… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
210 | ob->close_container (); //TODO: client-specific |
211 | |
211 | |
212 | ns->update_look = 0; |
212 | ns->update_look = 0; |
213 | ns->look_position = 0; |
213 | ns->look_position = 0; |
214 | |
214 | |
215 | clear_los (this); |
215 | clear_los (); |
216 | |
216 | |
217 | ns->reset_stats (); |
217 | ns->reset_stats (); |
218 | |
218 | |
219 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
221 | ob->race = ob->arch->race; |
221 | ob->race = ob->arch->race; |
222 | |
222 | |
223 | ob->update_weight (); |
223 | ob->update_weight (); |
224 | link_player_skills (ob); |
224 | link_skills (); |
225 | |
225 | |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
227 | |
227 | |
228 | assign (title, ob->arch->object::name); |
228 | assign (title, ob->arch->object::name); |
229 | |
229 | |
… | |
… | |
673 | op->destroy (); |
673 | op->destroy (); |
674 | continue; |
674 | continue; |
675 | } |
675 | } |
676 | } |
676 | } |
677 | |
677 | |
678 | /* This really needs to be better - we should really give |
678 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
679 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
680 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
681 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
682 | if (op->type == SKILL) |
685 | { |
683 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
684 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
685 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
686 | { |
694 | op->destroy (); |
687 | op->destroy (); |
|
|
688 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
689 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
690 | break; |
697 | } |
691 | } |
698 | |
692 | |
699 | if (op->nrof > 1) |
693 | if (op->nrof > 1) |
700 | op->nrof = 1; |
694 | op->nrof = 1; |
701 | } |
695 | } |
702 | |
696 | |
… | |
… | |
728 | else /* lock all 'normal items by default */ |
722 | else /* lock all 'normal items by default */ |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
723 | SET_FLAG (op, FLAG_INV_LOCKED); |
730 | } /* for loop of objects in player inv */ |
724 | } /* for loop of objects in player inv */ |
731 | |
725 | |
732 | /* Need to set up the skill pointers */ |
726 | /* Need to set up the skill pointers */ |
733 | link_player_skills (pl); |
727 | pl->contr->link_skills (); |
734 | } |
728 | } |
735 | |
729 | |
736 | void |
730 | void |
737 | get_party_password (object *op, partylist *party) |
731 | get_party_password (object *op, partylist *party) |
738 | { |
732 | { |
… | |
… | |
870 | ob->msg = 0; |
864 | ob->msg = 0; |
871 | |
865 | |
872 | start_info (ob); |
866 | start_info (ob); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
867 | CLEAR_FLAG (ob, FLAG_WIZ); |
874 | give_initial_items (ob, ob->randomitems); |
868 | give_initial_items (ob, ob->randomitems); |
875 | link_player_skills (ob); |
|
|
876 | esrv_send_inventory (ob, ob); |
869 | esrv_send_inventory (ob, ob); |
877 | ob->update_stats (); |
870 | ob->update_stats (); |
878 | |
871 | |
879 | /* This moves the player to a different start map, if there |
872 | /* This moves the player to a different start map, if there |
880 | * is one for this race |
873 | * is one for this race |
… | |
… | |
932 | LOG (llevDebug, "Fleeing player is dead.\n"); |
925 | LOG (llevDebug, "Fleeing player is dead.\n"); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
926 | CLEAR_FLAG (op, FLAG_SCARED); |
934 | return; |
927 | return; |
935 | } |
928 | } |
936 | |
929 | |
937 | if (op->enemy == NULL) |
930 | if (!op->enemy) |
938 | { |
931 | { |
939 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
932 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
941 | return; |
934 | return; |
942 | } |
935 | } |
943 | |
936 | |
944 | /* Seen some crashes here. Since we don't store an |
|
|
945 | * op->enemy_count, it is possible that something destroys the |
|
|
946 | * actual enemy, and the object is recycled. |
|
|
947 | */ |
|
|
948 | if (op->enemy->map == NULL) |
|
|
949 | { |
|
|
950 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
951 | op->enemy = NULL; |
|
|
952 | return; |
|
|
953 | } |
|
|
954 | |
|
|
955 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
937 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
956 | { |
938 | { |
957 | op->enemy = NULL; |
939 | op->enemy = NULL; |
958 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
959 | return; |
941 | return; |
… | |
… | |
962 | get_rangevector (op, op->enemy, &rv, 0); |
944 | get_rangevector (op, op->enemy, &rv, 0); |
963 | |
945 | |
964 | dir = absdir (4 + rv.direction); |
946 | dir = absdir (4 + rv.direction); |
965 | for (diff = 0; diff < 3; diff++) |
947 | for (diff = 0; diff < 3; diff++) |
966 | { |
948 | { |
967 | int m = 1 - (RANDOM () & 2); |
949 | int m = 1 - rndm (2) * 2; |
968 | |
950 | |
969 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
951 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
970 | return; |
952 | return; |
971 | } |
953 | } |
972 | |
954 | |
… | |
… | |
983 | check_pick (object *op) |
965 | check_pick (object *op) |
984 | { |
966 | { |
985 | object *tmp, *next; |
967 | object *tmp, *next; |
986 | int stop = 0; |
968 | int stop = 0; |
987 | int wvratio; |
969 | int wvratio; |
988 | char putstring[128]; |
|
|
989 | |
970 | |
990 | /* if you're flying, you cna't pick up anything */ |
971 | /* if you're flying, you cna't pick up anything */ |
991 | if (op->move_type & MOVE_FLYING) |
972 | if (op->move_type & MOVE_FLYING) |
992 | return 1; |
973 | return 1; |
993 | |
974 | |
… | |
… | |
1017 | |
998 | |
1018 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
999 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1019 | { |
1000 | { |
1020 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1001 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1021 | CHK_PICK_PICKUP; |
1002 | CHK_PICK_PICKUP; |
|
|
1003 | |
1022 | continue; |
1004 | continue; |
1023 | } |
1005 | } |
1024 | |
1006 | |
1025 | /* high not bit set? We're using the old autopickup model */ |
1007 | /* pickup handling */ |
|
|
1008 | if (op->contr->mode & PU_DEBUG) |
|
|
1009 | { |
|
|
1010 | /* some debugging code to figure out item information */ |
|
|
1011 | const char *str = tmp->name |
|
|
1012 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1013 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1014 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1015 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1016 | |
|
|
1017 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1018 | } |
|
|
1019 | |
|
|
1020 | if (op->contr->mode & PU_INHIBIT) |
|
|
1021 | return 1; |
|
|
1022 | |
|
|
1023 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1024 | return 1; |
|
|
1025 | |
|
|
1026 | /* philosophy: |
|
|
1027 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1028 | * generic. This takes no game-time. For more detailed pickups |
