1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
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26 | |
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27 | #include <algorithm> |
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28 | #include <functional> |
23 | |
29 | |
24 | #include <global.h> |
30 | #include <global.h> |
25 | #include <sproto.h> |
31 | #include <sproto.h> |
26 | #include <sounds.h> |
32 | #include <sounds.h> |
27 | #include <living.h> |
33 | #include <living.h> |
28 | #include <object.h> |
34 | #include <object.h> |
29 | #include <spells.h> |
35 | #include <spells.h> |
30 | #include <skills.h> |
36 | #include <skills.h> |
31 | |
37 | |
32 | #include <algorithm> |
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33 | #include <functional> |
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34 | |
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35 | playervec players; |
38 | playervec players; |
36 | |
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37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
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82 | while (fgets (buf, MAX_BUF, fp)) |
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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128 | |
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129 | strcpy (subject, buf + 1); |
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130 | strip_endline (subject); |
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131 | size = 0; |
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132 | news[0] = '\0'; |
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133 | } |
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134 | else |
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135 | { |
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136 | if (size + strlen (buf) >= HUGE_BUF) |
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137 | { |
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138 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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139 | break; |
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140 | } |
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141 | strncat (news + size, buf, HUGE_BUF - size); |
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142 | size += strlen (buf); |
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143 | } |
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144 | } |
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145 | |
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146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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148 | close_and_delete (fp, comp); |
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149 | } |
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150 | |
39 | |
151 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
152 | static void |
41 | static void |
153 | set_first_map (object *op) |
42 | set_first_map (object *op) |
154 | { |
43 | { |
… | |
… | |
165 | |
54 | |
166 | players.insert (this); |
55 | players.insert (this); |
167 | ob->remove (); |
56 | ob->remove (); |
168 | ob->map = 0; |
57 | ob->map = 0; |
169 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
170 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
171 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
172 | } |
61 | } |
173 | |
62 | |
174 | void |
63 | void |
175 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
187 | ob->remove (); |
76 | ob->remove (); |
188 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
189 | ob->map = 0; |
78 | ob->map = 0; |
190 | party = 0; |
79 | party = 0; |
191 | |
80 | |
192 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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193 | |
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194 | players.erase (this); |
81 | players.erase (this); |
195 | } |
82 | } |
196 | |
83 | |
197 | // connect the player with a specific client |
84 | // connect the player with a specific client |
198 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
208 | |
95 | |
209 | ns->update_look = 0; |
96 | ns->update_look = 0; |
210 | ns->look_position = 0; |
97 | ns->look_position = 0; |
211 | |
98 | |
212 | clear_los (this); |
99 | clear_los (); |
213 | |
100 | |
214 | ns->reset_stats (); |
101 | ns->reset_stats (); |
215 | |
102 | |
216 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
219 | |
106 | |
220 | ob->update_weight (); |
107 | ob->update_weight (); |
221 | link_player_skills (ob); |
108 | link_skills (); |
222 | |
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223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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224 | |
109 | |
225 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
226 | |
111 | |
227 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
228 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
229 | { |
114 | { |
230 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
231 | |
116 | |
232 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
233 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
241 | |
126 | |
242 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
243 | |
128 | |
244 | esrv_new_player (this); |
129 | esrv_new_player (this); |
245 | |
130 | |
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131 | ob->flag [FLAG_READY_WEAPON] = false; |
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132 | ob->flag [FLAG_READY_SKILL] = false; |
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133 | ob->flag [FLAG_READY_RANGE] = false; |
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134 | ob->flag [FLAG_READY_BOW] = false; |
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135 | |
246 | ob->update_stats (); |
136 | ob->update_stats (); |
247 | |
137 | |
248 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
249 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
250 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
251 | |
141 | |
252 | activate (); |
142 | activate (); |
253 | |
143 | |
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); |
144 | INVOKE_PLAYER (CONNECT, this); |
259 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
260 | } |
146 | } |
261 | |
147 | |
262 | void |
148 | void |
… | |
… | |
278 | ns->reset_stats (); |
164 | ns->reset_stats (); |
279 | ns->pl = 0; |
165 | ns->pl = 0; |
280 | ns = 0; |
166 | ns = 0; |
281 | } |
167 | } |
282 | |
168 | |
283 | observe = ob; |
169 | // this is important for the player scheduler to get the correct refcount |
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170 | // when ns = 0 |
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171 | observe = viewpoint = ob; |
284 | |
172 | |
285 | deactivate (); |
173 | deactivate (); |
286 | } |
174 | } |
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175 | |
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176 | //-GPL |
287 | |
177 | |
288 | // the need for this function can be explained |
178 | // the need for this function can be explained |
289 | // by load_object not returning the object |
179 | // by load_object not returning the object |
290 | void |
180 | void |
291 | player::set_object (object *op) |
181 | player::set_object (object *op) |
292 | { |
182 | { |
293 | ob = observe = op; |
183 | ob = observe = viewpoint = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
185 | |
296 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
297 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
298 | |
188 | |
299 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
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; |
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304 | |
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305 | for (object *op = ob->inv; op; op = op->below) |
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306 | if (op->flag [FLAG_APPLIED]) |
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307 | switch (op->type) |
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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 | |
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313 | case WAND: |
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314 | case ROD: |
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315 | case HORN: |
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316 | case BOW: |
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317 | ranged_ob = op; |
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318 | break; |
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319 | |
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320 | case WEAPON: |
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321 | combat_ob = op; |
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322 | break; |
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323 | } |
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324 | |
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325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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326 | ob->deactivate (); // change_weapon activates, fix this better |
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327 | } |
190 | } |
328 | |
191 | |
329 | void |
192 | void |
330 | player::set_observe (object *op) |
193 | player::set_observe (object *op) |
331 | { |
194 | { |
332 | observe = op ? op : ob; |
195 | observe = viewpoint = op ? op : ob; |
333 | do_los = 1; |
196 | do_los = 1; |
334 | } |
197 | } |
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198 | |
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199 | void |
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200 | player::set_viewpoint (object *op) |
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201 | { |
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202 | viewpoint = op ? op : (object *)observe; |
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203 | do_los = 1; |
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204 | } |
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205 | |
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206 | //+GPL |
335 | |
207 | |
336 | player::player () |
208 | player::player () |
337 | { |
209 | { |
338 | /* There are some elements we want initialised to non zero value - |
210 | /* There are some elements we want initialised to non zero value - |
339 | * we deal with that below this point. |
211 | * we deal with that below this point. |
… | |
… | |
345 | savebed_map = first_map_path; /* Init. respawn position */ |
217 | savebed_map = first_map_path; /* Init. respawn position */ |
346 | |
218 | |
347 | gen_sp_armour = 10; |
219 | gen_sp_armour = 10; |
348 | bowtype = bow_normal; |
220 | bowtype = bow_normal; |
349 | petmode = pet_normal; |
221 | petmode = pet_normal; |
350 | listening = 10; |
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351 | usekeys = containers; |
222 | usekeys = containers; |
352 | peaceful = 1; /* default peaceful */ |
223 | peaceful = 1; /* default peaceful */ |
353 | do_los = 1; |
224 | do_los = 1; |
354 | |
225 | |
355 | weapon_sp = 1.0f; |
226 | weapon_sp = 1.0f; |
… | |
… | |
362 | disconnect (); |
233 | disconnect (); |
363 | |
234 | |
364 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
365 | |
236 | |
366 | if (ob) |
237 | if (ob) |
367 | { |
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368 | ob->destroy_inv (false); |
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369 | ob->destroy (); |
238 | ob->destroy (); |
370 | } |
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371 | |
239 | |
372 | ob = observe = 0; |
240 | ob = observe = viewpoint = 0; |
373 | } |
241 | } |
374 | |
242 | |
375 | player::~player () |
243 | player::~player () |
376 | { |
244 | { |
377 | /* Clear item stack */ |
245 | /* Clear item stack */ |
378 | free (stack_items); |
246 | free (stack_items); |
|
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247 | } |
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248 | |
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249 | /* |
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250 | * get_player_archetype() return next player archetype from archetype |
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251 | * list. Not very efficient routine, but used only creating new players. |
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252 | * Note: there MUST be at least one player archetype! |
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253 | */ |
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254 | static archetype * |
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255 | get_player_archetype (archetype *at) |
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256 | { |
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257 | // archetypes could have been reloaded |
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258 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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259 | |
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260 | if (!nat) |
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261 | return at; |
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262 | |
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263 | archvec::iterator i = archetypes.find (nat); |
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264 | |
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265 | for (;;) |
|
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266 | { |
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267 | if (++i == archetypes.end ()) |
|
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268 | i = archetypes.begin (); |
|
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269 | else if (*i == at) |
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270 | cleanup ("not a single player archetype found"); |
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271 | |
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272 | if ((*i)->type == PLAYER) |
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273 | return *i; |
|
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274 | } |
379 | } |
275 | } |
380 | |
276 | |
381 | /* Tries to add player on the connection passed in ns. |
277 | /* Tries to add player on the connection passed in ns. |
382 | * All we can really get in this is some settings like host and display |
278 | * All we can really get in this is some settings like host and display |
383 | * mode. |
279 | * mode. |
… | |
… | |
385 | player * |
281 | player * |
386 | player::create () |
282 | player::create () |
387 | { |
283 | { |
388 | player *pl = new player; |
284 | player *pl = new player; |
389 | |
285 | |
390 | pl->set_object (arch_to_object (get_player_archetype (0))); |
286 | pl->set_object (get_player_archetype (0)->instance ()); |
391 | |
287 | |
392 | pl->ob->roll_stats (); |
288 | pl->ob->roll_stats (); |
393 | pl->ob->stats.wc = 2; |
289 | pl->ob->stats.wc = 2; |
394 | pl->ob->run_away = 25; /* Then we panick... */ |
290 | pl->ob->run_away = 25; /* Then we panick... */ |
395 | |
291 | |
396 | set_first_map (pl->ob); |
292 | set_first_map (pl->ob); |
397 | |
293 | |
398 | return pl; |
294 | return pl; |
399 | } |
|
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400 | |
|
|
401 | /* |
|
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402 | * get_player_archetype() return next player archetype from archetype |
|
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403 | * list. Not very efficient routine, but used only creating new players. |
|
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404 | * Note: there MUST be at least one player archetype! |
|
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405 | */ |
|
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406 | archetype * |
|
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407 | get_player_archetype (archetype *at) |
|
