { |
|
|
2478 | op->stats.food--; |
|
|
2479 | if (op->contr->digestion < 0) |
|
|
2480 | op->stats.food += op->contr->digestion; |
|
|
2481 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2482 | op->stats.food = last_food; |
|
|
2483 | } |
|
|
2484 | } |
|
|
2485 | |
|
|
2486 | if (max_sp > 1) |
|
|
2487 | { |
|
|
2488 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2489 | if (over_sp > 0) |
|
|
2490 | { |
|
|
2491 | if (op->stats.sp < op->stats.maxsp) |
|
|
2492 | { |
|
|
2493 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2494 | |
|
|
2495 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2496 | op->stats.sp--; |
|
|
2497 | |
|
|
2498 | if (op->stats.sp > op->stats.maxsp) |
|
|
2499 | op->stats.sp = op->stats.maxsp; |
|
|
2500 | } |
|
|
2501 | op->last_sp = 0; |
|
|
2502 | } |
|
|
2503 | else |
|
|
2504 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2505 | } |
|
|
2506 | else |
|
|
2507 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2508 | } |
2399 | } |
2509 | |
2400 | |
2510 | /* Regenerate Grace */ |
2401 | /* Regenerate Grace */ |
2511 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2402 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2512 | if (--op->last_grace < 0) |
2403 | if (--op->last_grace < 0) |
… | |
… | |
2533 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2424 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2534 | } |
2425 | } |
2535 | /* wearing stuff doesn't detract from grace generation. */ |
2426 | /* wearing stuff doesn't detract from grace generation. */ |
2536 | } |
2427 | } |
2537 | |
2428 | |
|
|
2429 | if (op->stats.food > 0) |
|
|
2430 | { |
2538 | /* Regenerate Hit Points */ |
2431 | /* Regenerate Spell Points */ |
2539 | if (--op->last_heal < 0) |
2432 | if (!op->contr->golem && --op->last_sp < 0) |
2540 | { |
|
|
2541 | if (op->stats.hp < op->stats.maxhp) |
|
|
2542 | { |
2433 | { |
2543 | op->stats.hp++; |
2434 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2544 | /* dms do not consume food */ |
2435 | |
2545 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2436 | if (op->stats.sp < op->stats.maxsp) |
2546 | { |
2437 | { |
|
|
2438 | op->stats.sp++; |
|
|
2439 | |
|
|
2440 | /* dms do not consume food */ |
|
|
2441 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2442 | { |
2547 | op->stats.food--; |
2443 | op->stats.food--; |
|
|
2444 | |
2548 | if (op->contr->digestion < 0) |
2445 | if (op->contr->digestion < 0) |
2549 | op->stats.food += op->contr->digestion; |
2446 | op->stats.food += op->contr->digestion; |
2550 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2447 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2551 | op->stats.food = last_food; |
2448 | op->stats.food = last_food; |
|
|
2449 | } |
2552 | } |
2450 | } |
2553 | } |
|
|
2554 | |
2451 | |
2555 | if (max_hp > 1) |
2452 | if (max_sp > 1) |
2556 | { |
|
|
2557 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2558 | if (over_hp > 0) |
|
|
2559 | { |
2453 | { |
2560 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2454 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2455 | if (over_sp > 0) |
|
|
2456 | { |
|
|
2457 | if (op->stats.sp < op->stats.maxsp) |
|
|
2458 | { |
|
|
2459 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2460 | |
|
|
2461 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2462 | op->stats.sp--; |
|
|
2463 | |
|
|
2464 | if (op->stats.sp > op->stats.maxsp) |
|
|
2465 | op->stats.sp = op->stats.maxsp; |
|
|
2466 | } |
|
|
2467 | |
2561 | op->last_heal = 0; |
2468 | op->last_sp = 0; |
|
|
2469 | } |
|
|
2470 | else |
|
|
2471 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2562 | } |
2472 | } |
2563 | else |
2473 | else |
|
|
2474 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2475 | } |
|
|
2476 | |
|
|
2477 | /* Regenerate Hit Points */ |
|
|
2478 | if (--op->last_heal < 0) |
|
|
2479 | { |
|
|
2480 | if (op->stats.hp < op->stats.maxhp) |
2564 | { |
2481 | { |
2565 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2482 | op->stats.hp++; |
|
|
2483 | |
|
|
2484 | /* dms do not consume food */ |
|
|
2485 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2486 | { |
|
|
2487 | op->stats.food--; |
|
|
2488 | |
|
|
2489 | if (op->contr->digestion < 0) |
|
|
2490 | op->stats.food += op->contr->digestion; |
|
|
2491 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2492 | op->stats.food = last_food; |
|
|
2493 | } |
2566 | } |
2494 | } |
|
|
2495 | |
|
|
2496 | if (max_hp > 1) |
|
|
2497 | { |
|
|