|
|
1029 | * and selections, select-items should be used. This is a |
|
|
1030 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1031 | * example. |
|
|
1032 | * The drawback: right now it has no frontend, so you need to |
|
|
1033 | * stick the bits you want into a calculator in hex mode and then |
|
|
1034 | * convert to decimal and then 'pickup <#> |
|
|
1035 | */ |
|
|
1036 | |
|
|
1037 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1038 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1039 | * meaning if any test passes, the item gets picked up. */ |
|
|
1040 | |
|
|
1041 | /* if mode is set to pick nothing up, return */ |
|
|
1042 | if (op->contr->mode == PU_NOTHING) |
|
|
1043 | return 1; |
|
|
1044 | |
|
|
1045 | /* if mode is set to stop when encountering objects, return */ |
|
|
1046 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1047 | * anything up */ |
|
|
1048 | if (op->contr->mode & PU_STOP) |
|
|
1049 | return 0; |
|
|
1050 | |
|
|
1051 | /* useful for going into stores and not losing your settings... */ |
|
|
1052 | /* and for battles wher you don't want to get loaded down while |
|
|
1053 | * fighting */ |
|
|
1054 | if (op->contr->mode & PU_INHIBIT) |
|
|
1055 | return 1; |
|
|
1056 | |
|
|
1057 | /* prevent us from turning into auto-thieves :) */ |
|
|
1058 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1059 | continue; |
|
|
1060 | |
|
|
1061 | /* ignore known cursed objects */ |
|
|
1062 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1063 | continue; |
|
|
1064 | |
|
|
1065 | /* all food and drink if desired */ |
|
|
1066 | /* question: don't pick up known-poisonous stuff? */ |
1026 | if (!(op->contr->mode & PU_NEWMODE)) |
1067 | if (op->contr->mode & PU_FOOD) |
|
|
1068 | if (tmp->type == FOOD) |
1027 | { |
1069 | { |
1028 | switch (op->contr->mode) |
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | if (op->contr->mode & PU_DRINK) |
|
|
1075 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1076 | { |
|
|
1077 | CHK_PICK_PICKUP; |
|
|
1078 | continue; |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | if (op->contr->mode & PU_POTION) |
|
|
1082 | if (tmp->type == POTION) |
|
|
1083 | { |
|
|
1084 | CHK_PICK_PICKUP; |
|
|
1085 | continue; |
|
|
1086 | } |
|
|
1087 | |
|
|
1088 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1089 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1090 | if (tmp->type == SPELLBOOK) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1097 | if (tmp->type == SKILLSCROLL) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_READABLES) |
|
|
1104 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* wands/staves/rods/horns */ |
|
|
1111 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1112 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1113 | { |
|
|
1114 | CHK_PICK_PICKUP; |
|
|
1115 | continue; |
|
|
1116 | } |
|
|
1117 | |
|
|
1118 | /* pick up all magical items */ |
|
|
1119 | if (op->contr->mode & PU_MAGICAL) |
|
|
1120 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1121 | { |
|
|
1122 | CHK_PICK_PICKUP; |
|
|
1123 | continue; |
|
|
1124 | } |
|
|
1125 | |
|
|
1126 | if (op->contr->mode & PU_VALUABLES) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == MONEY || tmp->type == GEM) |
1029 | { |
1129 | { |
1030 | case 0: |
|
|
1031 | return 1; /* don't pick up */ |
|
|
1032 | case 1: |
|
|
1033 | CHK_PICK_PICKUP; |
1130 | CHK_PICK_PICKUP; |
1034 | return 1; |
1131 | continue; |
1035 | case 2: |
|
|
1036 | CHK_PICK_PICKUP; |
|
|
1037 | return 0; |
|
|
1038 | case 3: |
|
|
1039 | return 0; /* stop before pickup */ |
|
|
1040 | case 4: |
|
|
1041 | CHK_PICK_PICKUP; |
|
|
1042 | break; |
|
|
1043 | case 5: |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | stop = 1; |
|
|
1046 | break; |
|
|
1047 | case 6: |
|
|
1048 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1049 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1050 | CHK_PICK_PICKUP; |
|
|
1051 | break; |
|
|
1052 | |
|
|
1053 | case 7: |
|
|
1054 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1055 | CHK_PICK_PICKUP; |
|
|
1056 | break; |
|
|
1057 | |
|
|
1058 | default: |
|
|
1059 | /* use value density */ |
|
|
1060 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1061 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1062 | CHK_PICK_PICKUP; |
|
|
1063 | } |
1132 | } |
1064 | } |
1133 | } |
1065 | else |
1134 | |
1066 | { /* old model */ |
1135 | /* rings & amulets - talismans seems to be typed AMULET */ |
1067 | /* NEW pickup handling */ |
|
|
1068 | if (op->contr->mode & PU_DEBUG) |
1136 | if (op->contr->mode & PU_JEWELS) |
|
|
1137 | if (tmp->type == RING || tmp->type == AMULET) |
1069 | { |
1138 | { |
1070 | /* some debugging code to figure out item information */ |
1139 | CHK_PICK_PICKUP; |
1071 | if (tmp->name != NULL) |
|
|
1072 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1073 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1074 | else |
|
|
1075 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1076 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1077 | |
|
|
1078 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | /* philosophy: |
|
|
1082 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1083 | * generic. This takes no game-time. For more detailed pickups |
|
|
1084 | * and selections, select-items should be used. This is a |
|
|
1085 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1086 | * example. |
|
|
1087 | * The drawback: right now it has no frontend, so you need to |
|
|
1088 | * stick the bits you want into a calculator in hex mode and then |
|
|
1089 | * convert to decimal and then 'pickup <#> |
|
|
1090 | */ |
|
|
1091 | |
|
|
1092 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1093 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1094 | * meaning if any test passes, the item gets picked up. */ |
|
|
1095 | |
|
|
1096 | /* if mode is set to pick nothing up, return */ |
|
|
1097 | |
|
|
1098 | if (op->contr->mode & PU_NOTHING) |
|
|
1099 | return 1; |
|
|
1100 | |
|
|
1101 | /* if mode is set to stop when encountering objects, return */ |
|
|
1102 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1103 | * anything up */ |
|
|
1104 | |
|
|
1105 | if (op->contr->mode & PU_STOP) |
|
|
1106 | return 0; |
|
|
1107 | |
|
|
1108 | /* useful for going into stores and not losing your settings... */ |
|
|
1109 | /* and for battles wher you don't want to get loaded down while |
|
|
1110 | * fighting */ |
|
|
1111 | if (op->contr->mode & PU_INHIBIT) |
|
|
1112 | return 1; |
|
|
1113 | |
|
|
1114 | /* prevent us from turning into auto-thieves :) */ |
|
|
1115 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1116 | continue; |
1140 | continue; |
|
|
1141 | } |
1117 | |
1142 | |
1118 | /* ignore known cursed objects */ |
1143 | /* we don't forget dragon food */ |