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408 | { |
|
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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); |
|
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416 | |
|
|
417 | for (;;) |
|
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418 | { |
|
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419 | if (++i == archetypes.end ()) |
|
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420 | i = archetypes.begin (); |
|
|
421 | else if (*i == at) |
|
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422 | cleanup ("not a single player archetype found"); |
|
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423 | |
|
|
424 | if ((*i)->type == PLAYER) |
|
|
425 | return *i; |
|
|
426 | } |
|
|
427 | } |
295 | } |
428 | |
296 | |
429 | object * |
297 | object * |
430 | get_nearest_player (object *mon) |
298 | get_nearest_player (object *mon) |
431 | { |
299 | { |
… | |
… | |
505 | */ |
373 | */ |
506 | int |
374 | int |
507 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
508 | { |
376 | { |
509 | rv_vector rv; |
377 | rv_vector rv; |
510 | sint16 x, y; |
|
|
511 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
512 | maptile *m, *lastmap; |
|
|
513 | |
379 | |
514 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
515 | |
381 | |
516 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
517 | return 0; |
383 | return 0; |
518 | |
384 | |
519 | x = mon->x; |
385 | mapxy pos (mon); |
520 | y = mon->y; |
|
|
521 | m = mon->map; |
|
|
522 | dir = rv.direction; |
386 | dir = rv.direction; |
523 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
524 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
525 | |
389 | |
526 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
527 | if (diff > max) |
391 | if (diff > max) |
528 | return 0; |
392 | return 0; |
529 | |
393 | |
530 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
531 | { |
395 | { |
532 | lastx = x; |
396 | mapxy lastpos = pos; |
533 | lasty = y; |
|
|
534 | lastmap = m; |
|
|
535 | x = lastx + freearr_x[dir]; |
|
|
536 | y = lasty + freearr_y[dir]; |
|
|
537 | |
397 | |
538 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
539 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
540 | |
399 | |
541 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
542 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
543 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
544 | { |
404 | { |
545 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
546 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
547 | */ |
407 | */ |
548 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
549 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
550 | { |
410 | { |
551 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
552 | * the values so it will try again. |
412 | * the values so it will try again. |
553 | */ |
413 | */ |
554 | x = lastx; |
|
|
555 | y = lasty; |
|
|
556 | m = lastmap; |
414 | pos = lastpos; |
557 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
558 | } |
416 | } |
559 | else |
417 | else |
560 | { |
418 | { |
561 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
568 | */ |
426 | */ |
569 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
570 | { |
428 | { |
571 | if (i == 0) |
429 | if (i == 0) |
572 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
573 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
574 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
575 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
576 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
577 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
579 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
580 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
581 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
582 | * moved. |
441 | * moved. |
583 | */ |
442 | */ |
584 | |
|
|
585 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
586 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
587 | m = lastmap; |
443 | pos = lastpos; |
588 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
589 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
590 | continue; |
447 | continue; |
591 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
592 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
593 | continue; |
452 | continue; |
594 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
595 | continue; |
455 | continue; |
596 | |
456 | |
597 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
598 | break; |
458 | break; |
599 | } |
459 | } |
|
|
460 | |
600 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
601 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
602 | */ |
463 | */ |
603 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
604 | return 0; |
465 | return 0; |
|
|
466 | |
605 | diff--; |
467 | diff--; |
606 | lastdir = dir; |
468 | lastdir = dir; |
607 | max--; |
469 | max--; |
608 | if (!firstdir) |
470 | if (!firstdir) |
609 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
613 | { |
475 | { |
614 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
615 | diff--; |
477 | diff--; |
616 | max--; |
478 | max--; |
617 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
618 | if (!firstdir) |
481 | if (!firstdir) |
619 | firstdir = dir; |
482 | firstdir = dir; |
620 | } |
483 | } |
621 | |
484 | |
622 | if (diff <= 1) |
485 | if (diff <= 1) |
623 | { |
486 | { |
624 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
625 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
626 | */ |
489 | */ |
627 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
628 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
629 | } |
492 | } |
630 | |
493 | |
631 | if (diff > max) |
494 | if (diff > max) |
632 | return 0; |
495 | return 0; |
… | |
… | |
650 | next = op->below; |
513 | next = op->below; |
651 | |
514 | |
652 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
654 | */ |
517 | */ |
655 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
656 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
657 | |
520 | |
658 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
659 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
660 | */ |
523 | */ |
661 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
662 | { |
525 | { |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
664 | && |
527 | && |
665 | (op->type == ARMOUR || op->type == BOOTS |
528 | (op->type == ARMOUR || op->type == BOOTS |
666 | || op->type == CLOAK || op->type == HELMET |
529 | || op->type == CLOAK || op->type == HELMET |
667 | || op->type == SHIELD || op->type == GLOVES |
530 | || op->type == SHIELD || op->type == GLOVES |
668 | || op->type == BRACERS || op->type == GIRDLE)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
670 | { |
533 | { |
671 | op->destroy (); |
534 | op->destroy (); |
672 | continue; |
535 | continue; |
673 | } |
536 | } |
674 | } |
537 | } |
675 | |
538 | |
676 | /* This really needs to be better - we should really give |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
677 | * a substitute spellbook. The problem is that we don't really |
540 | * _very_ confusing effects for players), which could for instance be |
678 | * have a good idea what to replace it with (need something like |
541 | * generated by multiple treasurelists specifying the same skills. |
679 | * a first level treasurelist for each skill.) |
|
|
680 | * remove duplicate skills also |
|
|
681 | */ |
542 | */ |
682 | if (op->type == SPELLBOOK || op->type == SKILL) |
543 | if (op->type == SKILL) |
683 | { |
544 | { |
684 | object *tmp; |
|
|
685 | |
|
|
686 | for (tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
687 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
688 | break; |
|
|
689 | |
|
|
690 | if (tmp) |
|
|
691 | { |
547 | { |
692 | op->destroy (); |
548 | op->destroy (); |
693 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
549 | break; |
694 | continue; |
|
|
695 | } |
550 | } |
696 | |
551 | |
697 | if (op->nrof > 1) |
552 | if (op->nrof > 1) |
698 | op->nrof = 1; |
553 | op->nrof = 1; |
699 | } |
554 | } |
700 | |
555 | |
701 | if (op->type == SPELLBOOK && op->inv) |
556 | if (op->type == SPELLBOOK && op->inv) |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
557 | op->inv->clr_flag (FLAG_STARTEQUIP); |
703 | |
558 | |
704 | /* Give starting characters identified, uncursed, and undamned |
559 | /* Give starting characters identified, uncursed, and undamned |
705 | * items. Just don't identify gold or silver, or it won't be |
560 | * items. Just don't identify gold or silver, or it won't be |
706 | * merged properly. |
561 | * merged properly. |
707 | */ |
562 | */ |
708 | if (need_identify (op)) |
563 | if (op->need_identify ()) |
709 | { |
564 | { |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
565 | op->set_flag (FLAG_IDENTIFIED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
566 | op->clr_flag (FLAG_CURSED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
567 | op->clr_flag (FLAG_DAMNED); |
713 | } |
568 | } |
714 | |
569 | |
715 | if (op->type == SPELL) |
570 | if (op->type == SPELL) |
716 | { |
571 | { |
717 | op->destroy (); |
572 | op->destroy (); |
718 | continue; |
573 | continue; |
719 | } |
574 | } |
720 | else if (op->type == SKILL) |
575 | else if (op->type == SKILL) |
721 | { |
576 | { |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
577 | op->set_flag (FLAG_CAN_USE_SKILL); |
723 | op->stats.exp = 0; |
578 | op->stats.exp = 0; |
724 | op->level = 1; |
579 | op->level = 1; |
725 | } |
580 | } |
726 | else /* lock all 'normal items by default */ |
581 | else /* lock all 'normal items by default */ |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
582 | op->set_flag (FLAG_INV_LOCKED); |
728 | } /* for loop of objects in player inv */ |
583 | } /* for loop of objects in player inv */ |
729 | |
584 | |
730 | /* Need to set up the skill pointers */ |
585 | /* Need to set up the skill pointers */ |
731 | link_player_skills (pl); |
586 | pl->contr->link_skills (); |
732 | } |
587 | } |
733 | |
588 | |
734 | void |
589 | void |
735 | get_party_password (object *op, partylist *party) |
590 | get_party_password (object *op, partylist *party) |
736 | { |
591 | { |
… | |
… | |
746 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
601 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
747 | } |
602 | } |
748 | |
603 | |
749 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
604 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
750 | static int |
605 | static int |
751 | roll_stat (void) |
606 | roll_stat () |
752 | { |
607 | { |
753 | int a[4], i, j, k; |
608 | int a[4], i, j, k; |
754 | |
609 | |
755 | for (i = 0; i < 4; i++) |
610 | for (i = 0; i < 4; i++) |
756 | a[i] = (int) rndm (6) + 1; |
611 | a[i] = rndm (1, 6); |
757 | |
612 | |
758 | for (i = 0, j = 0, k = 7; i < 4; i++) |
613 | for (i = 0, j = 0, k = 7; i < 4; i++) |
759 | if (a[i] < k) |
614 | if (a[i] < k) |
760 | k = a[i], j = i; |
615 | k = a[i], j = i; |
761 | |
616 | |
… | |
… | |
853 | player::chargen_race_done () |
708 | player::chargen_race_done () |
854 | { |
709 | { |
855 | /* this must before then initial items are given */ |
710 | /* this must before then initial items are given */ |
856 | esrv_new_player (ob->contr); |
711 | esrv_new_player (ob->contr); |
857 | |
712 | |
858 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
713 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
859 | if (tl) |
714 | if (tl) |
860 | create_treasure (tl, ob, 0, 0, 0); |
715 | create_treasure (tl, ob, 0, 0, 0); |
861 | |
716 | |
862 | INVOKE_PLAYER (BIRTH, ob->contr); |
717 | INVOKE_PLAYER (BIRTH, ob->contr); |
863 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
864 | |
718 | |
865 | ob->contr->ns->state = ST_PLAYING; |
719 | ob->contr->ns->state = ST_PLAYING; |
866 | |
720 | |
867 | if (ob->msg) |
721 | if (ob->msg) |
868 | ob->msg = 0; |
722 | ob->msg = 0; |
869 | |
723 | |
870 | start_info (ob); |
724 | start_info (ob); |
871 | CLEAR_FLAG (ob, FLAG_WIZ); |
725 | ob->clr_flag (FLAG_WIZ); |
872 | give_initial_items (ob, ob->randomitems); |
726 | give_initial_items (ob, ob->randomitems); |
873 | link_player_skills (ob); |
|
|
874 | esrv_send_inventory (ob, ob); |
727 | esrv_send_inventory (ob, ob); |
875 | ob->update_stats (); |
728 | ob->update_stats (); |
876 | |
729 | |
877 | /* This moves the player to a different start map, if there |
730 | /* This moves the player to a different start map, if there |
878 | * is one for this race |
731 | * is one for this race |
… | |
… | |
917 | ob->stats.hp = ob->stats.maxhp; |
770 | ob->stats.hp = ob->stats.maxhp; |
918 | ob->stats.sp = ob->stats.maxsp; |
771 | ob->stats.sp = ob->stats.maxsp; |
919 | ob->stats.grace = 0; |
772 | ob->stats.grace = 0; |
920 | } |
773 | } |
921 | |
774 | |
922 | void |
775 | static void |
923 | flee_player (object *op) |
776 | flee_player (object *op) |
924 | { |
777 | { |
925 | int dir, diff; |
778 | int dir, diff; |
926 | rv_vector rv; |
779 | rv_vector rv; |
927 | |
780 | |
928 | if (op->stats.hp < 0) |
781 | if (op->stats.hp < 0) |
929 | { |
782 | { |
930 | LOG (llevDebug, "Fleeing player is dead.\n"); |
783 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | CLEAR_FLAG (op, FLAG_SCARED); |
784 | op->clr_flag (FLAG_SCARED); |
932 | return; |
785 | return; |
933 | } |
786 | } |
934 | |
787 | |
935 | if (op->enemy == NULL) |
788 | if (!op->enemy) |
936 | { |
789 | { |
937 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
790 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | CLEAR_FLAG (op, FLAG_SCARED); |
791 | op->clr_flag (FLAG_SCARED); |
939 | return; |
792 | return; |
940 | } |
793 | } |
941 | |
794 | |
942 | /* Seen some crashes here. Since we don't store an |
795 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
943 | * op->enemy_count, it is possible that something destroys the |
|
|
944 | * actual enemy, and the object is recycled. |
|
|
945 | */ |
|
|
946 | if (op->enemy->map == NULL) |
|
|
947 | { |
796 | { |
948 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
949 | op->enemy = NULL; |
797 | op->enemy = NULL; |
950 | return; |
798 | op->clr_flag (FLAG_SCARED); |
951 | } |
|
|
952 | |
|
|
953 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
954 | { |
|
|
955 | op->enemy = NULL; |
|
|
956 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
957 | return; |
799 | return; |
958 | } |
800 | } |
959 | |
801 | |
960 | get_rangevector (op, op->enemy, &rv, 0); |
802 | get_rangevector (op, op->enemy, &rv, 0); |
961 | |
803 | |
962 | dir = absdir (4 + rv.direction); |
804 | dir = absdir (4 + rv.direction); |
963 | for (diff = 0; diff < 3; diff++) |
805 | for (diff = 0; diff < 3; diff++) |
964 | { |
806 | { |
965 | int m = 1 - (RANDOM () & 2); |
807 | int m = 1 - rndm (2) * 2; |
966 | |
808 | |
967 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
809 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
968 | return; |
810 | return; |
969 | } |
811 | } |
970 | |
812 | |
971 | /* Cornered, get rid of scared */ |
813 | /* Cornered, get rid of scared */ |
972 | CLEAR_FLAG (op, FLAG_SCARED); |
814 | op->clr_flag (FLAG_SCARED); |
973 | op->enemy = NULL; |
815 | op->enemy = NULL; |
974 | } |
816 | } |
975 | |
817 | |
976 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
818 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
977 | * It returns 1 if the player should keep on moving, 0 if he should |
819 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
981 | check_pick (object *op) |
823 | check_pick (object *op) |
982 | { |
824 | { |
983 | object *tmp, *next; |
825 | object *tmp, *next; |
984 | int stop = 0; |
826 | int stop = 0; |
985 | int wvratio; |
827 | int wvratio; |
986 | char putstring[128]; |
|
|
987 | |
828 | |
988 | /* if you're flying, you cna't pick up anything */ |
829 | /* if you're flying, you can't pick up anything */ |
989 | if (op->move_type & MOVE_FLYING) |
830 | if (op->move_type & MOVE_FLYING) |
990 | return 1; |
831 | return 1; |
991 | |
832 | |
992 | next = op->below; |
833 | next = op->below; |
993 | |