2498 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2499 | |
|
|
2500 | if (over_hp > 0) |
|
|
2501 | { |
|
|
2502 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2503 | op->last_heal = 0; |
|
|
2504 | } |
|
|
2505 | else |
|
|
2506 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2567 | } |
2507 | } |
2568 | else |
2508 | else |
2569 | { |
|
|
2570 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2509 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2571 | } |
2510 | } |
2572 | } |
2511 | } |
2573 | |
2512 | |
2574 | /* Digestion */ |
2513 | /* Digestion */ |
2575 | if (--op->last_eat < 0) |
2514 | if (--op->last_eat < 0) |
2576 | { |
2515 | { |
2577 | #ifdef COZY_SERVER |
2516 | int bonus = max (0, op->contr->digestion), |
2578 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2517 | penalty = max (0, -op->contr->digestion); |
2579 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2580 | #else |
|
|
2581 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2582 | #endif |
|
|
2583 | |
2518 | |
2584 | if (op->contr->gen_hp > 0) |
|
|
2585 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2519 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2586 | else |
|
|
2587 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2588 | |
2520 | |
2589 | /* dms do not consume food */ |
2521 | /* dms do not consume food */ |
2590 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2522 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2591 | op->stats.food--; |
2523 | op->stats.food--; |
2592 | } |
2524 | } |
2593 | |
2525 | |
2594 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2526 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2595 | { |
2527 | { |
2596 | object *tmp, *flesh = 0; |
2528 | object *flesh = 0; |
2597 | |
2529 | |
2598 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2530 | for_inv_removable (op, tmp) |
2599 | { |
2531 | { |
2600 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2532 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2533 | continue; |
|
|
2534 | |
|
|
2535 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2601 | { |
2536 | { |
2602 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2537 | op->statusmsg ("You blindly grab for a bite of food. " |
2603 | { |
2538 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2604 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2605 | manual_apply (op, tmp, 0); |
2539 | manual_apply (op, tmp, 0); |
|
|
2540 | |
2606 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2541 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2607 | break; |
2542 | break; |
2608 | } |
2543 | } |
2609 | else if (tmp->type == FLESH) |
2544 | else if (tmp->type == FLESH) |
2610 | flesh = tmp; |
2545 | flesh = tmp; |
2611 | } /* End if paid for object */ |
2546 | } |
2612 | } /* end of for loop */ |
|
|
2613 | |
2547 | |
2614 | /* If player is still starving, it means they don't have any food, so |
2548 | /* If player is still starving, it means they don't have any food, so |
2615 | * eat flesh instead. |
2549 | * eat flesh instead. |
2616 | */ |
2550 | */ |
2617 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2551 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2618 | { |
2552 | { |
2619 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2553 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2554 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2620 | manual_apply (op, flesh, 0); |
2555 | manual_apply (op, flesh, 0); |
2621 | } |
2556 | } |
|
|
2557 | |
|
|
2558 | // If player is still starving, alert him! |
|
|
2559 | if (op->stats.food < 0) |
|
|
2560 | op->failmsg ("You are starving! " |
|
|
2561 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2562 | } |
|
|
2563 | |
|
|
2564 | if (op->stats.food < 0) |
2622 | } |
2565 | { |
2623 | |
2566 | op->stats.hp += op->stats.food; |
2624 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2567 | op->stats.food = 0; |
2625 | op->stats.food++, op->stats.hp--; |
2568 | } |
2626 | |
2569 | |
2627 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2570 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2628 | kill_player (op); |
2571 | kill_player (op); |
2629 | } |
2572 | } |
2630 | } |
2573 | } |
… | |
… | |
2635 | * file. |
2578 | * file. |
2636 | */ |
2579 | */ |
2637 | void |
2580 | void |
2638 | kill_player (object *op) |
2581 | kill_player (object *op) |
2639 | { |
2582 | { |
|
|
2583 | int x, y; |
2640 | char buf[MAX_BUF]; |
2584 | char buf[MAX_BUF]; |
2641 | int x, y; |
|