1119 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1144 | if (op->contr->mode & PU_FLESH) |
|
|
1145 | if (tmp->type == FLESH) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
1120 | continue; |
1148 | continue; |
|
|
1149 | } |
1121 | |
1150 | |
1122 | /* all food and drink if desired */ |
1151 | /* bows and arrows. Bows are good for selling! */ |
1123 | /* question: don't pick up known-poisonous stuff? */ |
1152 | if (op->contr->mode & PU_BOW) |
|
|
1153 | if (tmp->type == BOW) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_ARROW) |
|
|
1160 | if (tmp->type == ARROW) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* all kinds of armor etc. */ |
|
|
1167 | if (op->contr->mode & PU_ARMOUR) |
|
|
1168 | if (tmp->type == ARMOUR) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | if (op->contr->mode & PU_HELMET) |
|
|
1175 | if (tmp->type == HELMET) |
|
|
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_SHIELD) |
|
|
1182 | if (tmp->type == SHIELD) |
|
|
1183 | { |
|
|
1184 | CHK_PICK_PICKUP; |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
1124 | if (op->contr->mode & PU_FOOD) |
1188 | if (op->contr->mode & PU_BOOTS) |
1125 | if (tmp->type == FOOD) |
1189 | if (tmp->type == BOOTS) |
|
|
1190 | { |
|
|
1191 | CHK_PICK_PICKUP; |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_GLOVES) |
|
|
1196 | if (tmp->type == GLOVES) |
|
|
1197 | { |
|
|
1198 | CHK_PICK_PICKUP; |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | if (op->contr->mode & PU_CLOAK) |
|
|
1203 | if (tmp->type == CLOAK) |
|
|
1204 | { |
|
|
1205 | CHK_PICK_PICKUP; |
|
|
1206 | continue; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* hoping to catch throwing daggers here */ |
|
|
1210 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1211 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1212 | { |
|
|
1213 | CHK_PICK_PICKUP; |
|
|
1214 | continue; |
|
|
1215 | } |
|
|
1216 | |
|
|
1217 | /* careful: chairs and tables are weapons! */ |
|
|
1218 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1219 | { |
|
|
1220 | if (tmp->type == WEAPON) |
|
|
1221 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1126 | { |
1222 | { |
1127 | CHK_PICK_PICKUP; |
1223 | CHK_PICK_PICKUP; |
1128 | continue; |
1224 | continue; |
1129 | } |
1225 | } |
|
|
1226 | } |
1130 | |
1227 | |
|
|
1228 | /* misc stuff that's useful */ |
1131 | if (op->contr->mode & PU_DRINK) |
1229 | if (op->contr->mode & PU_KEY) |
1132 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1230 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1133 | { |
1231 | { |
1134 | CHK_PICK_PICKUP; |
1232 | CHK_PICK_PICKUP; |
1135 | continue; |
1233 | continue; |
1136 | } |
1234 | } |
1137 | |
1235 | |
|
|
1236 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1237 | * pickups */ |
1138 | if (op->contr->mode & PU_POTION) |
1238 | if (op->contr->mode & PU_RATIO) |
1139 | if (tmp->type == POTION) |
1239 | { |
|
|
1240 | /* use value density to decide what else to grab */ |
|
|
1241 | /* >=7 was >= op->contr->mode */ |
|
|
1242 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1140 | { |
1243 | */ |
1141 | CHK_PICK_PICKUP; |
|
|
1142 | continue; |
|
|
1143 | } |
|
|
1144 | |
|
|
1145 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1146 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1147 | if (tmp->type == SPELLBOOK) |
|
|
1148 | { |
|
|
1149 | CHK_PICK_PICKUP; |
|
|
1150 | continue; |
|
|
1151 | } |
|
|
1152 | |
|
|
1153 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1154 | if (tmp->type == SKILLSCROLL) |
|
|
1155 | { |
|
|
1156 | CHK_PICK_PICKUP; |
|
|
1157 | continue; |
|
|
1158 | } |
|
|
1159 | |
|
|
1160 | if (op->contr->mode & PU_READABLES) |
|
|
1161 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1162 | { |
|
|
1163 | CHK_PICK_PICKUP; |
|
|
1164 | continue; |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | /* wands/staves/rods/horns */ |
|
|
1168 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1169 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1170 | { |
|
|
1171 | CHK_PICK_PICKUP; |
|
|
1172 | continue; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* pick up all magical items */ |
|
|
1176 | if (op->contr->mode & PU_MAGICAL) |
1244 | wvratio = op->contr->mode & PU_RATIO; |
1177 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1245 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1178 | { |
|
|
1179 | CHK_PICK_PICKUP; |
|
|
1180 | continue; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | if (op->contr->mode & PU_VALUABLES) |
|
|
1184 | { |
1246 | { |
1185 | if (tmp->type == MONEY || tmp->type == GEM) |
1247 | #if 0 |
|
|
1248 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1249 | if (tmp->name != NULL) |
1186 | { |
1250 | { |
1187 | CHK_PICK_PICKUP; |
1251 | fprintf (stderr, "%s", tmp->name); |
1188 | continue; |
|
|
1189 | } |
1252 | } |
1190 | } |
|
|
1191 | |
|
|
1192 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1193 | if (op->contr->mode & PU_JEWELS) |
|
|
1194 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1195 | { |
|
|
1196 | CHK_PICK_PICKUP; |
|
|
1197 | continue; |
|
|
1198 | } |
|
|
1199 | |
|
|
1200 | /* we don't forget dragon food */ |
|
|
1201 | if (op->contr->mode & PU_FLESH) |
|
|
1202 | if (tmp->type == FLESH) |
|
|
1203 | { |
|
|
1204 | CHK_PICK_PICKUP; |
|
|
1205 | continue; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | /* bows and arrows. Bows are good for selling! */ |
|
|
1209 | if (op->contr->mode & PU_BOW) |
|
|
1210 | if (tmp->type == BOW) |
|
|
1211 | { |
|
|
1212 | CHK_PICK_PICKUP; |
|
|
1213 | continue; |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | if (op->contr->mode & PU_ARROW) |
|
|
1217 | if (tmp->type == ARROW) |
|
|
1218 | { |
|
|
1219 | CHK_PICK_PICKUP; |
|
|
1220 | continue; |
|
|
1221 | } |
|
|
1222 | |
|
|
1223 | /* all kinds of armor etc. */ |
|
|
1224 | if (op->contr->mode & PU_ARMOUR) |
|
|
1225 | if (tmp->type == ARMOUR) |
|
|
1226 | { |
|
|
1227 | CHK_PICK_PICKUP; |
|
|
1228 | continue; |
|
|
1229 | } |
|
|
1230 | |
|
|
1231 | if (op->contr->mode & PU_HELMET) |
|
|
1232 | if (tmp->type == HELMET) |
|
|
1233 | { |
|
|
1234 | CHK_PICK_PICKUP; |
|
|
1235 | continue; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | if (op->contr->mode & PU_SHIELD) |
|
|
1239 | if (tmp->type == SHIELD) |
|
|
1240 | { |
|
|
1241 | CHK_PICK_PICKUP; |
|
|
1242 | continue; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | if (op->contr->mode & PU_BOOTS) |
|
|
1246 | if (tmp->type == BOOTS) |
|
|
1247 | { |
|
|
1248 | CHK_PICK_PICKUP; |
|
|
1249 | continue; |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | if (op->contr->mode & PU_GLOVES) |
|
|
1253 | if (tmp->type == GLOVES) |
|
|
1254 | { |
|
|
1255 | CHK_PICK_PICKUP; |
|
|
1256 | continue; |
|
|
1257 | } |
|
|
1258 | |
|
|
1259 | if (op->contr->mode & PU_CLOAK) |
|
|
1260 | if (tmp->type == CLOAK) |
|
|
1261 | { |
|
|
1262 | CHK_PICK_PICKUP; |
|
|