834 | |
994 | int cnt = MAX_ITEM_PER_DROP; |
835 | int cnt = MAX_ITEM_PER_ACTION; |
995 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
836 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
996 | |
837 | |
997 | /* loop while there are items on the floor that are not marked as |
838 | /* loop while there are items on the floor that are not marked as |
998 | * destroyed */ |
839 | * destroyed */ |
999 | while (next && !next->destroyed ()) |
840 | while (next && !next->destroyed ()) |
… | |
… | |
1015 | |
856 | |
1016 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
857 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1017 | { |
858 | { |
1018 | if (item_matched_string (op, tmp, op->contr->search_str)) |
859 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1019 | CHK_PICK_PICKUP; |
860 | CHK_PICK_PICKUP; |
|
|
861 | |
1020 | continue; |
862 | continue; |
1021 | } |
863 | } |
1022 | |
864 | |
1023 | /* high not bit set? We're using the old autopickup model */ |
865 | /* pickup handling */ |
|
|
866 | if (op->contr->mode & PU_DEBUG) |
|
|
867 | { |
|
|
868 | /* some debugging code to figure out item information */ |
|
|
869 | const char *str = tmp->name |
|
|
870 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
871 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
872 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
873 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
874 | |
|
|
875 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
876 | } |
|
|
877 | |
|
|
878 | if (op->contr->mode & PU_INHIBIT) |
|
|
879 | return 1; |
|
|
880 | |
|
|
881 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
882 | return 1; |
|
|
883 | |
|
|
884 | /* philosophy: |
|
|
885 | * It's easy to grab an item type from a pile, as long as it's |
|
|
886 | * generic. This takes no game-time. For more detailed pickups |
|
|
887 | * and selections, select-items should be used. This is a |
|
|
888 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
889 | * example. |
|
|
890 | * The drawback: right now it has no frontend, so you need to |
|
|
891 | * stick the bits you want into a calculator in hex mode and then |
|
|
892 | * convert to decimal and then 'pickup <#> |
|
|
893 | */ |
|
|
894 | |
|
|
895 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
896 | * STOP then we stop. All the rest are applied sequentially, |
|
|
897 | * meaning if any test passes, the item gets picked up. */ |
|
|
898 | |
|
|
899 | /* if mode is set to pick nothing up, return */ |
|
|
900 | if (op->contr->mode == PU_NOTHING) |
|
|
901 | return 1; |
|
|
902 | |
|
|
903 | /* if mode is set to stop when encountering objects, return */ |
|
|
904 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
905 | * anything up */ |
|
|
906 | if (op->contr->mode & PU_STOP) |
|
|
907 | return 0; |
|
|
908 | |
|
|
909 | /* useful for going into stores and not losing your settings... */ |
|
|
910 | /* and for battles wher you don't want to get loaded down while |
|
|
911 | * fighting */ |
|
|
912 | if (op->contr->mode & PU_INHIBIT) |
|
|
913 | return 1; |
|
|
914 | |
|
|
915 | /* prevent us from turning into auto-thieves :) */ |
|
|
916 | if (tmp->flag [FLAG_UNPAID]) |
|
|
917 | continue; |
|
|
918 | |
|
|
919 | /* ignore known cursed objects */ |
|
|
920 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
921 | continue; |
|
|
922 | |
|
|
923 | /* all food and drink if desired */ |
|
|
924 | /* question: don't pick up known-poisonous stuff? */ |
1024 | if (!(op->contr->mode & PU_NEWMODE)) |
925 | if (op->contr->mode & PU_FOOD) |
|
|
926 | if (tmp->type == FOOD) |
1025 | { |
927 | { |
1026 | switch (op->contr->mode) |
928 | CHK_PICK_PICKUP; |
|
|
929 | continue; |
|
|
930 | } |
|
|
931 | |
|
|
932 | if (op->contr->mode & PU_DRINK) |
|
|
933 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
934 | { |
|
|
935 | CHK_PICK_PICKUP; |
|
|
936 | continue; |
|
|
937 | } |
|
|
938 | |
|
|
939 | if (op->contr->mode & PU_POTION) |
|
|
940 | if (tmp->type == POTION) |
|
|
941 | { |
|
|
942 | CHK_PICK_PICKUP; |
|
|
943 | continue; |
|
|
944 | } |
|
|
945 | |
|
|
946 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
947 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
948 | if (tmp->type == SPELLBOOK) |
|
|
949 | { |
|
|
950 | CHK_PICK_PICKUP; |
|
|
951 | continue; |
|
|
952 | } |
|
|
953 | |
|
|
954 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
955 | if (tmp->type == SKILLSCROLL) |
|
|
956 | { |
|
|
957 | CHK_PICK_PICKUP; |
|
|
958 | continue; |
|
|
959 | } |
|
|
960 | |
|
|
961 | if (op->contr->mode & PU_READABLES) |
|
|
962 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
963 | { |
|
|
964 | CHK_PICK_PICKUP; |
|
|
965 | continue; |
|
|
966 | } |
|
|
967 | |
|
|
968 | /* wands/staves/rods/horns */ |
|
|
969 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
970 | if (tmp->type == WAND |
|
|
971 | || tmp->type == ROD |
|
|
972 | || tmp->type == HORN |
|
|
973 | || tmp->type == POWER_CRYSTAL) |
|
|
974 | { |
|
|
975 | CHK_PICK_PICKUP; |
|
|
976 | continue; |
|
|
977 | } |
|
|
978 | |
|
|
979 | /* pick up all magical items */ |
|
|
980 | if (op->contr->mode & PU_MAGICAL) |
|
|
981 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
982 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
983 | { |
|
|
984 | CHK_PICK_PICKUP; |
|
|
985 | continue; |
|
|
986 | } |
|
|
987 | |
|
|
988 | if (op->contr->mode & PU_VALUABLES) |
|
|
989 | { |
|
|
990 | if (tmp->type == MONEY || tmp->type == GEM) |
1027 | { |
991 | { |
1028 | case 0: |
|
|
1029 | return 1; /* don't pick up */ |
|
|
1030 | case 1: |
|
|
1031 | CHK_PICK_PICKUP; |
992 | CHK_PICK_PICKUP; |
1032 | return 1; |
993 | continue; |
1033 | case 2: |
|
|
1034 | CHK_PICK_PICKUP; |
|
|
1035 | return 0; |
|
|
1036 | case 3: |
|
|
1037 | return 0; /* stop before pickup */ |
|
|
1038 | case 4: |
|
|
1039 | CHK_PICK_PICKUP; |
|
|
1040 | break; |
|
|
1041 | case 5: |
|
|
1042 | CHK_PICK_PICKUP; |
|
|
1043 | stop = 1; |
|
|
1044 | break; |
|
|
1045 | case 6: |
|
|
1046 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1047 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1048 | CHK_PICK_PICKUP; |
|
|
1049 | break; |
|
|
1050 | |
|
|
1051 | case 7: |
|
|
1052 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1053 | CHK_PICK_PICKUP; |
|
|
1054 | break; |
|
|
1055 | |
|
|
1056 | default: |
|
|
1057 | /* use value density */ |
|
|
1058 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1059 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1060 | CHK_PICK_PICKUP; |
|
|
1061 | } |
994 | } |
1062 | } |
995 | } |
1063 | else |
996 | |
1064 | { /* old model */ |
997 | /* rings & amulets - talismans seems to be typed AMULET */ |
1065 | /* NEW pickup handling */ |
|
|
1066 | if (op->contr->mode & PU_DEBUG) |
998 | if (op->contr->mode & PU_JEWELS) |
|
|
999 | if (tmp->type == RING |
|
|
1000 | || tmp->type == AMULET |
|
|
1001 | || tmp->type == GIRDLE |
|
|
1002 | || tmp->type == SKILL_TOOL) |
1067 | { |
1003 | { |
1068 | /* some debugging code to figure out item information */ |
1004 | CHK_PICK_PICKUP; |
1069 | if (tmp->name != NULL) |
|
|
1070 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1071 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1072 | else |
|
|
1073 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1074 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1075 | |
|
|
1076 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1077 | } |
|
|
1078 | |
|
|
1079 | /* philosophy: |
|
|
1080 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1081 | * generic. This takes no game-time. For more detailed pickups |
|
|
1082 | * and selections, select-items should be used. This is a |
|
|
1083 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1084 | * example. |
|
|
1085 | * The drawback: right now it has no frontend, so you need to |
|
|
1086 | * stick the bits you want into a calculator in hex mode and then |
|
|
1087 | * convert to decimal and then 'pickup <#> |
|
|
1088 | */ |
|
|
1089 | |
|
|
1090 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1091 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1092 | * meaning if any test passes, the item gets picked up. */ |
|
|
1093 | |
|
|
1094 | /* if mode is set to pick nothing up, return */ |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_NOTHING) |
|
|
1097 | return 1; |
|
|
1098 | |
|
|
1099 | /* if mode is set to stop when encountering objects, return */ |
|
|
1100 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1101 | * anything up */ |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_STOP) |
|
|
1104 | return 0; |
|
|
1105 | |
|
|
1106 | /* useful for going into stores and not losing your settings... */ |
|
|
1107 | /* and for battles wher you don't want to get loaded down while |
|
|
1108 | * fighting */ |
|
|
1109 | if (op->contr->mode & PU_INHIBIT) |
|
|
1110 | return 1; |
|
|
1111 | |
|
|
1112 | /* prevent us from turning into auto-thieves :) */ |
|
|
1113 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1114 | continue; |
1005 | continue; |
|
|
1006 | } |
1115 | |
1007 | |
1116 | /* ignore known cursed objects */ |
1008 | /* we don't forget dragon food */ |
1117 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1009 | if (op->contr->mode & PU_FLESH) |
|
|
1010 | if (tmp->type == FLESH) |
|
|
1011 | { |
|
|
1012 | CHK_PICK_PICKUP; |
1118 | continue; |
1013 | continue; |
|
|
1014 | } |
1119 | |
1015 | |
1120 | /* all food and drink if desired */ |
1016 | /* bows and arrows. Bows are good for selling! */ |
1121 | /* question: don't pick up known-poisonous stuff? */ |
1017 | if (op->contr->mode & PU_BOW) |
|
|
1018 | if (tmp->type == BOW) |
|
|
1019 | { |
|
|
1020 | CHK_PICK_PICKUP; |
|
|
1021 | continue; |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | if (op->contr->mode & PU_ARROW) |
|
|
1025 | if (tmp->type == ARROW) |
|
|
1026 | { |
|
|
1027 | CHK_PICK_PICKUP; |
|
|
1028 | continue; |
|
|
1029 | } |
|
|
1030 | |
|
|
1031 | /* all kinds of armor etc. */ |
|
|
1032 | if (op->contr->mode & PU_ARMOUR) |
|
|
1033 | if (tmp->type == ARMOUR) |
|
|
1034 | { |
|
|
1035 | CHK_PICK_PICKUP; |
|
|
1036 | continue; |
|
|
1037 | } |
|
|
1038 | |
|
|
1039 | if (op->contr->mode & PU_HELMET) |
|
|
1040 | if (tmp->type == HELMET) |
|
|
1041 | { |
|
|
1042 | CHK_PICK_PICKUP; |
|
|
1043 | continue; |
|
|
1044 | } |
|
|
1045 | |
|
|
1046 | if (op->contr->mode & PU_SHIELD) |
|
|
1047 | if (tmp->type == SHIELD) |
|
|
1048 | { |
|
|
1049 | CHK_PICK_PICKUP; |
|
|
1050 | continue; |
|
|
1051 | } |
|
|
1052 | |
1122 | if (op->contr->mode & PU_FOOD) |
1053 | if (op->contr->mode & PU_BOOTS) |
1123 | if (tmp->type == FOOD) |
1054 | if (tmp->type == BOOTS) |
|
|
1055 | { |
|
|
1056 | CHK_PICK_PICKUP; |
|
|
1057 | continue; |
|
|
1058 | } |
|
|
1059 | |
|
|
1060 | if (op->contr->mode & PU_GLOVES) |
|
|
1061 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1062 | { |
|
|
1063 | CHK_PICK_PICKUP; |
|
|
1064 | continue; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | if (op->contr->mode & PU_CLOAK) |
|
|
1068 | if (tmp->type == CLOAK) |
|
|
1069 | { |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | /* hoping to catch throwing daggers here */ |
|
|
1075 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1076 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | /* careful: chairs and tables are weapons! */ |
|
|
1083 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1084 | { |
|
|
1085 | if (tmp->type == WEAPON) |
|
|
1086 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1124 | { |
1087 | { |
1125 | CHK_PICK_PICKUP; |
1088 | CHK_PICK_PICKUP; |
1126 | continue; |
1089 | continue; |
1127 | } |
1090 | } |
|
|
1091 | } |
1128 | |
1092 | |
|
|
1093 | /* misc stuff that's useful */ |
1129 | if (op->contr->mode & PU_DRINK) |
1094 | if (op->contr->mode & PU_KEY) |
1130 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1095 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1131 | { |
1096 | { |
1132 | CHK_PICK_PICKUP; |
1097 | CHK_PICK_PICKUP; |
1133 | continue; |
1098 | continue; |
1134 | } |
1099 | } |
1135 | |
1100 | |
|
|
1101 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1102 | * pickups */ |
1136 | if (op->contr->mode & PU_POTION) |
1103 | if (op->contr->mode & PU_RATIO) |
1137 | if (tmp->type == POTION) |
1104 | { |
|
|
1105 | /* use value density to decide what else to grab */ |
|
|
1106 | /* >=7 was >= op->contr->mode */ |
|
|
1107 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1138 | { |
1108 | */ |
1139 | CHK_PICK_PICKUP; |
|
|
1140 | continue; |
|
|
1141 | } |
|
|
1142 | |
|
|
1143 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1144 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1145 | if (tmp->type == SPELLBOOK) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
|
|
1148 | continue; |
|
|
1149 | } |
|
|
1150 | |
|
|
1151 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1152 | if (tmp->type == SKILLSCROLL) |
|
|
1153 | { |
|
|
1154 | CHK_PICK_PICKUP; |
|
|
1155 | continue; |
|
|
1156 | } |
|
|
1157 | |
|
|
1158 | if (op->contr->mode & PU_READABLES) |
|
|
1159 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1160 | { |
|
|
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | /* wands/staves/rods/horns */ |
|
|
1166 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1167 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1168 | { |
|
|
1169 | CHK_PICK_PICKUP; |
|
|
1170 | continue; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | /* pick up all magical items */ |
|
|
1174 | if (op->contr->mode & PU_MAGICAL) |
1109 | wvratio = op->contr->mode & PU_RATIO; |
1175 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1110 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_VALUABLES) |
|
|
1182 | { |
1111 | { |
1183 | if (tmp->type == MONEY || tmp->type == GEM) |
1112 | #if 0 |
|
|
1113 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1114 | if (tmp->name != NULL) |
1184 | { |
1115 | { |
1185 | CHK_PICK_PICKUP; |
1116 | fprintf (stderr, "%s", tmp->name); |
1186 | continue; |
|
|
1187 | } |
1117 | } |
1188 | } |
|
|
1189 | |
|
|
1190 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1191 | if (op->contr->mode & PU_JEWELS) |
|
|
1192 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1193 | { |
|
|
1194 | CHK_PICK_PICKUP; |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | /* we don't forget dragon food */ |
|
|
1199 | if (op->contr->mode & PU_FLESH) |
|
|
1200 | if (tmp->type == FLESH) |
|
|
1201 | { |
|
|
1202 | CHK_PICK_PICKUP; |
|
|
1203 | continue; |
|
|
1204 | } |
|
|
1205 | |
|
|
1206 | /* bows and arrows. Bows are good for selling! */ |
|
|
1207 | if (op->contr->mode & PU_BOW) |
|
|
1208 | if (tmp->type == BOW) |
|
|
1209 | { |
|
|
1210 | CHK_PICK_PICKUP; |
|
|
1211 | continue; |
|
|
1212 | } |
|
|
1213 | |
|
|
1214 | if (op->contr->mode & PU_ARROW) |
|
|
1215 | if (tmp->type == ARROW) |
|
|
1216 | { |
|
|
1217 | CHK_PICK_PICKUP; |
|
|
1218 | continue; |
|
|
1219 | } |
|
|
1220 | |
|
|
1221 | /* all kinds of armor etc. */ |
|
|
1222 | if (op->contr->mode & PU_ARMOUR) |
|
|
1223 | if (tmp->type == ARMOUR) |
|
|
1224 | { |
|
|
1225 | CHK_PICK_PICKUP; |
|
|
1226 | continue; |
|
|
1227 | } |
|
|
1228 | |
|
|
1229 | if (op->contr->mode & PU_HELMET) |
|
|
1230 | if (tmp->type == HELMET) |
|
|
1231 | { |
|
|
1232 | CHK_PICK_PICKUP; |
|
|
1233 | continue; |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (op->contr->mode & PU_SHIELD) |
|
|
1237 | if (tmp->type == SHIELD) |
|
|
1238 | { |
|
|
1239 | CHK_PICK_PICKUP; |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if (op->contr->mode & PU_BOOTS) |
|
|
1244 | if (tmp->type == BOOTS) |
|
|
1245 | { |
|
|
1246 | CHK_PICK_PICKUP; |
|
|
1247 | continue; |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | if (op->contr->mode & PU_GLOVES) |
|
|
1251 | if (tmp->type == GLOVES) |
|
|
1252 | { |
|
|
1253 | CHK_PICK_PICKUP; |
|
|
1254 | continue; |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | if (op->contr->mode & PU_CLOAK) |
|
|
1258 | if (tmp->type == CLOAK) |
|
|
1259 | { |
|
|
1260 | CHK_PICK_PICKUP; |
|
|
1261 | continue; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | /* hoping to catch throwing daggers here */ |