|
2642 | |
|
|
2643 | //int i; |
|
|
2644 | maptile *map; /* this is for resurrection */ |
2585 | maptile *map; /* this is for resurrection */ |
2645 | |
|
|
2646 | /* int z; |
|
|
2647 | int num_stats_lose; |
|
|
2648 | int lost_a_stat; |
|
|
2649 | int lose_this_stat; |
|
|
2650 | int this_stat; */ |
|
|
2651 | int will_kill_again; |
2586 | int will_kill_again; |
2652 | archetype *at; |
2587 | archetype *at; |
2653 | object *tmp; |
2588 | object *tmp; |
2654 | |
2589 | |
2655 | if (save_life (op)) |
2590 | if (save_life (op)) |
2656 | return; |
2591 | return; |
2657 | |
|
|
2658 | |
2592 | |
2659 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2593 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2660 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2594 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2661 | * Look at op_on_battleground() for more info --AndreasV |
2595 | * Look at op_on_battleground() for more info --AndreasV |
2662 | */ |
2596 | */ |
… | |
… | |
2678 | { |
2612 | { |
2679 | tmp->destroy (); |
2613 | tmp->destroy (); |
2680 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2614 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2681 | } |
2615 | } |
2682 | |
2616 | |
2683 | cure_disease (op, 0); /* remove any disease */ |
2617 | cure_disease (op, 0, 0); /* remove any disease */ |
2684 | op->stats.hp = op->stats.maxhp; |
2618 | op->stats.hp = op->stats.maxhp; |
2685 | if (op->stats.food <= 0) |
2619 | if (op->stats.food <= 0) |
2686 | op->stats.food = 999; |
2620 | op->stats.food = 999; |
2687 | |
2621 | |
2688 | /* create a bodypart-trophy to make the winner happy */ |
2622 | /* create a bodypart-trophy to make the winner happy */ |
2689 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2623 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2690 | { |
2624 | { |
2691 | sprintf (buf, "%s's finger", &op->name); |
2625 | tmp->name = format ("%s's finger" , &op->name); |
2692 | tmp->name = buf; |
2626 | tmp->name_pl = format ("%s's fingers", &op->name); |
2693 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2694 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2695 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2696 | tmp->msg = buf; |
2627 | tmp->msg = format ( |
|
|
2628 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2629 | &op->name, op->contr->title, |
|
|
2630 | (int)op->level, |
|
|
2631 | op->contr->killer_name () |
|
|
2632 | ); |
2697 | tmp->value = 0, tmp->type = 0; |
2633 | tmp->value = 0, tmp->type = 0; |
2698 | tmp->materialname = "organics"; |
2634 | tmp->materialname = "organics"; |
2699 | tmp->insert_at (op, tmp); |
2635 | tmp->insert_at (op, tmp); |
2700 | } |
2636 | } |
2701 | |
2637 | |
… | |
… | |
2709 | |
2645 | |
2710 | command_kill_pets (op, 0); |
2646 | command_kill_pets (op, 0); |
2711 | |
2647 | |
2712 | if (op->stats.food < 0) |
2648 | if (op->stats.food < 0) |
2713 | { |
2649 | { |
2714 | sprintf (buf, "%s starved to death.", &op->name); |
2650 | op->contr->killer = archetype::get ("killer_starvation"); |
2715 | strcpy (op->contr->killer, "starvation"); |
2651 | op->contr->killer->destroy (); |
2716 | } |
2652 | } |
2717 | else |
|
|
2718 | sprintf (buf, "%s died.", &op->name); |
|
|
2719 | |
2653 | |
2720 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
2654 | op->contr->play_sound (sound_find ("player_dies")); |
2721 | |
2655 | |
2722 | /* save the map location for corpse, gravestone */ |
2656 | /* save the map location for corpse, gravestone */ |
2723 | x = op->x; |
2657 | x = op->x; |
2724 | y = op->y; |
2658 | y = op->y; |
2725 | map = op->map; |
2659 | map = op->map; |
… | |
… | |
2832 | lost_a_stat = 1; |
2766 | lost_a_stat = 1; |
2833 | } |
2767 | } |
2834 | } |
2768 | } |
2835 | } |
2769 | } |
2836 | } |
2770 | } |
|
|
2771 | |
2837 | /* If no stat lost, tell the player. */ |
2772 | /* If no stat lost, tell the player. */ |
2838 | if (!lost_a_stat) |
2773 | if (!lost_a_stat) |
2839 | { |
2774 | { |
2840 | /* determine_god() seems to not work sometimes... why is this? |
2775 | /* determine_god() seems to not work sometimes... why is this? |
2841 | Should I be using something else? GD */ |
2776 | Should I be using something else? GD */ |
… | |
… | |
2845 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2780 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2846 | else |
2781 | else |
2847 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2782 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2848 | } |
2783 | } |