1263 | continue; |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | /* hoping to catch throwing daggers here */ |
|
|
1267 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1268 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1269 | { |
|
|
1270 | CHK_PICK_PICKUP; |
|
|
1271 | continue; |
|
|
1272 | } |
|
|
1273 | |
|
|
1274 | /* careful: chairs and tables are weapons! */ |
|
|
1275 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1276 | { |
|
|
1277 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1278 | { |
|
|
1279 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1280 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1281 | { |
|
|
1282 | CHK_PICK_PICKUP; |
|
|
1283 | continue; |
|
|
1284 | } |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1288 | { |
|
|
1289 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1290 | { |
|
|
1291 | CHK_PICK_PICKUP; |
|
|
1292 | continue; |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | /* misc stuff that's useful */ |
|
|
1298 | if (op->contr->mode & PU_KEY) |
|
|
1299 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1300 | { |
|
|
1301 | CHK_PICK_PICKUP; |
|
|
1302 | continue; |
|
|
1303 | } |
|
|
1304 | |
|
|
1305 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1306 | * pickups */ |
|
|
1307 | if (op->contr->mode & PU_RATIO) |
|
|
1308 | { |
|
|
1309 | /* use value density to decide what else to grab */ |
|
|
1310 | /* >=7 was >= op->contr->mode */ |
|
|
1311 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1312 | */ |
|
|
1313 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1314 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
|
|
1315 | { |
|
|
1316 | CHK_PICK_PICKUP; |
|
|
1317 | #if 0 |
|
|
1318 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1319 | if (tmp->name != NULL) |
|
|
1320 | { |
|
|
1321 | fprintf (stderr, "%s", tmp->name); |
|
|
1322 | } |
|
|
1323 | else |
1253 | else |
1324 | fprintf (stderr, "%s", tmp->arch->archname); |
1254 | fprintf (stderr, "%s", tmp->arch->archname); |
1325 | fprintf (stderr, ",%d] = ", tmp->type); |
1255 | fprintf (stderr, ",%d] = ", tmp->type); |
1326 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1256 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1327 | #endif |
1257 | #endif |
|
|
1258 | CHK_PICK_PICKUP; |
1328 | continue; |
1259 | continue; |
1329 | } |
|
|
1330 | } |
1260 | } |
1331 | } /* the new pickup model */ |
1261 | } /* the new pickup model */ |
1332 | } |
1262 | } |
1333 | |
1263 | |
1334 | return !stop; |
1264 | return !stop; |
… | |
… | |
1362 | * against the target. A full test is not performed, simply a basic test |
1292 | * against the target. A full test is not performed, simply a basic test |
1363 | * of resistances. The archer is making a quick guess at what he sees down |
1293 | * of resistances. The archer is making a quick guess at what he sees down |
1364 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1294 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1365 | */ |
1295 | */ |
1366 | object * |
1296 | object * |
1367 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1297 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1368 | { |
1298 | { |
1369 | object *tmp = NULL, *arrow, *ntmp; |
1299 | object *tmp = NULL, *arrow, *ntmp; |
1370 | int attacknum, attacktype, betterby = 0, i; |
1300 | int attacknum, attacktype, betterby = 0, i; |
1371 | |
1301 | |
1372 | if (!type) |
1302 | if (!type) |
… | |
… | |
1376 | { |
1306 | { |
1377 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1307 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1378 | { |
1308 | { |
1379 | i = 0; |
1309 | i = 0; |
1380 | ntmp = find_better_arrow (arrow, target, type, &i); |
1310 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1311 | |
1381 | if (i > betterby) |
1312 | if (i > betterby) |
1382 | { |
1313 | { |
1383 | tmp = ntmp; |
1314 | tmp = ntmp; |
1384 | betterby = i; |
1315 | betterby = i; |
1385 | } |
1316 | } |
1386 | } |
1317 | } |
1387 | else if (arrow->type == ARROW && arrow->race == type) |
1318 | else if (arrow->type == ARROW && arrow->race == type) |
1388 | { |
1319 | { |
1389 | /* allways prefer assasination/slaying */ |
1320 | /* allways prefer assasination/slaying */ |
1390 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1321 | if (target->race && arrow->slaying.contains (target->race)) |
1391 | { |
1322 | { |
1392 | if (arrow->attacktype & AT_DEATH) |
1323 | if (arrow->attacktype & AT_DEATH) |
1393 | { |
1324 | { |
1394 | *better = 100; |
1325 | *better = 100; |
1395 | return arrow; |
1326 | return arrow; |
… | |
… | |
1410 | { |
1341 | { |
1411 | tmp = arrow; |
1342 | tmp = arrow; |
1412 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1343 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1413 | } |
1344 | } |
1414 | } |
1345 | } |
|
|
1346 | |
1415 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1347 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1416 | { |
1348 | { |
1417 | tmp = arrow; |
1349 | tmp = arrow; |
1418 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1350 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1419 | } |
1351 | } |
|
|
1352 | |
1420 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1353 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1421 | { |
1354 | { |
1422 | tmp = arrow; |
1355 | tmp = arrow; |
1423 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1356 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1424 | } |
1357 | } |
… | |
… | |
1438 | * op = the shooter |
1371 | * op = the shooter |
1439 | * type = bow->race |
1372 | * type = bow->race |
1440 | * dir = fire direction |
1373 | * dir = fire direction |
1441 | */ |
1374 | */ |
1442 | object * |
1375 | object * |
1443 | pick_arrow_target (object *op, const char *type, int dir) |
1376 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1444 | { |
1377 | { |
1445 | object *tmp = NULL; |
1378 | object *tmp = NULL; |
1446 | maptile *m; |
1379 | maptile *m; |
1447 | int i, mflags, found, number; |
1380 | int i, mflags, found, number; |
1448 | sint16 x, y; |
1381 | sint16 x, y; |
… | |
… | |
1463 | for (i = 0, found = 0; i < 20; i++) |
1396 | for (i = 0, found = 0; i < 20; i++) |
1464 | { |
1397 | { |
1465 | x += freearr_x[dir]; |
1398 | x += freearr_x[dir]; |
1466 | y += freearr_y[dir]; |
1399 | y += freearr_y[dir]; |
1467 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1400 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1401 | |
1468 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1402 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1469 | { |
1403 | { |
1470 | tmp = NULL; |
1404 | tmp = 0; |
1471 | break; |
1405 | break; |
1472 | } |
1406 | } |
1473 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1407 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1474 | { |
1408 | { |
1475 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1409 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1476 | * perhaps a bad assumption. |