|
|
1265 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1266 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1267 | { |
|
|
1268 | CHK_PICK_PICKUP; |
|
|
1269 | continue; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | /* careful: chairs and tables are weapons! */ |
|
|
1273 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1274 | { |
|
|
1275 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1276 | { |
|
|
1277 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1278 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1279 | { |
|
|
1280 | CHK_PICK_PICKUP; |
|
|
1281 | continue; |
|
|
1282 | } |
|
|
1283 | } |
|
|
1284 | |
|
|
1285 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1286 | { |
|
|
1287 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1288 | { |
|
|
1289 | CHK_PICK_PICKUP; |
|
|
1290 | continue; |
|
|
1291 | } |
|
|
1292 | } |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | /* misc stuff that's useful */ |
|
|
1296 | if (op->contr->mode & PU_KEY) |
|
|
1297 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1298 | { |
|
|
1299 | CHK_PICK_PICKUP; |
|
|
1300 | continue; |
|
|
1301 | } |
|
|
1302 | |
|
|
1303 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1304 | * pickups */ |
|
|
1305 | if (op->contr->mode & PU_RATIO) |
|
|
1306 | { |
|
|
1307 | /* use value density to decide what else to grab */ |
|
|
1308 | /* >=7 was >= op->contr->mode */ |
|
|
1309 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1310 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1311 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1312 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1313 | { |
|
|
1314 | CHK_PICK_PICKUP; |
|
|
1315 | #if 0 |
|
|
1316 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1317 | if (tmp->name != NULL) |
|
|
1318 | { |
|
|
1319 | fprintf (stderr, "%s", tmp->name); |
|
|
1320 | } |
|
|
1321 | else |
1118 | else |
1322 | fprintf (stderr, "%s", tmp->arch->archname); |
1119 | fprintf (stderr, "%s", tmp->arch->archname); |
1323 | fprintf (stderr, ",%d] = ", tmp->type); |
1120 | fprintf (stderr, ",%d] = ", tmp->type); |
1324 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1121 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1325 | #endif |
1122 | #endif |
|
|
1123 | CHK_PICK_PICKUP; |
1326 | continue; |
1124 | continue; |
1327 | } |
|
|
1328 | } |
1125 | } |
1329 | } /* the new pickup model */ |
1126 | } /* the new pickup model */ |
1330 | } |
1127 | } |
1331 | |
1128 | |
1332 | return !stop; |
1129 | return !stop; |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | /* routine for both players and monsters. We call this when |
|
|
1133 | * there is a possibility for our action distrubing our hiding |
|
|
1134 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1135 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1136 | * return 0. |
|
|
1137 | */ |
|
|
1138 | static int |
|
|
1139 | action_makes_visible (object *op) |
|
|
1140 | { |
|
|
1141 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1142 | { |
|
|
1143 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1144 | { |
|
|
1145 | // artefact invisibility is permanent, but we still make noise |
|
|
1146 | // this is important for game-balance. |
|
|
1147 | if (op->contr) |
|
|
1148 | op->make_noise (); |
|
|
1149 | |
|
|
1150 | return 0; |
|
|
1151 | } |
|
|
1152 | |
|
|
1153 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1154 | return 0; |
|
|
1155 | |
|
|
1156 | /* If monsters, they should become visible */ |
|
|
1157 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1158 | { |
|
|
1159 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1160 | return 1; |
|
|
1161 | } |
|
|
1162 | } |
|
|
1163 | |
|
|
1164 | return 0; |
1333 | } |
1165 | } |
1334 | |
1166 | |
1335 | /* |
1167 | /* |
1336 | * Find an arrow in the inventory and after that |
1168 | * Find an arrow in the inventory and after that |
1337 | * in the right type container (quiver). Pointer to the |
1169 | * in the right type container (quiver). Pointer to the |
1338 | * found object is returned. |
1170 | * found object is returned. |
1339 | */ |
1171 | */ |
1340 | object * |
1172 | static object * |
1341 | find_arrow (object *op, const char *type) |
1173 | find_arrow (object *op, const char *type) |
1342 | { |
1174 | { |
1343 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1175 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1344 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1176 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1345 | return splay (tmp); |
1177 | return splay (tmp); |
1346 | |
1178 | |
1347 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1179 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1348 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1180 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1349 | if (object *arrow = find_arrow (tmp, type)) |
1181 | if (object *arrow = find_arrow (tmp, type)) |
1350 | { |
1182 | { |
1351 | splay (tmp); |
1183 | splay (tmp); |
1352 | return arrow; |
1184 | return arrow; |
1353 | } |
1185 | } |
… | |
… | |
1359 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1191 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1360 | * against the target. A full test is not performed, simply a basic test |
1192 | * against the target. A full test is not performed, simply a basic test |
1361 | * of resistances. The archer is making a quick guess at what he sees down |
1193 | * of resistances. The archer is making a quick guess at what he sees down |
1362 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1194 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1363 | */ |
1195 | */ |
1364 | object * |
1196 | static object * |
1365 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1197 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1366 | { |
1198 | { |
1367 | object *tmp = NULL, *arrow, *ntmp; |
1199 | object *tmp = NULL, *arrow, *ntmp; |
1368 | int attacknum, attacktype, betterby = 0, i; |
1200 | int attacknum, attacktype, betterby = 0, i; |
1369 | |
1201 | |
1370 | if (!type) |
1202 | if (!type) |
1371 | return NULL; |
1203 | return NULL; |
1372 | |
1204 | |
1373 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1205 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1374 | { |
1206 | { |
1375 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1207 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1376 | { |
1208 | { |
1377 | i = 0; |
1209 | i = 0; |
1378 | ntmp = find_better_arrow (arrow, target, type, &i); |
1210 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1211 | |
1379 | if (i > betterby) |
1212 | if (i > betterby) |
1380 | { |
1213 | { |
1381 | tmp = ntmp; |
1214 | tmp = ntmp; |
1382 | betterby = i; |
1215 | betterby = i; |
1383 | } |
1216 | } |
1384 | } |
1217 | } |
1385 | else if (arrow->type == ARROW && arrow->race == type) |
1218 | else if (arrow->type == ARROW && arrow->race == type) |
1386 | { |
1219 | { |
1387 | /* allways prefer assasination/slaying */ |
1220 | /* allways prefer assasination/slaying */ |
1388 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1221 | if (target->race && arrow->slaying.contains (target->race)) |
1389 | { |
1222 | { |
1390 | if (arrow->attacktype & AT_DEATH) |
1223 | if (arrow->attacktype & AT_DEATH) |
1391 | { |
1224 | { |
1392 | *better = 100; |
1225 | *better = 100; |
1393 | return arrow; |
1226 | return arrow; |
… | |
… | |
1408 | { |
1241 | { |
1409 | tmp = arrow; |
1242 | tmp = arrow; |
1410 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1243 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1411 | } |
1244 | } |
1412 | } |
1245 | } |
|
|
1246 | |
1413 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1247 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1414 | { |
1248 | { |
1415 | tmp = arrow; |
1249 | tmp = arrow; |
1416 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1250 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1417 | } |
1251 | } |
|
|
1252 | |
1418 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1253 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1419 | { |
1254 | { |
1420 | tmp = arrow; |
1255 | tmp = arrow; |
1421 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1256 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1422 | } |
1257 | } |
… | |
… | |
1435 | * find_better_arrow to find a decent arrow to use. |
1270 | * find_better_arrow to find a decent arrow to use. |
1436 | * op = the shooter |
1271 | * op = the shooter |
1437 | * type = bow->race |
1272 | * type = bow->race |
1438 | * dir = fire direction |
1273 | * dir = fire direction |
1439 | */ |
1274 | */ |
1440 | object * |
1275 | static object * |
1441 | pick_arrow_target (object *op, const char *type, int dir) |
1276 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1442 | { |
1277 | { |
1443 | object *tmp = NULL; |
1278 | object *tmp = NULL; |
1444 | maptile *m; |
1279 | maptile *m; |
1445 | int i, mflags, found, number; |
1280 | int i, mflags, found, number; |
1446 | sint16 x, y; |
1281 | sint16 x, y; |
… | |
… | |
1461 | for (i = 0, found = 0; i < 20; i++) |
1296 | for (i = 0, found = 0; i < 20; i++) |
1462 | { |
1297 | { |
1463 | x += freearr_x[dir]; |
1298 | x += freearr_x[dir]; |
1464 | y += freearr_y[dir]; |
1299 | y += freearr_y[dir]; |
1465 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1300 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1301 | |
1466 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1302 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1467 | { |
1303 | { |
1468 | tmp = NULL; |
1304 | tmp = 0; |
1469 | break; |
1305 | break; |
1470 | } |
1306 | } |
1471 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1307 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1472 | { |
1308 | { |
1473 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1309 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1474 | * perhaps a bad assumption. |
1310 | * perhaps a bad assumption. |
1475 | */ |
1311 | */ |
1476 | tmp = NULL; |
1312 | tmp = 0; |
1477 | break; |
1313 | break; |
1478 | } |
1314 | } |
|
|
1315 | |
1479 | if (mflags & P_IS_ALIVE) |
1316 | if (mflags & P_IS_ALIVE) |
1480 | { |
|
|
1481 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1317 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1482 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1318 | if (tmp->flag [FLAG_ALIVE]) |
1483 | { |
|
|
1484 | found++; |
|
|
1485 | break; |
|
|
1486 | } |
|
|
1487 | if (found) |
|
|
1488 | break; |
1319 | break; |
1489 | } |
|
|
1490 | } |
1320 | } |
1491 | if (tmp == NULL) |
1321 | |
|
|
1322 | if (!tmp) |
1492 | return find_arrow (op, type); |
1323 | return find_arrow (op, type); |
1493 | |
1324 | |
1494 | if (tmp->head) |
1325 | if (tmp->head) |
1495 | tmp = tmp->head; |
1326 | tmp = tmp->head; |
1496 | |
1327 | |
… | |
… | |
1536 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1367 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1537 | return 0; |
1368 | return 0; |
1538 | } |
1369 | } |
1539 | |
1370 | |
1540 | // optimisation: move object to top so we will find it quickly again |
1371 | // optimisation: move object to top so we will find it quickly again |
1541 | if (bow->below) |
1372 | splay (bow); |
1542 | { |
|
|
1543 | bow->remove (); |
|
|
1544 | op->insert (bow); |
|
|
1545 | } |
|
|
1546 | |
|
|
1547 | } |
1373 | } |
1548 | |
1374 | |
1549 | if (!bow->race || !bow->skill) |
1375 | if (!bow->race || !bow->skill) |
1550 | { |
1376 | { |
1551 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1377 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1558 | { |
1384 | { |
1559 | if (op->type == PLAYER) |
1385 | if (op->type == PLAYER) |
1560 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1386 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1561 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1387 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1562 | else |
1388 | else |
1563 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1389 | op->clr_flag (FLAG_READY_BOW); |
1564 | |
1390 | |
1565 | return 0; |
1391 | return 0; |
1566 | } |
1392 | } |
1567 | } |
1393 | } |
1568 | |
1394 | |
… | |
… | |
1577 | } |
1403 | } |
1578 | |
1404 | |
1579 | /* this should not happen, but sometimes does */ |
1405 | /* this should not happen, but sometimes does */ |
1580 | if (arrow->nrof == 0) |
1406 | if (arrow->nrof == 0) |
1581 | { |
1407 | { |
|
|
1408 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1582 | arrow->destroy (); |
1409 | arrow->destroy (); |
1583 | return 0; |
1410 | return 0; |
1584 | } |
1411 | } |
1585 | |
1412 | |
1586 | left = arrow; /* these are arrows left to the player */ |
1413 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1596 | arrow->direction = dir; |
1423 | arrow->direction = dir; |
1597 | |
1424 | |
1598 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1425 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1599 | arrow->stats.hp = arrow->stats.dam; |
1426 | arrow->stats.hp = arrow->stats.dam; |
1600 | arrow->stats.grace = arrow->attacktype; |
1427 | arrow->stats.grace = arrow->attacktype; |
1601 | |
1428 | arrow->custom_name = arrow->slaying; |
1602 | if (arrow->slaying) |
|
|
1603 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1604 | |
1429 | |
1605 | #if 0 |
1430 | #if 0 |
1606 | if (player *pl = op->contr) |
1431 | if (player *pl = op->contr) |
1607 | { |
1432 | { |
1608 | float speed = pl->weapon_sp; |
1433 | float speed = pl->weapon_sp; |
… | |
… | |
1618 | #endif |
1443 | #endif |
1619 | |
1444 | |
1620 | SET_ANIMATION (arrow, arrow->direction); |
1445 | SET_ANIMATION (arrow, arrow->direction); |
1621 | |
1446 | |
1622 | /* update the speed */ |
1447 | /* 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 | |
1448 | |
1626 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1627 | arrow->speed_left = 0; |
1449 | arrow->speed_left = 0; |
|
|
1450 | arrow->set_speed (max (2.f, |
|
|
1451 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1452 | + bow->stats.dam / 7.f |
|
|
1453 | )); |
1628 | |
1454 | |
1629 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1455 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1630 | |
1456 | |
1631 | if (op->type == PLAYER) |
1457 | if (op->type == PLAYER) |
1632 | { |
1458 | { |
… | |
… | |
1670 | * but monsters can't. Putting that code here |
1496 | * but monsters can't. Putting that code here |
1671 | * makes the fire_bow code much cleaner. |
1497 | * makes the fire_bow code much cleaner. |
1672 | * this function should only be called if 'op' is a player, |
1498 | * this function should only be called if 'op' is a player, |
1673 | * hence the function name. |
1499 | * hence the function name. |
1674 | */ |
1500 | */ |
1675 | int |
1501 | static int |
1676 | player_fire_bow (object *op, int dir) |
1502 | player_fire_bow (object *op, int dir) |
1677 | { |
1503 | { |
1678 | int ret = 0, wcmod = 0; |
1504 | int ret; |
1679 | |
1505 | |
1680 | if (op->contr->bowtype == bow_bestarrow) |
1506 | if (op->contr->bowtype == bow_bestarrow) |
1681 | { |
1507 | { |
1682 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1508 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1683 | } |
1509 | } |
1684 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1510 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1685 | { |
1511 | { |
1686 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1512 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1687 | wcmod = -1; |
|
|
1688 | |
|
|
1689 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1513 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1690 | } |
1514 | } |
1691 | else if (op->contr->bowtype == bow_threewide) |
1515 | else if (op->contr->bowtype == bow_threewide) |
1692 | { |
1516 | { |
1693 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1517 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1694 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1518 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1695 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1519 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1696 | } |