2849 | #else |
2784 | #else |
2850 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2851 | #endif |
2786 | #endif |
2852 | |
2787 | |
2853 | /* Put a gravestone up where the character 'almost' died. List the |
2788 | /* Put a gravestone up where the character 'almost' died. List the |
2854 | * exp loss on the stone. |
2789 | * exp loss on the stone. |
2855 | */ |
2790 | */ |
2856 | tmp = arch_to_object (archetype::find ("gravestone")); |
2791 | tmp = arch_to_object (archetype::find ("gravestone")); |
2857 | sprintf (buf, "%s's gravestone", &op->name); |
2792 | tmp->name = format ("%s's gravestone", &op->name); |
2858 | tmp->name = buf; |
2793 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2859 | sprintf (buf, "%s's gravestones", &op->name); |
|
|
2860 | tmp->name_pl = buf; |
|
|
2861 | 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); |
2794 | tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); |
2862 | tmp->msg = buf; |
|
|
2863 | tmp->x = op->x, tmp->y = op->y; |
2795 | tmp->x = op->x, tmp->y = op->y; |
2864 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2796 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2865 | |
2797 | |
2866 | /**************************************/ |
2798 | /**************************************/ |
2867 | /* */ |
2799 | /* */ |
… | |
… | |
2888 | { |
2820 | { |
2889 | tmp->destroy (); |
2821 | tmp->destroy (); |
2890 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2822 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2891 | } |
2823 | } |
2892 | |
2824 | |
2893 | cure_disease (op, 0); /* remove any disease */ |
2825 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2826 | |
|
|
2827 | // remove all spell effects that are active |
|
|
2828 | // to avoid long-term effects such as word-of-recall |
|
|
2829 | for (object *item = op->inv; item; ) |
|
|
2830 | { |
|
|
2831 | object *next = item->below; |
|
|
2832 | |
|
|
2833 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2834 | item->destroy (); |
|
|
2835 | |
|
|
2836 | item = next; |
|
|
2837 | } |
2894 | |
2838 | |
2895 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2839 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2896 | apply_death_exp_penalty (op); |
2840 | apply_death_exp_penalty (op); |
|
|
2841 | |
2897 | if (op->stats.food < 100) |
2842 | if (op->stats.food < 100) |
2898 | op->stats.food = 900; |
2843 | op->stats.food = 900; |
|
|
2844 | |
2899 | op->stats.hp = op->stats.maxhp; |
2845 | op->stats.hp = op->stats.maxhp; |
2900 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2901 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2902 | |
2848 | |
2903 | /* |
2849 | /* |
2904 | * Check to see if the player has any unpaid items. If so, remove them |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2905 | * and put them back in the map. |
2851 | * and put them back in the map. |
2906 | */ |
2852 | */ |
2907 | remove_unpaid_objects (op->inv, op); |
2853 | op->drop_unpaid_items (); |
2908 | |
2854 | |
2909 | /****************************************/ |
2855 | /****************************************/ |
2910 | /* */ |
2856 | /* */ |
2911 | /* Move player to his current respawn- */ |
2857 | /* Move player to his current respawn- */ |
2912 | /* position (usually last savebed) */ |
2858 | /* position (usually last savebed) */ |
… | |
… | |
2932 | object *force; |
2878 | object *force; |
2933 | int at; |
2879 | int at; |
2934 | |
2880 | |
2935 | force = get_archetype (FORCE_NAME); |
2881 | force = get_archetype (FORCE_NAME); |
2936 | /* 50 ticks should be enough time for the spell to abate */ |
2882 | /* 50 ticks should be enough time for the spell to abate */ |
2937 | force->speed = 0.1; |
2883 | force->speed = 0.1f; |
2938 | force->speed_left = -5.0; |
2884 | force->speed_left = -5.f; |
2939 | SET_FLAG (force, FLAG_APPLIED); |
2885 | SET_FLAG (force, FLAG_APPLIED); |
2940 | for (at = 0; at < NROFATTACKS; at++) |
2886 | for (at = 0; at < NROFATTACKS; at++) |
2941 | if (will_kill_again & (1 << at)) |
2887 | if (will_kill_again & (1 << at)) |
2942 | force->resist[at] = 100; |
2888 | force->resist[at] = 100; |
2943 | |
2889 | |
… | |
… | |
2971 | |
2917 | |
2972 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2973 | { |
2919 | { |
2974 | if (tmp->nrof > 1) |
2920 | if (tmp->nrof > 1) |
2975 | { |
2921 | { |
2976 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2922 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2977 | tmp2->destroy (); |
|
|