1410 | * perhaps a bad assumption. |
1477 | */ |
1411 | */ |
1478 | tmp = NULL; |
1412 | tmp = 0; |
1479 | break; |
1413 | break; |
1480 | } |
1414 | } |
|
|
1415 | |
1481 | if (mflags & P_IS_ALIVE) |
1416 | if (mflags & P_IS_ALIVE) |
1482 | { |
|
|
1483 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1417 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1484 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1418 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1485 | { |
|
|
1486 | found++; |
|
|
1487 | break; |
|
|
1488 | } |
|
|
1489 | if (found) |
|
|
1490 | break; |
1419 | break; |
1491 | } |
|
|
1492 | } |
1420 | } |
1493 | if (tmp == NULL) |
1421 | |
|
|
1422 | if (!tmp) |
1494 | return find_arrow (op, type); |
1423 | return find_arrow (op, type); |
1495 | |
1424 | |
1496 | if (tmp->head) |
1425 | if (tmp->head) |
1497 | tmp = tmp->head; |
1426 | tmp = tmp->head; |
1498 | |
1427 | |
… | |
… | |
1538 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1467 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1539 | return 0; |
1468 | return 0; |
1540 | } |
1469 | } |
1541 | |
1470 | |
1542 | // optimisation: move object to top so we will find it quickly again |
1471 | // optimisation: move object to top so we will find it quickly again |
1543 | if (bow->below) |
1472 | splay (bow); |
1544 | { |
|
|
1545 | bow->remove (); |
|
|
1546 | op->insert (bow); |
|
|
1547 | } |
|
|
1548 | |
|
|
1549 | } |
1473 | } |
1550 | |
1474 | |
1551 | if (!bow->race || !bow->skill) |
1475 | if (!bow->race || !bow->skill) |
1552 | { |
1476 | { |
1553 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1477 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1579 | } |
1503 | } |
1580 | |
1504 | |
1581 | /* this should not happen, but sometimes does */ |
1505 | /* this should not happen, but sometimes does */ |
1582 | if (arrow->nrof == 0) |
1506 | if (arrow->nrof == 0) |
1583 | { |
1507 | { |
|
|
1508 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1584 | arrow->destroy (); |
1509 | arrow->destroy (); |
1585 | return 0; |
1510 | return 0; |
1586 | } |
1511 | } |
1587 | |
1512 | |
1588 | left = arrow; /* these are arrows left to the player */ |
1513 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1598 | arrow->direction = dir; |
1523 | arrow->direction = dir; |
1599 | |
1524 | |
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1525 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1601 | arrow->stats.hp = arrow->stats.dam; |
1526 | arrow->stats.hp = arrow->stats.dam; |
1602 | arrow->stats.grace = arrow->attacktype; |
1527 | arrow->stats.grace = arrow->attacktype; |
1603 | |
1528 | arrow->custom_name = arrow->slaying; |
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
1529 | |
1607 | #if 0 |
1530 | #if 0 |
1608 | if (player *pl = op->contr) |
1531 | if (player *pl = op->contr) |
1609 | { |
1532 | { |
1610 | float speed = pl->weapon_sp; |
1533 | float speed = pl->weapon_sp; |
… | |
… | |
1675 | * hence the function name. |
1598 | * hence the function name. |
1676 | */ |
1599 | */ |
1677 | int |
1600 | int |
1678 | player_fire_bow (object *op, int dir) |
1601 | player_fire_bow (object *op, int dir) |
1679 | { |
1602 | { |
1680 | int ret = 0, wcmod = 0; |
1603 | int ret; |
1681 | |
1604 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1605 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1606 | { |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1607 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1685 | } |
1608 | } |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1609 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | { |
1610 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1611 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1689 | wcmod = -1; |
|
|
1690 | |
|
|
1691 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1612 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | } |
1613 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1614 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1615 | { |
1695 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1616 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1696 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1617 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1697 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1618 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1698 | } |
1619 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1620 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1621 | { |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1622 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1702 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1623 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1703 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1624 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | } |
1625 | } |
1705 | else |
1626 | else |
1706 | { |
1627 | { |
… | |
… | |
1763 | } |
1684 | } |
1764 | } |
1685 | } |
1765 | |
1686 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1687 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1688 | { |
1768 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1689 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1690 | |
1769 | if (item->type == WAND) |
1691 | if (item->type == WAND) |
1770 | { |
1692 | { |
1771 | if (!(--item->stats.food)) |
1693 | if (!(--item->stats.food)) |
1772 | { |
1694 | { |
1773 | object *tmp; |
1695 | object *tmp; |
… | |
… | |
1793 | bool |
1715 | bool |
1794 | fire (object *op, int dir) |
1716 | fire (object *op, int dir) |
1795 | { |
1717 | { |
1796 | int spellcost = 0; |
1718 | int spellcost = 0; |
1797 | |
1719 | |
1798 | /* check for loss of invisiblity/hide */ |
|
|
1799 | if (action_makes_visible (op)) |
|
|
1800 | make_visible (op); |
|
|
1801 | |
|
|
1802 | player *pl = op->contr; |
1720 | player *pl = op->contr; |
1803 | |
1721 | |
1804 | if (pl->golem) |
1722 | if (pl->golem) |
1805 | { |
1723 | { |
1806 | control_golem (op->contr->golem, dir); |
1724 | control_golem (op->contr->golem, dir); |
… | |
… | |
1808 | } |
1726 | } |
1809 | |
1727 | |
1810 | object *ob = pl->ranged_ob; |
1728 | object *ob = pl->ranged_ob; |
1811 | |
1729 | |
1812 | if (!ob) |
1730 | if (!ob) |
1813 | return false; |
|
|
1814 | |
|
|
1815 | if (!op->change_weapon (ob)) |
|
|
1816 | return false; |
1731 | return false; |
1817 | |
1732 | |
1818 | if (op->speed_left > 0.f) |
1733 | if (op->speed_left > 0.f) |
1819 | --op->speed_left; |
1734 | --op->speed_left; |
1820 | else |
1735 | else |
1821 | return false; |
1736 | return false; |
1822 | |
1737 | |
|
|
1738 | if (!op->change_weapon (ob)) |
|
|
1739 | return false; |
|
|
1740 | |
|
|
1741 | /* check for loss of invisiblity/hide */ |
|
|
1742 | if (action_makes_visible (op)) |
|
|
1743 | make_visible (op); |
|
|
1744 | |
1823 | switch (ob->type) |