1520 | } |
1697 | else if (op->contr->bowtype == bow_spreadshot) |
1521 | else if (op->contr->bowtype == bow_spreadshot) |
1698 | { |
1522 | { |
1699 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1523 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1700 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1524 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1701 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1525 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1702 | } |
1526 | } |
1703 | else |
1527 | else |
1704 | { |
1528 | { |
… | |
… | |
1710 | } |
1534 | } |
1711 | |
1535 | |
1712 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1536 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1713 | * Broken apart from 'fire' to keep it more readable. |
1537 | * Broken apart from 'fire' to keep it more readable. |
1714 | */ |
1538 | */ |
1715 | void |
1539 | static void |
1716 | fire_misc_object (object *op, int dir) |
1540 | fire_misc_object (object *op, int dir) |
1717 | { |
1541 | { |
1718 | object *item = op->contr->ranged_ob; |
1542 | object *item = op->contr->ranged_ob; |
1719 | |
1543 | |
1720 | if (!item) |
1544 | if (!item) |
… | |
… | |
1727 | { |
1551 | { |
1728 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1552 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1729 | return; |
1553 | return; |
1730 | } |
1554 | } |
1731 | |
1555 | |
1732 | if (!op->change_weapon (item)) |
1556 | if (!op->apply (item)) |
1733 | return; |
1557 | return; |
1734 | |
1558 | |
1735 | if (item->type == WAND) |
1559 | if (item->type == WAND) |
1736 | { |
1560 | { |
1737 | if (item->stats.food <= 0) |
1561 | if (item->stats.food <= 0) |
… | |
… | |
1742 | return; |
1566 | return; |
1743 | } |
1567 | } |
1744 | } |
1568 | } |
1745 | else if (item->type == ROD || item->type == HORN) |
1569 | else if (item->type == ROD || item->type == HORN) |
1746 | { |
1570 | { |
1747 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1571 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1748 | |
1572 | |
1749 | // using the maximum of the rods charge allows at least one spell cast |
1573 | // using the maximum of the rods charge allows at least one spell cast |
1750 | // for a rod or horn, this fixes some broken rods. |
1574 | // for a rod or horn, this fixes some broken rods. |
1751 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1575 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1752 | { |
1576 | { |
1753 | op->contr->play_sound (sound_find ("wand_poof")); |
1577 | op->contr->play_sound (sound_find ("wand_poof")); |
1754 | |
1578 | |
1755 | if (item->type == ROD) |
1579 | if (item->type == ROD) |
1756 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1580 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1761 | } |
1585 | } |
1762 | } |
1586 | } |
1763 | |
1587 | |
1764 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1588 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1765 | { |
1589 | { |
1766 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1590 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1591 | |
1767 | if (item->type == WAND) |
1592 | if (item->type == WAND) |
1768 | { |
1593 | { |
1769 | if (!(--item->stats.food)) |
1594 | if (!(--item->stats.food)) |
1770 | { |
1595 | { |
1771 | object *tmp; |
1596 | object *tmp; |
1772 | |
1597 | |
1773 | if (item->arch) |
1598 | if (item->arch) |
1774 | { |
1599 | { |
1775 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1600 | item->clr_flag (FLAG_ANIMATE); |
1776 | item->face = item->arch->face; |
1601 | item->face = item->arch->face; |
1777 | item->set_speed (0); |
1602 | item->set_speed (0); |
1778 | } |
1603 | } |
1779 | |
1604 | |
1780 | if (object *pl = item->visible_to ()) |
1605 | if (object *pl = item->visible_to ()) |
… | |
… | |
1787 | } |
1612 | } |
1788 | |
1613 | |
1789 | /* Received a fire command for the player - go and do it. |
1614 | /* Received a fire command for the player - go and do it. |
1790 | */ |
1615 | */ |
1791 | bool |
1616 | bool |
1792 | fire (object *op, int dir) |
1617 | fire (object *who, int dir) |
1793 | { |
1618 | { |
1794 | int spellcost = 0; |
1619 | int spellcost = 0; |
1795 | |
1620 | |
1796 | /* check for loss of invisiblity/hide */ |
|
|
1797 | if (action_makes_visible (op)) |
|
|
1798 | make_visible (op); |
|
|
1799 | |
|
|
1800 | player *pl = op->contr; |
1621 | player *pl = who->contr; |
1801 | |
1622 | |
1802 | if (pl->golem) |
1623 | if (pl->golem) |
1803 | { |
1624 | { |
1804 | control_golem (op->contr->golem, dir); |
1625 | control_golem (who->contr->golem, dir); |
1805 | return false; |
1626 | return false; |
1806 | } |
1627 | } |
1807 | |
1628 | |
1808 | object *ob = pl->ranged_ob; |
1629 | object *ob = pl->ranged_ob; |
1809 | |
1630 | |
1810 | if (!ob) |
1631 | if (!ob) |
1811 | return false; |
1632 | return false; |
1812 | |
1633 | |
1813 | if (!op->change_weapon (ob)) |
|
|
1814 | return false; |
|
|
1815 | |
|
|
1816 | if (op->speed_left > 0.f) |
1634 | if (who->speed_left > 0.f) |
1817 | --op->speed_left; |
1635 | --who->speed_left; |
1818 | else |
1636 | else |
1819 | return false; |
1637 | return false; |
1820 | |
1638 | |
|
|
1639 | if (!who->apply (ob)) |
|
|
1640 | return false; |
|
|
1641 | |
|
|
1642 | /* check for loss of invisiblity/hide */ |
|
|
1643 | if (action_makes_visible (who)) |
|
|
1644 | make_visible (who); |
|
|
1645 | |
1821 | switch (ob->type) |
1646 | switch (ob->type) |
1822 | { |
1647 | { |
1823 | case BOW: |
1648 | case BOW: |
1824 | player_fire_bow (op, dir); |
1649 | player_fire_bow (who, dir); |
1825 | break; |
1650 | break; |
1826 | |
1651 | |
1827 | case SPELL: |
1652 | case SPELL: |
1828 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1653 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1829 | break; |
1654 | break; |
1830 | |
1655 | |
1831 | case BUILDER: |
1656 | case BUILDER: |
1832 | apply_map_builder (op, dir); |
1657 | apply_map_builder (who, dir); |
1833 | break; |
1658 | break; |
1834 | |
1659 | |
1835 | case SKILL: |
1660 | case SKILL: |
1836 | do_skill (op, op, ob, dir, 0); |
1661 | do_skill (who, who, ob, dir, 0); |
1837 | break; |
1662 | break; |
1838 | |
1663 | |
|
|
1664 | case RANGED: |
|
|
1665 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1666 | break; |
|
|
1667 | |
1839 | default: |
1668 | default: |
1840 | fire_misc_object (op, dir); |
1669 | fire_misc_object (who, dir); |
1841 | break; |
1670 | break; |
1842 | } |
1671 | } |
1843 | |
1672 | |
1844 | return true; |
1673 | return true; |
1845 | } |
1674 | } |
1846 | |
1675 | |
1847 | /* find_key |
1676 | static object * |
1848 | * We try to find a key for the door as passed. If we find a key |
|
|
1849 | * and successfully use it, we return the key, otherwise NULL |
|
|
1850 | * This function merges both normal and locked door, since the logic |
|
|
1851 | * for both is the same - just the specific key is different. |
|
|
1852 | * pl is the player, |
|
|
1853 | * inv is the objects inventory to searched |
|
|
1854 | * door is the door we are trying to match against. |
|
|
1855 | * This function can be called recursively to search containers. |
|
|
1856 | */ |
|
|
1857 | object * |
|
|
1858 | find_key (object *pl, object *container, object *door) |
1677 | find_key_ (object *pl, object *container, object *door) |
1859 | { |
1678 | { |
1860 | object *tmp, *key; |
1679 | object *tmp, *key; |
1861 | |
1680 | |
1862 | /* Should not happen, but sanity checking is never bad */ |
1681 | /* Should not happen, but sanity checking is never bad */ |
1863 | if (!container->inv) |
1682 | if (!container->inv) |
… | |
… | |
1866 | /* First, lets try to find a key in the top level inventory */ |
1685 | /* First, lets try to find a key in the top level inventory */ |
1867 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1686 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1868 | { |
1687 | { |
1869 | if (door->type == DOOR && tmp->type == KEY) |
1688 | if (door->type == DOOR && tmp->type == KEY) |
1870 | break; |
1689 | break; |
|
|
1690 | |
1871 | /* For sanity, we should really check door type, but other stuff |
1691 | /* For sanity, we should really check door type, but other stuff |
1872 | * (like containers) can be locked with special keys |
1692 | * (like containers) can be locked with special keys |
1873 | */ |
1693 | */ |
1874 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1694 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1875 | break; |
1695 | break; |
… | |
… | |
1881 | * a key, return |
1701 | * a key, return |
1882 | */ |
1702 | */ |
1883 | if (!tmp) |
1703 | if (!tmp) |
1884 | { |
1704 | { |
1885 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1705 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1886 | { |
|
|
1887 | /* No reason to search empty containers */ |
1706 | /* No reason to search empty containers */ |
1888 | if (tmp->type == CONTAINER && tmp->inv) |
1707 | if (tmp->type == CONTAINER && tmp->inv) |
1889 | { |
|
|
1890 | if ((key = find_key (pl, tmp, door))) |
1708 | if ((key = find_key_ (pl, tmp, door))) |
1891 | return key; |
1709 | return key; |
1892 | } |
|
|
1893 | } |
|
|
1894 | |
1710 | |
1895 | if (!tmp) |
1711 | if (!tmp) |
1896 | return NULL; |
1712 | return 0; |
1897 | } |
1713 | } |
1898 | |
1714 | |
1899 | /* We get down here if we have found a key. Now if its in a container, |
1715 | /* We get down here if we have found a key. Now if its in a container, |
1900 | * see if we actually want to use it |
1716 | * see if we actually want to use it |
1901 | */ |
1717 | */ |
1902 | if (pl != container) |
1718 | if (pl != container) |
1903 | { |
1719 | { |
1904 | /* Only let players use keys in containers */ |
1720 | /* Only let players use keys in containers */ |
1905 | if (!pl->contr) |
1721 | if (!pl->contr) |
1906 | return NULL; |
1722 | return 0; |
|
|
1723 | |
1907 | /* cases where this fails: |
1724 | /* cases where this fails: |
1908 | * If we only search the player inventory, return now since we |
1725 | * If we only search the player inventory, return now since we |
1909 | * are not in the players inventory. |
1726 | * are not in the players inventory. |
1910 | * If the container is not active, return now since only active |
1727 | * If the container is not active, return now since only active |
1911 | * containers can be used. |
1728 | * containers can be used. |
… | |
… | |
1915 | * inv must have been an container and must have been active. |
1732 | * inv must have been an container and must have been active. |
1916 | * |
1733 | * |
1917 | * Change the color so that the message doesn't disappear with |
1734 | * Change the color so that the message doesn't disappear with |
1918 | * all the others. |
1735 | * all the others. |
1919 | */ |
1736 | */ |
1920 | if (pl->contr->usekeys == key_inventory || |
1737 | if (pl->contr->usekeys == key_inventory |
1921 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1738 | || !container->flag [FLAG_APPLIED] |
1922 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1739 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1923 | { |
1740 | { |
1924 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1741 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1925 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1742 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1926 | return NULL; |
1743 | return NULL; |
1927 | } |
1744 | } |
1928 | } |
1745 | } |
1929 | |
1746 | |
1930 | return tmp; |
1747 | return tmp; |
|
|
1748 | } |
|
|
1749 | |
|
|
1750 | /* find_key |
|
|
1751 | * We try to find a key for the door as passed. If we find a key |
|
|
1752 | * and successfully use it, we return the key, otherwise NULL |
|
|
1753 | * This function merges both normal and locked door, since the logic |
|
|
1754 | * for both is the same - just the specific key is different. |
|
|
1755 | * pl is the player, |
|
|
1756 | * inv is the objects inventory to searched |
|
|
1757 | * door is the door we are trying to match against. |
|
|
1758 | * This function can be called recursively to search containers. |
|
|
1759 | */ |
|
|
1760 | object * |
|
|
1761 | find_key (object *pl, object *container, object *door) |
|
|
1762 | { |
|
|
1763 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1764 | { |
|
|
1765 | // for match expressions, we try to find the key by applying the match |
|
|
1766 | // to the op itself, which is supposed to find the "key", instead |
|
|
1767 | // of searching through containers ourselves. |
|
|
1768 | |
|
|
1769 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1770 | } |
|
|
1771 | else |
|
|
1772 | return find_key_ (pl, container, door); |
1931 | } |
1773 | } |
1932 | |
1774 | |
1933 | /* moved door processing out of move_player_attack. |
1775 | /* moved door processing out of move_player_attack. |
1934 | * returns 1 if player has opened the door with a key |
1776 | * returns 1 if player has opened the door with a key |
1935 | * such that the caller should not do anything more, |
1777 | * such that the caller should not do anything more, |
… | |
… | |
1985 | * going to try and move (not fire weapons). |
1827 | * going to try and move (not fire weapons). |
1986 | */ |
1828 | */ |
1987 | bool |
1829 | bool |
1988 | move_player_attack (object *op, int dir) |
1830 | move_player_attack (object *op, int dir) |
1989 | { |
1831 | { |
1990 | int on_battleground; |
1832 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1833 | { |
|
|
1834 | --op->speed_left; |
|
|
1835 | return true; |
|
|
1836 | } |
1991 | |
1837 | |
1992 | sint16 nx = freearr_x[dir] + op->x; |
1838 | sint16 nx = freearr_x[dir] + op->x; |
1993 | sint16 ny = freearr_y[dir] + op->y; |
1839 | sint16 ny = freearr_y[dir] + op->y; |
1994 | |
1840 | |
1995 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1996 | |
|
|
1997 | if (out_of_map (op->map, nx, ny)) |
1841 | if (out_of_map (op->map, nx, ny)) |
1998 | return false; |
1842 | 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 | } |
|
|
2005 | |
1843 | |
2006 | /* If braced, or can't move to the square, and it is not out of the |
1844 | /* If braced, or can't move to the square, and it is not out of the |
2007 | * map, attack it. Note order of if statement is important - don't |
1845 | * map, attack it. Note order of if statement is important - don't |
2008 | * want to be calling move_ob if braced, because move_ob will move the |
1846 | * want to be calling move_ob if braced, because move_ob will move the |
2009 | * player. This is a pretty nasty hack, because if we could |
1847 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2027 | || mon->flag [FLAG_CAN_ROLL]) |
1865 | || mon->flag [FLAG_CAN_ROLL]) |
2028 | && mon != op) |
1866 | && mon != op) |
2029 | break; |
1867 | break; |
2030 | } |
1868 | } |
2031 | |
1869 | |
2032 | if (!mon) /* This happens anytime the player tries to move */ |
1870 | /* no monster == player tries to move into a wall or so */ |
2033 | return false; /* into a wall */ |
1871 | if (!mon) |
|
|
1872 | { |
|
|
1873 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1874 | if (op->move_type & ob->move_block) |
|
|
1875 | { |
|
|
1876 | if (ob->move_block == MOVE_ALL) |
|
|
1877 | move_into_wall (op, ob); |
|
|
1878 | else |
|
|
1879 | { |
|
|
1880 | if (op->contr->ns->bumpmsg) |
|
|
1881 | { |
|
|
1882 | op->play_sound (sound_find ("blocked_move")); |
|
|
1883 | |
|
|
1884 | op->statusmsg (ob->invisible |
|
|
1885 | ? "Something blocks you." |
|
|
1886 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1887 | ); |
|
|
1888 | } |
|
|
1889 | } |
|
|
1890 | |
|
|
1891 | break; |
|
|
1892 | } |
|
|
1893 | |
|
|
1894 | return false; |
|
|
1895 | } |
2034 | |
1896 | |
2035 | mon = mon->head_ (); |
1897 | mon = mon->head_ (); |
2036 | |
1898 | |
2037 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1899 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2038 | if (op->contr->weapon_sp_left > 0.f) |
1900 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
2056 | */ |
1918 | */ |
2057 | if (op->type == PLAYER |
1919 | if (op->type == PLAYER |