2978 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2923 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2979 | } |
2924 | } |
2980 | else |
2925 | else |
2981 | tmp->destroy (); |
2926 | tmp->destroy (); |
2982 | } |
2927 | } |
… | |
… | |
2993 | void |
2938 | void |
2994 | fix_weight (void) |
2939 | fix_weight (void) |
2995 | { |
2940 | { |
2996 | for_all_players (pl) |
2941 | for_all_players (pl) |
2997 | { |
2942 | { |
2998 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2943 | sint32 old = pl->ob->carrying; |
2999 | |
2944 | |
3000 | if (old == sum) |
2945 | pl->ob->update_weight (); |
3001 | continue; |
2946 | |
|
|
2947 | if (old != pl->ob->carrying) |
|
|
2948 | { |
3002 | pl->ob->update_stats (); |
2949 | pl->ob->update_stats (); |
3003 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2950 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2951 | } |
3004 | } |
2952 | } |
3005 | } |
2953 | } |
3006 | |
2954 | |
3007 | void |
2955 | void |
3008 | fix_luck (void) |
2956 | fix_luck (void) |
… | |
… | |
3052 | void |
3000 | void |
3053 | make_visible (object *op) |
3001 | make_visible (object *op) |
3054 | { |
3002 | { |
3055 | op->hide = 0; |
3003 | op->hide = 0; |
3056 | op->invisible = 0; |
3004 | op->invisible = 0; |
|
|
3005 | |
3057 | if (op->type == PLAYER) |
3006 | if (op->type == PLAYER) |
3058 | { |
3007 | { |
3059 | op->contr->tmp_invis = 0; |
3008 | op->contr->tmp_invis = 0; |
3060 | op->contr->invis_race = 0; |
3009 | op->contr->invis_race = 0; |
3061 | } |
3010 | } |
… | |
… | |
3064 | } |
3013 | } |
3065 | |
3014 | |
3066 | int |
3015 | int |
3067 | is_true_undead (object *op) |
3016 | is_true_undead (object *op) |
3068 | { |
3017 | { |
3069 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3018 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3070 | return 1; |
3019 | return 1; |
3071 | |
3020 | |
3072 | return 0; |
3021 | return 0; |
3073 | } |
3022 | } |
3074 | |
3023 | |
3075 | /* look at the surrounding terrain to determine |
3024 | /* look at the surrounding terrain to determine |
3076 | * the hideability of this object. Positive levels |
3025 | * the hideability of this object. Positive levels |
3077 | * indicate greater hideability. |
3026 | * indicate greater hideability. |
3078 | */ |
3027 | */ |
3079 | |
|
|
3080 | int |
3028 | int |
3081 | hideability (object *ob) |
3029 | hideability (object *ob) |
3082 | { |
3030 | { |
3083 | int i, level = 0, mflag; |
3031 | int i, level = 0, mflag; |
3084 | sint16 x, y; |
3032 | sint16 x, y; |
… | |
… | |
3094 | * as bad as carrying a light on a pitch dark map */ |
3042 | * as bad as carrying a light on a pitch dark map */ |
3095 | if (has_carried_lights (ob)) |
3043 | if (has_carried_lights (ob)) |
3096 | level = -(10 + (2 * ob->map->darkness)); |
3044 | level = -(10 + (2 * ob->map->darkness)); |
3097 | |
3045 | |
3098 | /* scan through all nearby squares for terrain to hide in */ |
3046 | /* scan through all nearby squares for terrain to hide in */ |
3099 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3047 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3048 | i <= SIZEOFFREE1; |
|
|
3049 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3100 | { |
3050 | { |
3101 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3051 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3102 | if (mflag & P_OUT_OF_MAP) |
3052 | if (mflag & P_OUT_OF_MAP) |
3103 | { |
|
|
3104 | continue; |
3053 | continue; |
3105 | } |
3054 | |
3106 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3055 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3107 | level += 2; |
3056 | level += 2; |
3108 | else /* open terrain! */ |
3057 | else /* open terrain! */ |
3109 | level -= 1; |
3058 | level -= 1; |
3110 | } |
3059 | } |
… | |
… | |
3118 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3067 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3119 | * every time they move - as we subtract off 'invisibility' |
3068 | * every time they move - as we subtract off 'invisibility' |
3120 | * AND, for players, if they move into a ridiculously unhideable |
3069 | * AND, for players, if they move into a ridiculously unhideable |
3121 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3070 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3122 | */ |
3071 | */ |
3123 | |
|
|
3124 | void |
3072 | void |
3125 | do_hidden_move (object *op) |
3073 | do_hidden_move (object *op) |
3126 | { |
3074 | { |
3127 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3075 | int hide = 0; |
3128 | object *skop; |