1745 | switch (ob->type) |
1824 | { |
1746 | { |
1825 | case BOW: |
1747 | case BOW: |
1826 | player_fire_bow (op, dir); |
1748 | player_fire_bow (op, dir); |
1827 | break; |
1749 | break; |
1828 | |
1750 | |
1829 | case SPELL: |
1751 | case SPELL: |
1830 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1752 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1831 | break; |
1753 | break; |
1832 | |
1754 | |
1833 | case BUILDER: |
1755 | case BUILDER: |
1834 | apply_map_builder (op, dir); |
1756 | apply_map_builder (op, dir); |
1835 | break; |
1757 | break; |
… | |
… | |
1919 | * Change the color so that the message doesn't disappear with |
1841 | * Change the color so that the message doesn't disappear with |
1920 | * all the others. |
1842 | * all the others. |
1921 | */ |
1843 | */ |
1922 | if (pl->contr->usekeys == key_inventory || |
1844 | if (pl->contr->usekeys == key_inventory || |
1923 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1845 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1924 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1846 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1925 | { |
1847 | { |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1848 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1927 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1849 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1928 | return NULL; |
1850 | return NULL; |
1929 | } |
1851 | } |
… | |
… | |
2071 | --op->speed_left; |
1993 | --op->speed_left; |
2072 | |
1994 | |
2073 | op->play_sound (sound_find ("push_player")); |
1995 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
1996 | push_ob (mon, dir, op); |
2075 | |
1997 | |
2076 | if (op->contr->tmp_invis || op->hide) |
1998 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1999 | make_visible (op); |
2078 | |
2000 | |
2079 | return true; |
2001 | return true; |
2080 | } |
2002 | } |
2081 | else |
2003 | else |
… | |
… | |
2103 | push_ob (mon, dir, op); |
2025 | push_ob (mon, dir, op); |
2104 | } |
2026 | } |
2105 | else |
2027 | else |
2106 | op->statusmsg ("You withhold your attack"); |
2028 | op->statusmsg ("You withhold your attack"); |
2107 | |
2029 | |
2108 | if (op->contr->tmp_invis || op->hide) |
2030 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2109 | make_visible (op); |
2031 | make_visible (op); |
2110 | |
2032 | |
2111 | return true; |
2033 | return true; |
2112 | } |
2034 | } |
2113 | } |
2035 | } |
… | |
… | |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2093 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2094 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2173 | |
2095 | |
2174 | op->facing = dir; |
2096 | op->facing = dir; |
2175 | |
2097 | |
2176 | if (op->hide) |
2098 | if (op->flag [FLAG_HIDDEN]) |
2177 | do_hidden_move (op); |
2099 | do_hidden_move (op); |
2178 | |
2100 | |
2179 | bool retval; |
2101 | bool retval; |
2180 | |
2102 | |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2103 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2312 | const char * |
2234 | const char * |
2313 | gravestone_text (object *op) |
2235 | gravestone_text (object *op) |
2314 | { |
2236 | { |
2315 | static dynbuf_text buf; |
2237 | static dynbuf_text buf; |
2316 | |
2238 | |
2317 | buf << "---- R.I.P. ----\n\n"; |
2239 | buf << "---- R.I.P. ----\n\n" |
2318 | op->name; |
2240 | << op->name; |
2319 | |
2241 | |
2320 | if (op->type == PLAYER) |
2242 | if (op->type == PLAYER) |
2321 | buf << " the " << op->contr->title; |
2243 | buf << " the " << op->contr->title; |
2322 | |
2244 | |
2323 | buf << "\n\n"; |
2245 | buf << "\n\n"; |
… | |
… | |
2499 | { |
2421 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2422 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2501 | |
2423 | |
2502 | if (over_hp > 0) |
2424 | if (over_hp > 0) |
2503 | { |
2425 | { |
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2426 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2505 | op->last_heal = 0; |
2427 | op->last_heal = 0; |
2506 | } |
2428 | } |
2507 | else |
2429 | else |
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2430 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2509 | } |
2431 | } |
… | |
… | |
2588 | */ |
2510 | */ |
2589 | void |
2511 | void |
2590 | kill_player (object *op) |
2512 | kill_player (object *op) |
2591 | { |
2513 | { |
2592 | int x, y; |
2514 | int x, y; |
2593 | char buf[MAX_BUF]; |
|
|
2594 | maptile *map; /* this is for resurrection */ |
2515 | maptile *map; /* this is for resurrection */ |
2595 | int will_kill_again; |
2516 | int will_kill_again; |
2596 | archetype *at; |
2517 | archetype *at; |
2597 | object *tmp; |
2518 | object *tmp; |
2598 | |
2519 | |
2599 | if (save_life (op)) |
2520 | if (save_life (op)) |
2600 | return; |
2521 | return; |
|
|
2522 | |
|
|
2523 | dynbuf_text deathtab; |
|
|
2524 | |
|
|
2525 | /* restore player */ |
|
|
2526 | at = archetype::find ("poisoning"); |
|
|
2527 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2528 | { |
|
|
2529 | tmp->destroy (); |
|
|
2530 | deathtab << "Your body feels cleansed...\r"; |
|
|
2531 | } |
|
|
2532 | |
|
|
2533 | at = archetype::find ("confusion"); |
|
|
2534 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2535 | { |
|
|
2536 | tmp->destroy (); |
|
|
2537 | deathtab << "Your mind feels clearer...\r"; |
|
|
2538 | } |
|
|
2539 | |
|
|
2540 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2541 | |
|
|
2542 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2543 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2544 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2545 | |
|
|
2546 | if (op->stats.food <= 0) |
|
|
2547 | op->stats.food = 999; |
|
|
2548 | |
|
|
2549 | // remove all spell effects that are active |
|
|
2550 | // to avoid long-term effects such as word-of-recall |
|
|
2551 | for (object *item = op->inv; item; ) |
|
|
2552 | { |
|
|
2553 | object *next = item->below; |
|
|
2554 | |
|
|
2555 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2556 | item->destroy (); |
|
|
2557 | |
|
|
2558 | item = next; |
|
|
2559 | } |
2601 | |
2560 | |
2602 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2561 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2603 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2562 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2563 | * Look at op_on_battleground() for more info --AndreasV |
2605 | */ |
2564 | */ |
2606 | if (op_on_battleground (op, &x, &y)) |
2565 | if (op_on_battleground (op, &x, &y)) |
2607 | { |
2566 | { |
2608 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2567 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2609 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2610 | |
|
|
2611 | /* restore player */ |
|
|
2612 | at = archetype::find ("poisoning"); |
|
|
2613 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2614 | { |
|
|
2615 | tmp->destroy (); |