2058 | && ((mon->owner && mon->owner->contr |
1920 | && ((mon->owner && mon->owner->contr |
2059 | && same_party (mon->owner->contr->party, op->contr->party)) |
1921 | && same_party (mon->owner->contr->party, op->contr->party)) |
2060 | || mon->owner == op) |
1922 | || mon->owner == op) |
2061 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1923 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2062 | { |
1924 | { |
2063 | /* If we're braced, we don't want to switch places with it */ |
1925 | /* If we're braced, we don't want to switch places with it */ |
2064 | if (op->contr->braced) |
1926 | if (op->contr->braced) |
2065 | return false; |
1927 | return false; |
2066 | |
1928 | |
… | |
… | |
2069 | --op->speed_left; |
1931 | --op->speed_left; |
2070 | |
1932 | |
2071 | op->play_sound (sound_find ("push_player")); |
1933 | op->play_sound (sound_find ("push_player")); |
2072 | push_ob (mon, dir, op); |
1934 | push_ob (mon, dir, op); |
2073 | |
1935 | |
2074 | if (op->contr->tmp_invis || op->hide) |
1936 | if (action_makes_visible (op)) |
2075 | make_visible (op); |
1937 | make_visible (op); |
2076 | |
1938 | |
2077 | return true; |
1939 | return true; |
2078 | } |
1940 | } |
2079 | else |
1941 | else |
2080 | return false; |
1942 | return false; |
2081 | } |
1943 | } |
|
|
1944 | |
|
|
1945 | bool on_battleground = op_on_battleground (op, 0, 0); |
2082 | |
1946 | |
2083 | /* in certain circumstances, you shouldn't attack friendly |
1947 | /* in certain circumstances, you shouldn't attack friendly |
2084 | * creatures. Note that if you are braced, you can't push |
1948 | * creatures. Note that if you are braced, you can't push |
2085 | * someone, but put it inside this loop so that you won't |
1949 | * someone, but put it inside this loop so that you won't |
2086 | * attack them either. |
1950 | * attack them either. |
2087 | */ |
1951 | */ |
2088 | if ((mon->type == PLAYER || mon->enemy != op) |
1952 | if ((mon->type == PLAYER || mon->enemy != op) |
2089 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1953 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2090 | && ((op->contr->peaceful |
1954 | && ((op->contr->peaceful |
2091 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1955 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2092 | && !on_battleground)) |
1956 | && !on_battleground)) |
2093 | { |
1957 | { |
2094 | if (op->speed_left > 0.f) |
1958 | if (op->speed_left > 0.f) |
… | |
… | |
2101 | push_ob (mon, dir, op); |
1965 | push_ob (mon, dir, op); |
2102 | } |
1966 | } |
2103 | else |
1967 | else |
2104 | op->statusmsg ("You withhold your attack"); |
1968 | op->statusmsg ("You withhold your attack"); |
2105 | |
1969 | |
2106 | if (op->contr->tmp_invis || op->hide) |
1970 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2107 | make_visible (op); |
1971 | make_visible (op); |
2108 | |
1972 | |
2109 | return true; |
1973 | return true; |
2110 | } |
1974 | } |
2111 | } |
1975 | } |
2112 | /* If the object is a boulder or other rollable object, then |
1976 | /* If the object is a boulder or other rollable object, then |
2113 | * roll it if not braced. You can't roll it if you are braced. |
1977 | * roll it if not braced. You can't roll it if you are braced. |
2114 | */ |
1978 | */ |
2115 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1979 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2116 | { |
1980 | { |
2117 | if (op->speed_left > 0.f) |
1981 | if (op->speed_left > 0.f) |
2118 | { |
1982 | { |
2119 | --op->speed_left; |
1983 | --op->speed_left; |
2120 | |
1984 | |
… | |
… | |
2129 | * Way it works is like this: First, it must have some hit points |
1993 | * Way it works is like this: First, it must have some hit points |
2130 | * and be living. Then, it must be one of the following: |
1994 | * and be living. Then, it must be one of the following: |
2131 | * 1) Not a player, 2) A player, but of a different party. Note |
1995 | * 1) Not a player, 2) A player, but of a different party. Note |
2132 | * that party_number -1 is no party, so attacks can still happen. |
1996 | * that party_number -1 is no party, so attacks can still happen. |
2133 | */ |
1997 | */ |
2134 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1998 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2135 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1999 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2136 | { |
2000 | { |
2137 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2001 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2138 | { |
2002 | { |
2139 | --op->contr->weapon_sp_left; |
2003 | --op->contr->weapon_sp_left; |
… | |
… | |
2151 | } |
2015 | } |
2152 | |
2016 | |
2153 | bool |
2017 | bool |
2154 | move_player (object *op, int dir) |
2018 | move_player (object *op, int dir) |
2155 | { |
2019 | { |
2156 | int pick; |
|
|
2157 | |
|
|
2158 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2020 | if (!op->map || op->map->state != MAP_ACTIVE) |
2159 | return 0; |
2021 | return 0; |
2160 | |
2022 | |
2161 | /* Sanity check: make sure dir is valid */ |
2023 | /* Sanity check: make sure dir is valid */ |
2162 | if ((dir < 0) || (dir >= 9)) |
2024 | if (dir < 0 || dir > 8) |
2163 | { |
2025 | { |
2164 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2026 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2165 | return 0; |
2027 | return 0; |
2166 | } |
2028 | } |
2167 | |
2029 | |
2168 | /* peterm: added following line */ |
2030 | /* peterm: added following line */ |
2169 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2031 | if (op->flag [FLAG_CONFUSED] && dir) |
2170 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2032 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2171 | |
2033 | |
2172 | op->facing = dir; |
2034 | op->facing = dir; |
2173 | |
2035 | |
2174 | if (op->hide) |
2036 | if (op->flag [FLAG_HIDDEN]) |
2175 | do_hidden_move (op); |
2037 | do_hidden_move (op); |
2176 | |
2038 | |
2177 | bool retval; |
2039 | bool retval; |
|
|
2040 | int pick = 0; |
2178 | |
2041 | |
2179 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2042 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2180 | retval = RESULT_INT (0); |
2043 | retval = RESULT_INT (0); |
2181 | else if (op->contr->fire_on) |
2044 | else if (op->contr->fire_on) |
2182 | retval = fire (op, dir); |
2045 | retval = fire (op, dir); |
… | |
… | |
2213 | * players. |
2076 | * players. |
2214 | */ |
2077 | */ |
2215 | bool |
2078 | bool |
2216 | handle_newcs_player (object *op) |
2079 | handle_newcs_player (object *op) |
2217 | { |
2080 | { |
2218 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2081 | if (op->flag [FLAG_SCARED]) |
2219 | { |
2082 | { |
2220 | if (op->speed_left > 0.f) |
2083 | if (op->speed_left > 0.f) |
2221 | { |
2084 | { |
2222 | --op->speed_left; |
2085 | --op->speed_left; |
2223 | flee_player (op); |
2086 | flee_player (op); |
… | |
… | |
2239 | return move_player (op, op->direction); |
2102 | return move_player (op, op->direction); |
2240 | |
2103 | |
2241 | return false; |
2104 | return false; |
2242 | } |
2105 | } |
2243 | |
2106 | |
2244 | int |
2107 | static int |
2245 | save_life (object *op) |
2108 | save_life (object *op) |
2246 | { |
2109 | { |
2247 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2110 | if (!op->flag [FLAG_LIFESAVE]) |
2248 | return 0; |
2111 | return 0; |
2249 | |
2112 | |
2250 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2113 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2251 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2114 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2252 | { |
2115 | { |
2253 | op->play_sound (sound_find ("ob_evaporate")); |
2116 | op->play_sound (sound_find ("ob_evaporate")); |
2254 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2117 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2255 | |
2118 | |
2256 | tmp->destroy (); |
2119 | tmp->destroy (); |
2257 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2120 | op->clr_flag (FLAG_LIFESAVE); |
2258 | |
2121 | |
2259 | if (op->stats.hp < 0) |
2122 | if (op->stats.hp < 0) |
2260 | op->stats.hp = op->stats.maxhp; |
2123 | op->stats.hp = op->stats.maxhp; |
2261 | |
2124 | |
2262 | if (op->stats.food < 0) |
2125 | if (op->stats.food < 0) |
2263 | op->stats.food = 999; |
2126 | op->stats.food = MAX_FOOD; |
2264 | |
2127 | |
2265 | op->update_stats (); |
2128 | op->update_stats (); |
2266 | return 1; |
2129 | return 1; |
2267 | } |
2130 | } |
2268 | |
2131 | |
2269 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2132 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2270 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2133 | op->clr_flag (FLAG_LIFESAVE); |
2271 | enter_player_savebed (op); /* bring him home. */ |
2134 | enter_player_savebed (op); /* bring him home. */ |
2272 | return 0; |
2135 | return 0; |
2273 | } |
2136 | } |
2274 | |
2137 | |
2275 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2138 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2282 | { |
2145 | { |
2283 | while (op) |
2146 | while (op) |
2284 | { |
2147 | { |
2285 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2148 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2286 | |
2149 | |
2287 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2150 | if (op->flag [FLAG_UNPAID]) |
2288 | op->insert_at (env); |
2151 | op->insert_at (env); |
2289 | else if (op->inv) |
2152 | else if (op->inv) |
2290 | drop_unpaid_items (op->inv, env); |
2153 | drop_unpaid_items (op->inv, env); |
2291 | |
2154 | |
2292 | op = next; |
2155 | op = next; |
… | |
… | |
2298 | { |
2161 | { |
2299 | if (!flag [FLAG_REMOVED]) |
2162 | if (!flag [FLAG_REMOVED]) |
2300 | ::drop_unpaid_items (inv, this); |
2163 | ::drop_unpaid_items (inv, this); |
2301 | } |
2164 | } |
2302 | |
2165 | |
2303 | /* |
|
|
2304 | * Returns pointer a static string containing gravestone text |
|
|
2305 | * Moved from apply.c to player.c - player.c is what |
|
|
2306 | * actually uses this function. player.c may not be quite the |
|
|
2307 | * best, a misc file for object actions is probably better, |
|
|
2308 | * but there isn't one in the server directory. |
|
|
2309 | */ |
|
|
2310 | const char * |
|
|
2311 | gravestone_text (object *op) |
|
|
2312 | { |
|
|
2313 | static dynbuf_text buf; |
|
|
2314 | |
|
|
2315 | buf << "---- R.I.P. ----\n\n"; |
|
|
2316 | op->name; |
|
|
2317 | |
|
|
2318 | if (op->type == PLAYER) |
|
|
2319 | buf << " the " << op->contr->title; |
|
|
2320 | |
|
|
2321 | buf << "\n\n"; |
|
|
2322 | |
|
|
2323 | buf << "who was level "; |
|
|
2324 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2325 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2326 | |
|
|
2327 | if (op->type == PLAYER) |
|
|
2328 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2329 | |
|
|
2330 | { |
|
|
2331 | static char buf2[128]; |
|
|
2332 | time_t now = time (NULL); |
|
|
2333 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2334 | buf << buf2; |
|
|
2335 | } |
|
|
2336 | |
|
|
2337 | return buf; |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | void |
2166 | void |
2341 | do_some_living (object *op) |
2167 | do_some_living (object *op) |
2342 | { |
2168 | { |
2343 | int last_food = op->stats.food; |
2169 | int last_food = op->stats.food; |
2344 | int gen_hp, gen_sp, gen_grace; |
2170 | int gen_hp, gen_sp, gen_grace; |
2345 | int over_hp, over_sp, over_grace; |
|
|
2346 | int i; |
2171 | int i; |
2347 | int rate_hp = 1200; |
2172 | int rate_hp = 1200; |
2348 | int rate_sp = 2500; |
2173 | int rate_sp = 2500; |
2349 | int rate_grace = 2000; |
2174 | int rate_grace = 2000; |
2350 | const int max_hp = 1; |
2175 | const int max_hp = 1; |
… | |
… | |
2356 | op->invisible = 1000; |
2181 | op->invisible = 1000; |
2357 | /* the socket code flashes the player visible/invisible |
2182 | /* the socket code flashes the player visible/invisible |
2358 | * depending on the value of invisible, so we need to |
2183 | * depending on the value of invisible, so we need to |
2359 | * alternate it here for it to work correctly. |
2184 | * alternate it here for it to work correctly. |
2360 | */ |
2185 | */ |
2361 | if (pticks & 2) |
2186 | if (server_tick & 2) |
2362 | op->invisible--; |
2187 | op->invisible--; |
2363 | } |
2188 | } |
2364 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2189 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2365 | { |
2190 | { |
2366 | if (!op->invisible--) |
2191 | if (!op->invisible--) |
2367 | { |
2192 | { |
2368 | make_visible (op); |
2193 | make_visible (op); |
2369 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2194 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2403 | if (--op->last_grace < 0) |
2228 | if (--op->last_grace < 0) |
2404 | { |
2229 | { |
2405 | if (op->stats.grace < op->stats.maxgrace / 2) |
2230 | if (op->stats.grace < op->stats.maxgrace / 2) |
2406 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2231 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2407 | |
2232 | |
|
|
2233 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2234 | |
2408 | if (max_grace > 1) |
2235 | if (max_grace > 1) |
2409 | { |
2236 | { |
2410 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2237 | int over_grace = temp / rate_grace; |
|
|
2238 | |
2411 | if (over_grace > 0) |
2239 | if (over_grace > 0) |
2412 | { |
2240 | { |
2413 | op->stats.sp += over_grace |
2241 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2414 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2415 | op->last_grace = 0; |
2242 | op->last_grace = 0; |
2416 | } |
2243 | } |
2417 | else |
2244 | else |
2418 | { |
2245 | op->last_grace = rate_grace / temp; |
2419 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2420 | } |
|
|
2421 | } |
2246 | } |
2422 | else |
2247 | else |
2423 | { |
2248 | op->last_grace = rate_grace / temp; |
2424 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2249 | |
2425 | } |
|
|
2426 | /* wearing stuff doesn't detract from grace generation. */ |
2250 | /* wearing stuff doesn't detract from grace generation. */ |
2427 | } |
2251 | } |
2428 | |
2252 | |
2429 | if (op->stats.food > 0) |
2253 | if (op->stats.food > 0) |
2430 | { |
2254 | { |
… | |
… | |
2436 | if (op->stats.sp < op->stats.maxsp) |
2260 | if (op->stats.sp < op->stats.maxsp) |
2437 | { |
2261 | { |
2438 | op->stats.sp++; |
2262 | op->stats.sp++; |
2439 | |
2263 | |
2440 | /* dms do not consume food */ |
2264 | /* dms do not consume food */ |
2441 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2265 | if (!op->flag [FLAG_WIZ]) |
2442 | { |
2266 | { |
2443 | op->stats.food--; |
2267 | op->stats.food--; |
2444 | |
2268 | |
2445 | if (op->contr->digestion < 0) |
2269 | if (op->contr->digestion < 0) |
2446 | op->stats.food += op->contr->digestion; |
2270 | op->stats.food += op->contr->digestion; |
… | |
… | |
2449 | } |
2273 | } |
2450 | } |
2274 | } |
2451 | |
2275 | |
2452 | if (max_sp > 1) |
2276 | if (max_sp > 1) |
2453 | { |
2277 | { |
2454 | over_sp = (gen_sp + 10) / rate_sp; |
2278 | int over_sp = (gen_sp + 10) / rate_sp; |
2455 | if (over_sp > 0) |
2279 | if (over_sp > 0) |
2456 | { |
2280 | { |
2457 | if (op->stats.sp < op->stats.maxsp) |
2281 | if (op->stats.sp < op->stats.maxsp) |
2458 | { |
2282 | { |
2459 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2283 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2480 | if (op->stats.hp < op->stats.maxhp) |
2304 | if (op->stats.hp < op->stats.maxhp) |
2481 | { |
2305 | { |
2482 | op->stats.hp++; |
2306 | op->stats.hp++; |
2483 | |
2307 | |
2484 | /* dms do not consume food */ |
2308 | /* dms do not consume food */ |
2485 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2309 | if (!op->flag [FLAG_WIZ]) |
2486 | { |
2310 | { |
2487 | op->stats.food--; |
2311 | op->stats.food--; |
2488 | |
2312 | |
2489 | if (op->contr->digestion < 0) |
2313 | if (op->contr->digestion < 0) |
2490 | op->stats.food += op->contr->digestion; |
2314 | op->stats.food += op->contr->digestion; |
2491 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2315 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2492 | op->stats.food = last_food; |