|
|
3129 | |
3076 | |
3130 | if (!op || !op->map) |
3077 | if (!op || !op->map) |
3131 | return; |
3078 | return; |
3132 | |
3079 | |
3133 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3080 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
3081 | int num = random_roll (0, 19, op, PREFER_LOW); |
3134 | |
3082 | |
3135 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3083 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3136 | if (op->type == PLAYER && op->contr->run_on) |
3084 | if (op->type == PLAYER && op->contr->run_on) |
3137 | if (!skop || num >= skop->level) |
3085 | if (!skop || num >= skop->level) |
3138 | { |
3086 | { |
… | |
… | |
3148 | num -= hide; |
3096 | num -= hide; |
3149 | |
3097 | |
3150 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3098 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3151 | { |
3099 | { |
3152 | make_visible (op); |
3100 | make_visible (op); |
|
|
3101 | |
3153 | if (op->type == PLAYER) |
3102 | if (op->type == PLAYER) |
3154 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3103 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3155 | } |
3104 | } |
3156 | else if (op->type == PLAYER && skop) |
3105 | else if (op->type == PLAYER && skop) |
3157 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3106 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3210 | * object op. This function works fine for monsters, |
3159 | * object op. This function works fine for monsters, |
3211 | * but we dont worry if the object isnt the top one in |
3160 | * but we dont worry if the object isnt the top one in |
3212 | * a pile (say a coin under a table would return "viewable" |
3161 | * a pile (say a coin under a table would return "viewable" |
3213 | * by this routine). Another question, should we be |
3162 | * by this routine). Another question, should we be |
3214 | * concerned with the direction the player is looking |
3163 | * concerned with the direction the player is looking |
3215 | * in? Realistically, most of use cant see stuff behind |
3164 | * in? Realistically, most of us can't see stuff behind |
3216 | * our backs...on the other hand, does the "facing" direction |
3165 | * our backs...on the other hand, does the "facing" direction |
3217 | * imply the way your head, or body is facing? Its possible |
3166 | * imply the way your head, or body is facing? It's possible |
3218 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3167 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3219 | * -b.t. |
3168 | * -b.t. |
3220 | * This function is now map tiling safe. |
3169 | * This function is now map tiling safe. |
3221 | */ |
3170 | */ |
3222 | |
|
|
3223 | int |
3171 | int |
3224 | player_can_view (object *pl, object *op) |
3172 | player_can_view (object *pl, object *op) |
3225 | { |
3173 | { |
3226 | rv_vector rv; |
3174 | rv_vector rv; |
3227 | int dx, dy; |
3175 | int dx, dy; |
… | |
… | |
3239 | |
3187 | |
3240 | get_rangevector (pl, op, &rv, 0x1); |
3188 | get_rangevector (pl, op, &rv, 0x1); |
3241 | |
3189 | |
3242 | /* starting with the 'head' part, lets loop |
3190 | /* starting with the 'head' part, lets loop |
3243 | * through the object and find if it has any |
3191 | * through the object and find if it has any |
3244 | * part that is in the los array but isnt on |
3192 | * part that is in the los array but isn't on |
3245 | * a blocked los square. |
3193 | * a blocked los square. |
3246 | * we use the archetype to figure out offsets. |
3194 | * we use the archetype to figure out offsets. |
3247 | */ |
3195 | */ |
3248 | while (op) |
3196 | while (op) |
3249 | { |
3197 | { |
3250 | dx = rv.distance_x + op->arch->clone.x; |
3198 | dx = rv.distance_x + op->arch->x; |
3251 | dy = rv.distance_y + op->arch->clone.y; |
3199 | dy = rv.distance_y + op->arch->y; |
3252 | |
3200 | |
3253 | /* only the viewable area the player sees is updated by LOS |
3201 | /* only the viewable area the player sees is updated by LOS |
3254 | * code, so we need to restrict ourselves to that range of values |
3202 | * code, so we need to restrict ourselves to that range of values |
3255 | * for any meaningful values. |
3203 | * for any meaningful values. |
3256 | */ |
3204 | */ |
3257 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3205 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3258 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3206 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3259 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3207 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3260 | return 1; |