|
|
2616 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2617 | } |
|
|
2618 | |
|
|
2619 | at = archetype::find ("confusion"); |
|
|
2620 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2621 | { |
|
|
2622 | tmp->destroy (); |
|
|
2623 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2624 | } |
|
|
2625 | |
|
|
2626 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2627 | op->stats.hp = op->stats.maxhp; |
|
|
2628 | if (op->stats.food <= 0) |
|
|
2629 | op->stats.food = 999; |
|
|
2630 | |
2568 | |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2569 | /* create a bodypart-trophy to make the winner happy */ |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2570 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2633 | { |
2571 | { |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2572 | tmp->name = format ("%s's finger" , &op->name); |
… | |
… | |
2645 | } |
2583 | } |
2646 | |
2584 | |
2647 | /* teleport defeated player to new destination */ |
2585 | /* teleport defeated player to new destination */ |
2648 | transfer_ob (op, x, y, 0, NULL); |
2586 | transfer_ob (op, x, y, 0, NULL); |
2649 | op->contr->braced = 0; |
2587 | op->contr->braced = 0; |
|
|
2588 | |
|
|
2589 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2650 | return; |
2590 | return; |
2651 | } |
2591 | } |
|
|
2592 | |
|
|
2593 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2594 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2652 | |
2595 | |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2596 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | |
2597 | |
2655 | command_kill_pets (op, 0); |
2598 | command_kill_pets (op, 0); |
2656 | |
2599 | |
… | |
… | |
2690 | |
2633 | |
2691 | lost_a_stat = 0; |
2634 | lost_a_stat = 0; |
2692 | |
2635 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2636 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2637 | { |
2695 | i = RANDOM () % NUM_STATS; |
2638 | i = rndm (NUM_STATS); |
2696 | |
2639 | |
2697 | if (settings.stat_loss_on_death) |
2640 | if (settings.stat_loss_on_death) |
2698 | { |
2641 | { |
2699 | /* Pick a random stat and take a point off it. Tell the player |
2642 | /* Pick a random stat and take a point off it. Tell the player |
2700 | * what he lost. |
2643 | * what he lost. |
… | |
… | |
2751 | } |
2694 | } |
2752 | } |
2695 | } |
2753 | |
2696 | |
2754 | if (lose_this_stat) |
2697 | if (lose_this_stat) |
2755 | { |
2698 | { |
2756 | this_stat = get_attr_value (&(dep->stats), i); |
2699 | this_stat = get_attr_value (&dep->stats, i); |
2757 | /* We could try to do something clever like find another |
2700 | /* We could try to do something clever like find another |
2758 | * stat to reduce if this fails. But chances are, if |
2701 | * stat to reduce if this fails. But chances are, if |
2759 | * stats have been depleted to -50, all are pretty low |
2702 | * stats have been depleted to -50, all are pretty low |
2760 | * and should be roughly the same, so it shouldn't make a |
2703 | * and should be roughly the same, so it shouldn't make a |
2761 | * difference. |
2704 | * difference. |
… | |
… | |
2775 | /* If no stat lost, tell the player. */ |
2718 | /* If no stat lost, tell the player. */ |
2776 | if (!lost_a_stat) |
2719 | if (!lost_a_stat) |
2777 | { |
2720 | { |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2721 | /* determine_god() seems to not work sometimes... why is this? |
2779 | Should I be using something else? GD */ |
2722 | Should I be using something else? GD */ |
2780 | const char *god = determine_god (op); |
2723 | shstr_tmp god = determine_god (op); |
2781 | |
2724 | |
2782 | if (god && (strcmp (god, "none"))) |
2725 | if (god != shstr_none) |
2783 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2726 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2784 | else |
2727 | else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2728 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2786 | } |
2729 | } |
2787 | #else |
2730 | #else |
2788 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2731 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2789 | #endif |
2732 | #endif |
2790 | |
2733 | |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2734 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | * exp loss on the stone. |
2735 | * exp loss on the stone. |
2793 | */ |
2736 | */ |
2794 | tmp = arch_to_object (archetype::find ("gravestone")); |
2737 | tmp = arch_to_object (archetype::find ("gravestone")); |
2795 | tmp->name = format ("%s's gravestone", &op->name); |
2738 | tmp->name = format ("%s's gravestone", &op->name); |
2796 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2739 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2797 | 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 ()); |
2740 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
|
|
2741 | &op->name, op->contr->title, op->contr->killer_name ()); |
2798 | tmp->x = op->x, tmp->y = op->y; |
2742 | tmp->x = op->x, tmp->y = op->y; |
2799 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2743 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2800 | |
2744 | |
2801 | /**************************************/ |
2745 | /**************************************/ |
2802 | /* */ |
2746 | /* */ |
2803 | /* Subtract the experience points, */ |
2747 | /* Subtract the experience points, */ |
2804 | /* if we died cause of food, give us */ |
|
|
2805 | /* food, and reset HP's... */ |
|
|
2806 | /* */ |
2748 | /* */ |
2807 | /**************************************/ |
2749 | /**************************************/ |
2808 | |
2750 | |
2809 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2810 | /* restore player */ |
|
|
2811 | at = archetype::find ("poisoning"); |
|
|
2812 | tmp = present_arch_in_ob (at, op); |
|
|
2813 | |
|
|
2814 | if (tmp) |
|
|
2815 | { |
|
|
2816 | tmp->destroy (); |
|
|
2817 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2818 | } |
|
|
2819 | |
|
|
2820 | at = archetype::find ("confusion"); |
|
|
2821 | tmp = present_arch_in_ob (at, op); |
|
|
2822 | if (tmp) |
|
|
2823 | { |
|
|
2824 | tmp->destroy (); |
|
|
2825 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2826 | } |
|
|
2827 | |
|
|
2828 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2829 | |
|
|
2830 | // remove all spell effects that are active |
|
|
2831 | // to avoid long-term effects such as word-of-recall |
|
|
2832 | for (object *item = op->inv; item; ) |
|
|
2833 | { |
|
|
2834 | object *next = item->below; |
|
|
2835 | |
|
|
2836 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2837 | item->destroy (); |
|
|
2838 | |
|
|
2839 | item = next; |
|
|
2840 | } |
|
|
2841 | |
|
|
2842 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2751 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | apply_death_exp_penalty (op); |
2752 | apply_death_exp_penalty (op); |
2844 | |
|
|