2316 | op->stats.food = last_food; |
2493 | } |
2317 | } |
2494 | } |
2318 | } |
2495 | |
2319 | |
|
|
2320 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2321 | |
2496 | if (max_hp > 1) |
2322 | if (max_hp > 1) |
2497 | { |
2323 | { |
2498 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2324 | int over_hp = temp / rate_hp; |
2499 | |
2325 | |
2500 | if (over_hp > 0) |
2326 | if (over_hp > 0) |
2501 | { |
2327 | { |
2502 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2328 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2503 | op->last_heal = 0; |
2329 | op->last_heal = 0; |
2504 | } |
2330 | } |
2505 | else |
2331 | else |
2506 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2332 | op->last_heal = rate_hp / temp; |
2507 | } |
2333 | } |
2508 | else |
2334 | else |
2509 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2335 | op->last_heal = rate_hp / temp; |
2510 | } |
2336 | } |
2511 | } |
2337 | } |
2512 | |
2338 | |
2513 | /* Digestion */ |
2339 | /* Digestion */ |
2514 | if (--op->last_eat < 0) |
2340 | if (--op->last_eat < 0) |
… | |
… | |
2517 | penalty = max (0, -op->contr->digestion); |
2343 | penalty = max (0, -op->contr->digestion); |
2518 | |
2344 | |
2519 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2345 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2520 | |
2346 | |
2521 | /* dms do not consume food */ |
2347 | /* dms do not consume food */ |
2522 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2348 | if (!op->flag [FLAG_WIZ]) |
2523 | op->stats.food--; |
2349 | op->stats.food--; |
2524 | } |
2350 | } |
2525 | |
2351 | |
2526 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2352 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2527 | { |
2353 | { |
2528 | object *flesh = 0; |
2354 | object *flesh = 0; |
2529 | |
2355 | |
2530 | for_inv_removable (op, tmp) |
2356 | for_inv_removable (op, tmp) |
2531 | { |
2357 | { |
2532 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2358 | if (tmp->flag [FLAG_UNPAID]) |
2533 | continue; |
2359 | continue; |
2534 | |
2360 | |
2535 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2361 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2536 | { |
2362 | { |
2537 | op->statusmsg ("You blindly grab for a bite of food. " |
2363 | op->statusmsg ("You blindly grab for a bite of food. " |
2538 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2364 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2539 | manual_apply (op, tmp, 0); |
2365 | op->apply (tmp); |
2540 | |
2366 | |
2541 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2367 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2542 | break; |
2368 | break; |
2543 | } |
2369 | } |
2544 | else if (tmp->type == FLESH) |
2370 | else if (tmp->type == FLESH) |
… | |
… | |
2550 | */ |
2376 | */ |
2551 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2377 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2552 | { |
2378 | { |
2553 | op->statusmsg ("You blindly grab for a bite of food. " |
2379 | 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.>"); |
2380 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2555 | manual_apply (op, flesh, 0); |
2381 | op->apply (flesh); |
2556 | } |
2382 | } |
2557 | |
2383 | |
2558 | // If player is still starving, alert him! |
2384 | // If player is still starving, alert him! |
2559 | if (op->stats.food < 0) |
2385 | if (op->stats.food < 0) |
2560 | op->failmsg ("You are starving! " |
2386 | op->failmsg ("You are starving! " |
… | |
… | |
2563 | |
2389 | |
2564 | if (op->stats.food < 0) |
2390 | if (op->stats.food < 0) |
2565 | { |
2391 | { |
2566 | op->stats.hp += op->stats.food; |
2392 | op->stats.hp += op->stats.food; |
2567 | op->stats.food = 0; |
2393 | op->stats.food = 0; |
|
|
2394 | |
|
|
2395 | if (op->stats.hp < 0) |
|
|
2396 | { |
|
|
2397 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2398 | op->contr->killer->destroy (); |
2568 | } |
2399 | } |
|
|
2400 | } |
2569 | |
2401 | |
|
|
2402 | /* killer should be set here already */ |
2570 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2403 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2571 | kill_player (op); |
2404 | kill_player (op); |
2572 | } |
2405 | } |
2573 | } |
2406 | } |
2574 | |
2407 | |
2575 | /* If the player should die (lack of hp, food, etc), we call this. |
2408 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2579 | */ |
2412 | */ |
2580 | void |
2413 | void |
2581 | kill_player (object *op) |
2414 | kill_player (object *op) |
2582 | { |
2415 | { |
2583 | int x, y; |
2416 | int x, y; |
2584 | char buf[MAX_BUF]; |
|
|
2585 | maptile *map; /* this is for resurrection */ |
2417 | maptile *map; /* this is for resurrection */ |
2586 | int will_kill_again; |
2418 | int will_kill_again; |
2587 | archetype *at; |
2419 | archetype *at; |
2588 | object *tmp; |
2420 | object *tmp; |
2589 | |
2421 | |
2590 | if (save_life (op)) |
2422 | if (save_life (op)) |
2591 | return; |
2423 | return; |
|
|
2424 | |
|
|
2425 | dynbuf_text deathtab; |
|
|
2426 | |
|
|
2427 | /* restore player */ |
|
|
2428 | at = archetype::find (shstr_poisoning); |
|
|
2429 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2430 | { |
|
|
2431 | tmp->destroy (); |
|
|
2432 | deathtab << "Your body feels cleansed...\r"; |
|
|
2433 | } |
|
|
2434 | |
|
|
2435 | at = archetype::find (shstr_confusion); |
|
|
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2437 | { |
|
|
2438 | tmp->destroy (); |
|
|
2439 | deathtab << "Your mind feels clearer...\r"; |
|
|
2440 | } |
|
|
2441 | |
|
|
2442 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2443 | |
|
|
2444 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2445 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2446 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2447 | max_it (op->stats.food , 200); |
|
|
2448 | |
|
|
2449 | // remove all spell effects that are active |
|
|
2450 | // to avoid long-term effects such as word-of-recall |
|
|
2451 | for (object *item = op->inv; item; ) |
|
|
2452 | { |
|
|
2453 | object *next = item->below; |
|
|
2454 | |
|
|
2455 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2456 | item->destroy (); |
|
|
2457 | |
|
|
2458 | item = next; |
|
|
2459 | } |
2592 | |
2460 | |
2593 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2461 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2594 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2462 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2595 | * Look at op_on_battleground() for more info --AndreasV |
2463 | * Look at op_on_battleground() for more info --AndreasV |
2596 | */ |
2464 | */ |
2597 | if (op_on_battleground (op, &x, &y)) |
2465 | if (op_on_battleground (op, &x, &y)) |
2598 | { |
2466 | { |
2599 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2467 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2600 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2601 | |
|
|
2602 | /* restore player */ |
|
|
2603 | at = archetype::find ("poisoning"); |
|
|
2604 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2605 | { |
|
|
2606 | tmp->destroy (); |
|
|
2607 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2608 | } |
|
|
2609 | |
|
|
2610 | at = archetype::find ("confusion"); |
|
|
2611 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2612 | { |
|
|
2613 | tmp->destroy (); |
|
|
2614 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2615 | } |
|
|
2616 | |
|
|
2617 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2618 | op->stats.hp = op->stats.maxhp; |
|
|
2619 | if (op->stats.food <= 0) |
|
|
2620 | op->stats.food = 999; |
|
|
2621 | |
2468 | |
2622 | /* create a bodypart-trophy to make the winner happy */ |
2469 | /* create a bodypart-trophy to make the winner happy */ |
2623 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2470 | object *tmp = archetype::find (shstr_finger)->instance (); |
2624 | { |
2471 | |
2625 | tmp->name = format ("%s's finger" , &op->name); |
2472 | tmp->name = format ("%s's finger" , &op->name); |
2626 | tmp->name_pl = format ("%s's fingers", &op->name); |
2473 | tmp->name_pl = format ("%s's fingers", &op->name); |
2627 | tmp->msg = format ( |
2474 | tmp->msg = format ( |
2628 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2475 | "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, |
2476 | &op->name, op->contr->title, |
2630 | (int)op->level, |
2477 | (int)op->level, |
2631 | op->contr->killer_name () |
2478 | op->contr->killer_name () |
2632 | ); |
2479 | ); |
2633 | tmp->value = 0, tmp->type = 0; |
2480 | tmp->value = 0, tmp->type = 0; |
2634 | tmp->materialname = "organics"; |
2481 | tmp->material = name_to_material (shstr_organic); |
2635 | tmp->insert_at (op, tmp); |
2482 | tmp->insert_at (op, tmp); |
2636 | } |
|
|
2637 | |
2483 | |
2638 | /* teleport defeated player to new destination */ |
2484 | /* teleport defeated player to new destination */ |
2639 | transfer_ob (op, x, y, 0, NULL); |
2485 | transfer_ob (op, x, y, 0, NULL); |
2640 | op->contr->braced = 0; |
2486 | op->contr->braced = 0; |
|
|
2487 | |
|
|
2488 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2641 | return; |
2489 | return; |
2642 | } |
2490 | } |
2643 | |
2491 | |
|
|
2492 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2493 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2494 | |
2644 | INVOKE_PLAYER (DEATH, op->contr); |
2495 | INVOKE_PLAYER (DEATH, op->contr); |
2645 | |
2496 | |
2646 | command_kill_pets (op, 0); |
2497 | command_kill_pets (op, 0); |
2647 | |
|
|
2648 | if (op->stats.food < 0) |
|
|
2649 | { |
|
|
2650 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2651 | op->contr->killer->destroy (); |
|
|
2652 | } |
|
|
2653 | |
2498 | |
2654 | op->contr->play_sound (sound_find ("player_dies")); |
2499 | op->contr->play_sound (sound_find ("player_dies")); |
2655 | |
2500 | |
2656 | /* save the map location for corpse, gravestone */ |
2501 | /* save the map location for corpse, gravestone */ |
2657 | x = op->x; |
2502 | x = op->x; |
… | |
… | |
2687 | |
2532 | |
2688 | lost_a_stat = 0; |
2533 | lost_a_stat = 0; |
2689 | |
2534 | |
2690 | for (z = 0; z < num_stats_lose; z++) |
2535 | for (z = 0; z < num_stats_lose; z++) |
2691 | { |
2536 | { |
2692 | i = RANDOM () % NUM_STATS; |
2537 | i = rndm (NUM_STATS); |
2693 | |
2538 | |
2694 | if (settings.stat_loss_on_death) |
2539 | if (settings.stat_loss_on_death) |
2695 | { |
2540 | { |
2696 | /* Pick a random stat and take a point off it. Tell the player |
2541 | /* Pick a random stat and take a point off it. Tell the player |
2697 | * what he lost. |
2542 | * what he lost. |
… | |
… | |
2704 | lost_a_stat = 1; |
2549 | lost_a_stat = 1; |
2705 | } |
2550 | } |
2706 | else |
2551 | else |
2707 | { |
2552 | { |
2708 | /* deplete a stat */ |
2553 | /* deplete a stat */ |
2709 | archetype *deparch = archetype::find ("depletion"); |
2554 | archetype *deparch = archetype::find (shstr_depletion); |
2710 | object *dep; |
2555 | object *dep; |
2711 | |
2556 | |
2712 | dep = present_arch_in_ob (deparch, op); |
2557 | dep = present_arch_in_ob (deparch, op); |
2713 | if (!dep) |
2558 | if (!dep) |
2714 | { |
2559 | { |
2715 | dep = arch_to_object (deparch); |
2560 | dep = deparch->instance (); |
2716 | insert_ob_in_ob (dep, op); |
2561 | insert_ob_in_ob (dep, op); |
2717 | } |
2562 | } |
2718 | lose_this_stat = 1; |
2563 | lose_this_stat = 1; |
2719 | if (settings.balanced_stat_loss) |
2564 | if (settings.balanced_stat_loss) |
2720 | { |
2565 | { |
… | |
… | |
2748 | } |
2593 | } |
2749 | } |
2594 | } |
2750 | |
2595 | |
2751 | if (lose_this_stat) |
2596 | if (lose_this_stat) |
2752 | { |
2597 | { |
2753 | this_stat = get_attr_value (&(dep->stats), i); |
2598 | this_stat = get_attr_value (&dep->stats, i); |
2754 | /* We could try to do something clever like find another |
2599 | /* We could try to do something clever like find another |
2755 | * stat to reduce if this fails. But chances are, if |
2600 | * stat to reduce if this fails. But chances are, if |
2756 | * stats have been depleted to -50, all are pretty low |
2601 | * stats have been depleted to -50, all are pretty low |
2757 | * and should be roughly the same, so it shouldn't make a |
2602 | * and should be roughly the same, so it shouldn't make a |
2758 | * difference. |
2603 | * difference. |
2759 | */ |
2604 | */ |
2760 | if (this_stat >= -50) |
2605 | if (this_stat >= -50) |
2761 | { |
2606 | { |
2762 | change_attr_value (&(dep->stats), i, -1); |
2607 | change_attr_value (&(dep->stats), i, -1); |
2763 | SET_FLAG (dep, FLAG_APPLIED); |
2608 | dep->set_flag (FLAG_APPLIED); |
2764 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2609 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2765 | op->update_stats (); |
2610 | op->update_stats (); |
2766 | lost_a_stat = 1; |
2611 | lost_a_stat = 1; |
2767 | } |
2612 | } |
2768 | } |
2613 | } |
… | |
… | |
2772 | /* If no stat lost, tell the player. */ |
2617 | /* If no stat lost, tell the player. */ |
2773 | if (!lost_a_stat) |
2618 | if (!lost_a_stat) |
2774 | { |
2619 | { |
2775 | /* determine_god() seems to not work sometimes... why is this? |
2620 | /* determine_god() seems to not work sometimes... why is this? |
2776 | Should I be using something else? GD */ |
2621 | Should I be using something else? GD */ |
2777 | const char *god = determine_god (op); |
2622 | shstr_tmp god = determine_god (op); |
2778 | |
2623 | |
2779 | if (god && (strcmp (god, "none"))) |
2624 | if (god != shstr_none) |
2780 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2625 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2781 | else |
2626 | else |
2782 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2627 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2783 | } |
2628 | } |
2784 | #else |
2629 | #else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2630 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2786 | #endif |
2631 | #endif |
2787 | |
2632 | |
2788 | /* Put a gravestone up where the character 'almost' died. List the |
2633 | /* Put a gravestone up where the character 'almost' died. List the |
2789 | * exp loss on the stone. |
2634 | * exp loss on the stone. |
2790 | */ |
2635 | */ |
2791 | tmp = arch_to_object (archetype::find ("gravestone")); |
2636 | tmp = archetype::find (shstr_gravestone)->instance (); |
2792 | tmp->name = format ("%s's gravestone", &op->name); |
2637 | tmp->name = format ("%s's gravestone", &op->name); |
2793 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2638 | tmp->name_pl = format ("%s's gravestones", &op->name); |
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 ()); |
2639 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
|
|
2640 | &op->name, op->contr->title, op->contr->killer_name ()); |
2795 | tmp->x = op->x, tmp->y = op->y; |
2641 | tmp->x = op->x, tmp->y = op->y; |
2796 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2642 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2797 | |
2643 | |
2798 | /**************************************/ |
2644 | /**************************************/ |
2799 | /* */ |
2645 | /* */ |
2800 | /* Subtract the experience points, */ |
2646 | /* Subtract the experience points, */ |
2801 | /* if we died cause of food, give us */ |
|
|
2802 | /* food, and reset HP's... */ |
|
|
2803 | /* */ |
2647 | /* */ |
2804 | /**************************************/ |
2648 | /**************************************/ |
2805 | |
2649 | |
2806 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2807 | /* restore player */ |
|
|
2808 | at = archetype::find ("poisoning"); |
|
|
2809 | tmp = present_arch_in_ob (at, op); |
|
|
2810 | |
|
|
2811 | if (tmp) |
|
|
2812 | { |
|
|
2813 | tmp->destroy (); |
|
|
2814 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2815 | } |
|
|
2816 | |
|
|
2817 | at = archetype::find ("confusion"); |
|
|
2818 | tmp = present_arch_in_ob (at, op); |
|
|
2819 | if (tmp) |
|
|
2820 | { |
|
|
2821 | tmp->destroy (); |
|
|
2822 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2823 | } |
|
|
2824 | |
|
|
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 | } |
|
|
2838 | |
|
|