3208 | return 1; |
|
|
3209 | |
3261 | op = op->more; |
3210 | op = op->more; |
3262 | } |
3211 | } |
|
|
3212 | |
3263 | return 0; |
3213 | return 0; |
3264 | } |
3214 | } |
3265 | |
3215 | |
3266 | /* routine for both players and monsters. We call this when |
3216 | /* routine for both players and monsters. We call this when |
3267 | * there is a possibility for our action distrubing our hiding |
3217 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3270 | * return 0. |
3220 | * return 0. |
3271 | */ |
3221 | */ |
3272 | int |
3222 | int |
3273 | action_makes_visible (object *op) |
3223 | action_makes_visible (object *op) |
3274 | { |
3224 | { |
3275 | |
|
|
3276 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3225 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3277 | { |
3226 | { |
3278 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3227 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3279 | return 0; |
3228 | return 0; |
3280 | |
3229 | |
… | |
… | |
3286 | { |
3235 | { |
3287 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3236 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3288 | return 1; |
3237 | return 1; |
3289 | } |
3238 | } |
3290 | } |
3239 | } |
|
|
3240 | |
3291 | return 0; |
3241 | return 0; |
3292 | } |
3242 | } |
3293 | |
3243 | |
3294 | /* op_on_battleground - checks if the given object op (usually |
3244 | /* op_on_battleground - checks if the given object op (usually |
3295 | * a player) is standing on a valid battleground-tile, |
3245 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3300 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3250 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3301 | */ |
3251 | */ |
3302 | int |
3252 | int |
3303 | op_on_battleground (object *op, int *x, int *y) |
3253 | op_on_battleground (object *op, int *x, int *y) |
3304 | { |
3254 | { |
3305 | object *tmp; |
|
|
3306 | |
|
|
3307 | /* A battleground-tile needs the following attributes to be valid: |
3255 | /* A battleground-tile needs the following attributes to be valid: |
3308 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3256 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3309 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3257 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3310 | * and the exit-coordinates sp/hp must both be > 0. |
3258 | * and the exit-coordinates sp/hp must both be > 0. |
3311 | * => The intention here is to prevent abuse of the battleground- |
3259 | * => The intention here is to prevent abuse of the battleground- |
3312 | * feature (like pickable or hidden battleground tiles). */ |
3260 | * feature (like pickable or hidden battleground tiles). */ |
3313 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3261 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3314 | { |
3262 | { |
3315 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3263 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3316 | { |
3264 | { |
3317 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3265 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3318 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3266 | && tmp->type == BATTLEGROUND |
|
|
3267 | && tmp->name == shstr_battleground |
|
|
3268 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3319 | { |
3269 | { |
3320 | /*before we assign the exit, check if this is a teambattle */ |
3270 | /* before we assign the exit, check if this is a teambattle */ |
3321 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3271 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3322 | { |
3272 | { |
3323 | object *invtmp; |
|
|
3324 | |
|
|
3325 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3273 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3326 | { |
3274 | { |
3327 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3275 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3328 | { |
3276 | { |
3329 | if (x != NULL && y != NULL) |
3277 | if (x && y) |
3330 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3278 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3279 | |
3331 | return 1; |
3280 | return 1; |
3332 | } |
3281 | } |
3333 | } |
3282 | } |
3334 | } |
3283 | } |
|
|
3284 | |
3335 | if (x != NULL && y != NULL) |
3285 | if (x && y) |
3336 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3286 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3287 | |
3337 | return 1; |
3288 | return 1; |
3338 | } |