2845 | if (op->stats.food < 100) |
|
|
2846 | op->stats.food = 900; |
|
|
2847 | |
|
|
2848 | op->stats.hp = op->stats.maxhp; |
|
|
2849 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2850 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2851 | |
2753 | |
2852 | /* |
2754 | /* |
2853 | * Check to see if the player has any unpaid items. If so, remove them |
2755 | * Check to see if the player has any unpaid items. If so, remove them |
2854 | * and put them back in the map. |
2756 | * and put them back in the map. |
2855 | */ |
2757 | */ |
… | |
… | |
2890 | if (will_kill_again & (1 << at)) |
2792 | if (will_kill_again & (1 << at)) |
2891 | force->resist[at] = 100; |
2793 | force->resist[at] = 100; |
2892 | |
2794 | |
2893 | insert_ob_in_ob (force, op); |
2795 | insert_ob_in_ob (force, op); |
2894 | op->update_stats (); |
2796 | op->update_stats (); |
2895 | |
|
|
2896 | } |
2797 | } |
2897 | |
2798 | |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2799 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2899 | } |
2800 | } |
2900 | |
2801 | |
2901 | void |
2802 | void |
2902 | loot_object (object *op) |
2803 | loot_object (object *op) |
2903 | { /* Grab and destroy some treasure */ |
2804 | { /* Grab and destroy some treasure */ |
… | |
… | |
3001 | } |
2902 | } |
3002 | |
2903 | |
3003 | void |
2904 | void |
3004 | make_visible (object *op) |
2905 | make_visible (object *op) |
3005 | { |
2906 | { |
3006 | op->hide = 0; |
2907 | op->flag [FLAG_HIDDEN] = 0; |
3007 | op->invisible = 0; |
2908 | op->invisible = 0; |
3008 | |
2909 | |
3009 | if (op->type == PLAYER) |
2910 | if (op->type == PLAYER) |
3010 | { |
2911 | { |
3011 | op->contr->tmp_invis = 0; |
2912 | op->contr->tmp_invis = 0; |
… | |
… | |
3036 | |
2937 | |
3037 | if (!ob || !ob->map) |
2938 | if (!ob || !ob->map) |
3038 | return 0; |
2939 | return 0; |
3039 | |
2940 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2941 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2942 | level = ob->map->darklevel () - 2; |
3042 | |
2943 | |
3043 | /* this also picks up whether the object is glowing. |
2944 | /* this also picks up whether the object is glowing. |
3044 | * If you carry a light on a non-dark map, its not |
2945 | * If you carry a light on a non-dark map, its not |
3045 | * as bad as carrying a light on a pitch dark map */ |
2946 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2947 | if (ob->has_carried_lights ()) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2948 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2949 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2950 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2951 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2952 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2953 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3199 | while (op) |
3100 | while (op) |
3200 | { |
3101 | { |
3201 | dx = rv.distance_x + op->arch->x; |
3102 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
3103 | dy = rv.distance_y + op->arch->y; |
3203 | |
3104 | |
3204 | /* only the viewable area the player sees is updated by LOS |
3105 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3205 | * code, so we need to restrict ourselves to that range of values |
|
|
3206 | * for any meaningful values. |
|
|
3207 | */ |
|
|
3208 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3209 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3210 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3211 | return 1; |
3106 | return 1; |
3212 | |
3107 | |
3213 | op = op->more; |
3108 | op = op->more; |
3214 | } |
3109 | } |
3215 | |
3110 | |
3216 | return 0; |
3111 | return 0; |
3217 | } |
3112 | } |
3218 | |
3113 | |
3219 | /* routine for both players and monsters. We call this when |
3114 | /* routine for both players and monsters. We call this when |
3220 | * there is a possibility for our action distrubing our hiding |
3115 | * there is a possibility for our action distrubing our hiding |
3221 | * place or invisiblity spell. Artefact invisiblity is not |
3116 | * place or invisiblity spell. Artefact invisiblity causes |
3222 | * effected by this. If we arent invisible to begin with, we |
3117 | * "noise" instead. If we arent invisible to begin with, we |
3223 | * return 0. |
3118 | * return 0. |
3224 | */ |
3119 | */ |
3225 | int |
3120 | int |
3226 | action_makes_visible (object *op) |
3121 | action_makes_visible (object *op) |
3227 | { |
3122 | { |
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3123 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | { |
3124 | { |
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3125 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3126 | { |
|
|
3127 | // artefact invisibility is permanent, but we still make noise |
|
|
3128 | // this is important for game-balance. |
|
|
3129 | if (op->contr) |
|
|
3130 | op->make_noise (); |
|
|
3131 | |
3231 | return 0; |
3132 | return 0; |
|
|
3133 | } |
3232 | |
3134 | |
3233 | if (op->contr && op->contr->tmp_invis == 0) |
3135 | if (op->contr && op->contr->tmp_invis == 0) |
3234 | return 0; |
3136 | return 0; |
3235 | |
3137 | |
3236 | /* If monsters, they should become visible */ |
3138 | /* If monsters, they should become visible */ |
3237 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3139 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3238 | { |
3140 | { |
3239 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3141 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3240 | return 1; |
3142 | return 1; |
3241 | } |
3143 | } |
3242 | } |
3144 | } |
3243 | |
3145 | |
3244 | return 0; |
3146 | return 0; |
… | |
… | |
3472 | if (pl->ranged_ob == ob) |
3374 | if (pl->ranged_ob == ob) |
3473 | pl->ranged_ob = 0; |
3375 | pl->ranged_ob = 0; |
3474 | } |
3376 | } |
3475 | |
3377 | |
3476 | sint8 |
3378 | sint8 |
3477 | player::visibility_at (maptile *map, int x, int y) const |
3379 | player::darkness_at (maptile *map, int x, int y) const |
3478 | { |
3380 | { |
3479 | if (!ns) |
3381 | if (!ns) |
3480 | return 0; |
3382 | return LOS_BLOCKED; |
3481 | |
3383 | |
3482 | int dx, dy; |
3384 | int dx, dy; |
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3385 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3484 | return 0; |
3386 | return LOS_BLOCKED; |
3485 | |
3387 | |
3486 | x += dx - ns->current_x + ns->mapx / 2; |
3388 | x += dx - ns->current_x; |
3487 | y += dy - ns->current_y + ns->mapy / 2; |
3389 | y += dy - ns->current_y; |
3488 | |
3390 | |
3489 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3490 | return 0; |
|
|
3491 | |
|
|
3492 | return 100 - blocked_los [x][y]; |
3391 | return blocked_los (x, y); |
3493 | } |
3392 | } |
3494 | |
3393 | |
3495 | void |
3394 | void |
3496 | player::infobox (const char *title, const char *msg, int color) |
3395 | player::infobox (const char *title, const char *msg, int color) |
3497 | { |
3396 | { |