2839 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2650 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2840 | apply_death_exp_penalty (op); |
2651 | apply_death_exp_penalty (op); |
2841 | |
|
|
2842 | if (op->stats.food < 100) |
|
|
2843 | op->stats.food = 900; |
|
|
2844 | |
|
|
2845 | op->stats.hp = op->stats.maxhp; |
|
|
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2848 | |
2652 | |
2849 | /* |
2653 | /* |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2654 | * Check to see if the player has any unpaid items. If so, remove them |
2851 | * and put them back in the map. |
2655 | * and put them back in the map. |
2852 | */ |
2656 | */ |
… | |
… | |
2876 | if (will_kill_again) |
2680 | if (will_kill_again) |
2877 | { |
2681 | { |
2878 | object *force; |
2682 | object *force; |
2879 | int at; |
2683 | int at; |
2880 | |
2684 | |
2881 | force = get_archetype (FORCE_NAME); |
2685 | force = archetype::get (FORCE_NAME); |
2882 | /* 50 ticks should be enough time for the spell to abate */ |
2686 | /* 50 ticks should be enough time for the spell to abate */ |
2883 | force->speed = 0.1f; |
|
|
2884 | force->speed_left = -5.f; |
2687 | force->speed_left = -5.f; |
2885 | SET_FLAG (force, FLAG_APPLIED); |
2688 | force->set_speed (0.1f); |
|
|
2689 | force->set_flag (FLAG_APPLIED); |
|
|
2690 | |
2886 | for (at = 0; at < NROFATTACKS; at++) |
2691 | for (at = 0; at < NROFATTACKS; at++) |
2887 | if (will_kill_again & (1 << at)) |
2692 | if (will_kill_again & (1 << at)) |
2888 | force->resist[at] = 100; |
2693 | force->resist[at] = 100; |
2889 | |
2694 | |
2890 | insert_ob_in_ob (force, op); |
2695 | insert_ob_in_ob (force, op); |
2891 | op->update_stats (); |
2696 | op->update_stats (); |
2892 | |
|
|
2893 | } |
2697 | } |
2894 | |
2698 | |
2895 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2699 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2896 | } |
2700 | } |
2897 | |
2701 | |
2898 | void |
2702 | static void |
2899 | loot_object (object *op) |
2703 | loot_object (object *op) |
2900 | { /* Grab and destroy some treasure */ |
2704 | { /* Grab and destroy some treasure */ |
2901 | object *tmp, *tmp2, *next; |
2705 | object *tmp, *tmp2, *next; |
2902 | |
2706 | |
2903 | op->close_container (); /* close open sack first */ |
2707 | op->close_container (); /* close open sack first */ |
… | |
… | |
2913 | tmp->x = op->x, tmp->y = op->y; |
2717 | tmp->x = op->x, tmp->y = op->y; |
2914 | |
2718 | |
2915 | if (tmp->type == CONTAINER) |
2719 | if (tmp->type == CONTAINER) |
2916 | loot_object (tmp); /* empty container to ground */ |
2720 | loot_object (tmp); /* empty container to ground */ |
2917 | |
2721 | |
2918 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2722 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2919 | { |
2723 | { |
2920 | if (tmp->nrof > 1) |
2724 | if (tmp->nrof > 1) |
2921 | { |
2725 | { |
2922 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2726 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2923 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2727 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2934 | * fix_weight(): Check recursively the weight of all players, and fix |
2738 | * fix_weight(): Check recursively the weight of all players, and fix |
2935 | * what needs to be fixed. Refresh windows and fix speed if anything |
2739 | * what needs to be fixed. Refresh windows and fix speed if anything |
2936 | * was changed. |
2740 | * was changed. |
2937 | */ |
2741 | */ |
2938 | void |
2742 | void |
2939 | fix_weight (void) |
2743 | fix_weight () |
2940 | { |
2744 | { |
2941 | for_all_players (pl) |
2745 | for_all_players (pl) |
2942 | { |
2746 | { |
2943 | sint32 old = pl->ob->carrying; |
2747 | sint32 old = pl->ob->carrying; |
2944 | |
2748 | |
… | |
… | |
2951 | } |
2755 | } |
2952 | } |
2756 | } |
2953 | } |
2757 | } |
2954 | |
2758 | |
2955 | void |
2759 | void |
2956 | fix_luck (void) |
2760 | fix_luck () |
2957 | { |
2761 | { |
2958 | for_all_players (pl) |
2762 | for_all_players (pl) |
2959 | if (!pl->ob->contr->ns->state) |
2763 | if (!pl->ob->contr->ns->state) |
2960 | pl->ob->change_luck (0); |
2764 | pl->ob->change_luck (0); |
2961 | } |
2765 | } |
… | |
… | |
2998 | } |
2802 | } |
2999 | |
2803 | |
3000 | void |
2804 | void |
3001 | make_visible (object *op) |
2805 | make_visible (object *op) |
3002 | { |
2806 | { |
3003 | op->hide = 0; |
2807 | op->flag [FLAG_HIDDEN] = 0; |
3004 | op->invisible = 0; |
2808 | op->invisible = 0; |
3005 | |
2809 | |
3006 | if (op->type == PLAYER) |
2810 | if (op->type == PLAYER) |
3007 | { |
2811 | { |
3008 | op->contr->tmp_invis = 0; |
2812 | op->contr->tmp_invis = 0; |
… | |
… | |
3013 | } |
2817 | } |
3014 | |
2818 | |
3015 | int |
2819 | int |
3016 | is_true_undead (object *op) |
2820 | is_true_undead (object *op) |
3017 | { |
2821 | { |
3018 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2822 | if (op->arch->flag [FLAG_UNDEAD]) |
3019 | return 1; |
2823 | return 1; |
3020 | |
2824 | |
3021 | return 0; |
2825 | return 0; |
3022 | } |
2826 | } |
3023 | |
2827 | |
… | |
… | |
3033 | |
2837 | |
3034 | if (!ob || !ob->map) |
2838 | if (!ob || !ob->map) |
3035 | return 0; |
2839 | return 0; |
3036 | |
2840 | |
3037 | /* so, on normal lighted maps, its hard to hide */ |
2841 | /* so, on normal lighted maps, its hard to hide */ |
3038 | level = ob->map->darkness - 2; |
2842 | level = ob->map->darklevel () - 2; |
3039 | |
2843 | |
3040 | /* this also picks up whether the object is glowing. |
2844 | /* this also picks up whether the object is glowing. |
3041 | * If you carry a light on a non-dark map, its not |
2845 | * If you carry a light on a non-dark map, its not |
3042 | * as bad as carrying a light on a pitch dark map */ |
2846 | * as bad as carrying a light on a pitch dark map */ |
3043 | if (has_carried_lights (ob)) |
2847 | if (ob->has_carried_lights ()) |
3044 | level = -(10 + (2 * ob->map->darkness)); |
2848 | level = -(10 + (2 * ob->map->darklevel ())); |
3045 | |
2849 | |
3046 | /* scan through all nearby squares for terrain to hide in */ |
2850 | /* scan through all nearby squares for terrain to hide in */ |
3047 | for (i = 0, x = ob->x, y = ob->y; |
2851 | for (i = 0, x = ob->x, y = ob->y; |
3048 | i <= SIZEOFFREE1; |
2852 | i <= SIZEOFFREE1; |
3049 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2853 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3121 | |
2925 | |
3122 | if (who->type == PLAYER) |
2926 | if (who->type == PLAYER) |
3123 | player = 1; |
2927 | player = 1; |
3124 | |
2928 | |
3125 | else |
2929 | else |
3126 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2930 | friendly = who->flag [FLAG_FRIENDLY]; |
3127 | |
2931 | |
3128 | /* search adjacent squares */ |
2932 | /* search adjacent squares */ |
3129 | for (i = 1; i < 9; i++) |
2933 | for (i = 1; i < 9; i++) |
3130 | { |
2934 | { |
3131 | x = who->x + freearr_x[i]; |
2935 | x = who->x + freearr_x[i]; |
… | |
… | |
3140 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2944 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3141 | continue; |
2945 | continue; |
3142 | |
2946 | |
3143 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2947 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3144 | { |
2948 | { |
3145 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2949 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3146 | return 1; |
2950 | return 1; |
3147 | else if (tmp->type == PLAYER) |
2951 | else if (tmp->type == PLAYER) |
3148 | { |
2952 | { |
3149 | /*don't let a hidden DM prevent you from hiding */ |
2953 | /*don't let a hidden DM prevent you from hiding */ |
3150 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2954 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3151 | return 1; |
2955 | return 1; |
3152 | } |
2956 | } |
3153 | } |
2957 | } |
3154 | } |
2958 | } |
3155 | return 0; |
2959 | return 0; |
… | |
… | |
3196 | while (op) |
3000 | while (op) |
3197 | { |
3001 | { |
3198 | dx = rv.distance_x + op->arch->x; |
3002 | dx = rv.distance_x + op->arch->x; |
3199 | dy = rv.distance_y + op->arch->y; |
3003 | dy = rv.distance_y + op->arch->y; |
3200 | |
3004 | |
3201 | /* only the viewable area the player sees is updated by LOS |
3005 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3202 | * code, so we need to restrict ourselves to that range of values |
|
|
3203 | * for any meaningful values. |
|
|
3204 | */ |
|
|
3205 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3206 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3207 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3208 | return 1; |
3006 | return 1; |
3209 | |
3007 | |
3210 | op = op->more; |
3008 | op = op->more; |
3211 | } |
|
|
3212 | |
|
|
3213 | return 0; |
|
|
3214 | } |
|
|
3215 | |
|
|
3216 | /* routine for both players and monsters. We call this when |
|
|
3217 | * there is a possibility for our action distrubing our hiding |
|
|
3218 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3219 | * effected by this. If we arent invisible to begin with, we |
|
|
3220 | * return 0. |
|
|
3221 | */ |
|
|
3222 | int |
|
|
3223 | action_makes_visible (object *op) |
|
|
3224 | { |
|
|
3225 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3226 | { |
|
|
3227 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3228 | return 0; |
|
|
3229 | |
|
|
3230 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3231 | return 0; |
|
|
3232 | |
|
|
3233 | /* If monsters, they should become visible */ |
|
|
3234 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3235 | { |
|
|
3236 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3237 | return 1; |
|
|
3238 | } |
|
|
3239 | } |
3009 | } |
3240 | |
3010 | |
3241 | return 0; |
3011 | return 0; |
3242 | } |
3012 | } |
3243 | |
3013 | |
… | |
… | |
3258 | * and the exit-coordinates sp/hp must both be > 0. |
3028 | * and the exit-coordinates sp/hp must both be > 0. |
3259 | * => The intention here is to prevent abuse of the battleground- |
3029 | * => The intention here is to prevent abuse of the battleground- |
3260 | * feature (like pickable or hidden battleground tiles). */ |
3030 | * feature (like pickable or hidden battleground tiles). */ |
3261 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3031 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3262 | { |
3032 | { |
3263 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3033 | if (tmp->flag [FLAG_IS_FLOOR]) |
3264 | { |
3034 | { |
3265 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3035 | if (tmp->flag [FLAG_NO_PICK] |
3266 | && tmp->type == BATTLEGROUND |
3036 | && tmp->type == BATTLEGROUND |
3267 | && tmp->name == shstr_battleground |
3037 | && tmp->name == shstr_battleground |
3268 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3038 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3269 | { |
3039 | { |
3270 | /* before we assign the exit, check if this is a teambattle */ |
3040 | /* before we assign the exit, check if this is a teambattle */ |
3271 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3041 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3272 | { |
|
|
3273 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3042 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3043 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3274 | { |
3044 | { |
3275 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3276 | { |
|
|
3277 | if (x && y) |
3045 | if (x && y) |
3278 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3046 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3279 | |
3047 | |
3280 | return 1; |
3048 | return 1; |
3281 | } |
|
|
3282 | } |
3049 | } |
3283 | } |
|
|
3284 | |
3050 | |
3285 | if (x && y) |
3051 | if (x && y) |
3286 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3052 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3287 | |
3053 | |
3288 | return 1; |
3054 | return 1; |
… | |
… | |
3426 | else |
3192 | else |
3427 | j = 1; |
3193 | j = 1; |
3428 | strcat (buf, spellpathnames[i]); |
3194 | strcat (buf, spellpathnames[i]); |
3429 | } |
3195 | } |
3430 | } |
3196 | } |
|
|
3197 | |
3431 | strcat (buf, "."); |
3198 | strcat (buf, "."); |
3432 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3199 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3433 | } |
3200 | } |
3434 | |
3201 | |
3435 | /* evtl. adding flags: */ |
3202 | /* evtl. adding flags: */ |
3436 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3203 | if (item->flag [FLAG_XRAYS]) |
3437 | SET_FLAG (skin, FLAG_XRAYS); |
3204 | skin->set_flag (FLAG_XRAYS); |
3438 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3205 | if (item->flag [FLAG_STEALTH]) |
3439 | SET_FLAG (skin, FLAG_STEALTH); |
3206 | skin->set_flag (FLAG_STEALTH); |
3440 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3207 | if (item->flag [FLAG_SEE_IN_DARK]) |
3441 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3208 | skin->set_flag (FLAG_SEE_IN_DARK); |
3442 | |
3209 | |
3443 | /* print message if there is one */ |
3210 | /* print message if there is one */ |
3444 | if (item->msg != NULL) |
3211 | if (item->msg != NULL) |
3445 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3212 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3446 | } |
3213 | } |
3447 | else |
3214 | else |
3448 | { |
3215 | { |
3449 | /* generate misc. treasure */ |
3216 | /* generate misc. treasure */ |
3450 | tmp = arch_to_object (tr->item); |
3217 | tmp = tr->item->instance (); |
3451 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3218 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3452 | who->insert (tmp); |
3219 | who->insert (tmp); |
3453 | } |
3220 | } |
3454 | } |
3221 | } |
3455 | |
3222 | |
3456 | /** |
3223 | //-GPL |
3457 | * Unready an object for a player. This function does nothing if the object was |
|
|
3458 | * not readied. |
|
|
3459 | */ |
|
|
3460 | void |
|
|
3461 | player_unready_range_ob (player *pl, object *ob) |
|
|
3462 | { |
|
|
3463 | if (pl->ob->current_weapon == ob) |
|
|
3464 | pl->ob->current_weapon = 0; |
|
|
3465 | |
|
|
3466 | if (pl->combat_ob == ob) |
|
|
3467 | pl->combat_ob = 0; |
|
|
3468 | |
|
|
3469 | if (pl->ranged_ob == ob) |
|
|
3470 | pl->ranged_ob = 0; |
|
|
3471 | } |
|
|
3472 | |
3224 | |
3473 | sint8 |
3225 | sint8 |
3474 | player::visibility_at (maptile *map, int x, int y) const |
3226 | player::darkness_at (maptile *map, int x, int y) const |
3475 | { |
3227 | { |
3476 | if (!ns) |
3228 | if (!ns) |
3477 | return 0; |
3229 | return LOS_BLOCKED; |
3478 | |
3230 | |
3479 | int dx, dy; |
3231 | int dx, dy; |
3480 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3232 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3481 | return 0; |
3233 | return LOS_BLOCKED; |
3482 | |
3234 | |
3483 | x += dx - ns->current_x + ns->mapx / 2; |
3235 | x += dx - ns->current_x; |
3484 | y += dy - ns->current_y + ns->mapy / 2; |
3236 | y += dy - ns->current_y; |
3485 | |
3237 | |
3486 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3487 | return 0; |
|
|
3488 | |
|
|
3489 | return 100 - blocked_los [x][y]; |
3238 | return blocked_los (x, y); |
3490 | } |
3239 | } |
3491 | |
3240 | |
3492 | void |
3241 | void |
3493 | player::infobox (const char *title, const char *msg, int color) |
3242 | player::infobox (const char *title, const char *msg, int color) |
3494 | { |
3243 | { |
… | |
… | |
3506 | { |
3255 | { |
3507 | play_sound (sound_find ("generic_failure")); |
3256 | play_sound (sound_find ("generic_failure")); |
3508 | statusmsg (msg, color); |
3257 | statusmsg (msg, color); |
3509 | } |
3258 | } |
3510 | |
3259 | |
|
|
3260 | void |
|
|
3261 | object::failmsgf (const char *format, ...) |
|
|
3262 | { |
|
|
3263 | if (!contr) |
|
|
3264 | return; |
|
|
3265 | |
|
|
3266 | va_list ap; |
|
|
3267 | va_start (ap, format); |
|
|
3268 | contr->failmsg (vformat (format, ap)); |
|
|
3269 | va_end (ap); |
|
|
3270 | } |
|
|
3271 | |
|
|
3272 | void |
|
|
3273 | player::failmsgf (const char *format, ...) |
|
|
3274 | { |
|
|
3275 | va_list ap; |
|
|
3276 | va_start (ap, format); |
|
|
3277 | failmsg (vformat (format, ap)); |
|
|
3278 | va_end (ap); |
|
|
3279 | } |
|
|
3280 | |