3289 | } |
3339 | } |
3290 | } |
3340 | } |
3291 | } |
|
|
3292 | |
3341 | /* If we got here, did not find a battleground */ |
3293 | /* If we got here, did not find a battleground */ |
3342 | return 0; |
3294 | return 0; |
3343 | } |
3295 | } |
3344 | |
3296 | |
3345 | /* |
3297 | /* |
… | |
… | |
3361 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3313 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3362 | int i = 0, j = 0; |
3314 | int i = 0, j = 0; |
3363 | |
3315 | |
3364 | /* get the appropriate treasurelist */ |
3316 | /* get the appropriate treasurelist */ |
3365 | if (atnr == ATNR_FIRE) |
3317 | if (atnr == ATNR_FIRE) |
3366 | trlist = treasurelist::find ("dragon_ability_fire"); |
3318 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3367 | else if (atnr == ATNR_COLD) |
3319 | else if (atnr == ATNR_COLD) |
3368 | trlist = treasurelist::find ("dragon_ability_cold"); |
3320 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3369 | else if (atnr == ATNR_ELECTRICITY) |
3321 | else if (atnr == ATNR_ELECTRICITY) |
3370 | trlist = treasurelist::find ("dragon_ability_elec"); |
3322 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3371 | else if (atnr == ATNR_POISON) |
3323 | else if (atnr == ATNR_POISON) |
3372 | trlist = treasurelist::find ("dragon_ability_poison"); |
3324 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3373 | |
3325 | |
3374 | if (trlist == NULL || who->type != PLAYER) |
3326 | if (trlist == NULL || who->type != PLAYER) |
3375 | return; |
3327 | return; |
3376 | |
3328 | |
3377 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3329 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3381 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3333 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3382 | return; |
3334 | return; |
3383 | } |
3335 | } |
3384 | |
3336 | |
3385 | /* everything seems okay - now bring on the gift: */ |
3337 | /* everything seems okay - now bring on the gift: */ |
3386 | item = &(tr->item->clone); |
3338 | item = tr->item; |
3387 | |
3339 | |
3388 | if (item->type == SPELL) |
3340 | if (item->type == SPELL) |
3389 | { |
3341 | { |
3390 | if (check_spell_known (who, item->name)) |
3342 | if (check_spell_known (who, item->name)) |
3391 | return; |
3343 | return; |
… | |
… | |
3450 | { |
3402 | { |
3451 | /* forces in the treasurelist can alter the player's stats */ |
3403 | /* forces in the treasurelist can alter the player's stats */ |
3452 | object *skin; |
3404 | object *skin; |
3453 | |
3405 | |
3454 | /* first get the dragon skin force */ |
3406 | /* first get the dragon skin force */ |
3455 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3456 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3407 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3457 | ; |
3408 | ; |
3458 | |
3409 | |
3459 | if (!skin) |
3410 | if (!skin) |
3460 | return; |
3411 | return; |
3461 | |
3412 | |
… | |
… | |
3496 | else |
3447 | else |
3497 | { |
3448 | { |
3498 | /* generate misc. treasure */ |
3449 | /* generate misc. treasure */ |
3499 | tmp = arch_to_object (tr->item); |
3450 | tmp = arch_to_object (tr->item); |
3500 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3451 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3501 | tmp = insert_ob_in_ob (tmp, who); |
3452 | who->insert (tmp); |
3502 | if (who->type == PLAYER) |
|
|
3503 | esrv_send_item (who, tmp); |
|
|
3504 | } |
3453 | } |
3505 | } |
3454 | } |
3506 | |
3455 | |
3507 | /** |
3456 | /** |
3508 | * Unready an object for a player. This function does nothing if the object was |
3457 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3537 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3486 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3538 | return 0; |
3487 | return 0; |
3539 | |
3488 | |
3540 | return 100 - blocked_los [x][y]; |
3489 | return 100 - blocked_los [x][y]; |
3541 | } |
3490 | } |
|
|
3491 | |
|
|
3492 | void |
|
|
3493 | player::infobox (const char *title, const char *msg, int color) |
|
|
3494 | { |
|
|
3495 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3496 | } |
|
|
3497 | |
|
|
3498 | void |
|
|
3499 | player::statusmsg (const char *msg, int color) |
|
|
3500 | { |
|
|
3501 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3502 | } |
|
|
3503 | |
|
|
3504 | void |
|
|
3505 | player::failmsg (const char *msg, int color) |
|
|
3506 | { |
|
|
3507 | play_sound (sound_find ("generic_failure")); |
|
|
3508 | statusmsg (msg, color); |
|
|
3509 | } |
|
|
3510 | |