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 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 |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <sounds.h> |
29 | #include <sounds.h> |
27 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
32 | #include <algorithm> |
35 | #include <algorithm> |
33 | #include <functional> |
36 | #include <functional> |
34 | |
37 | |
35 | playervec players; |
38 | playervec players; |
36 | |
39 | |
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, |
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
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130 | subject, news); /*send previously read news */ |
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131 | |
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132 | strcpy (subject, buf + 1); |
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133 | strip_endline (subject); |
|
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134 | size = 0; |
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135 | news[0] = '\0'; |
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136 | } |
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137 | else |
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138 | { |
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139 | if (size + strlen (buf) >= HUGE_BUF) |
|
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140 | { |
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141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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142 | break; |
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143 | } |
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144 | strncat (news + size, buf, HUGE_BUF - size); |
|
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145 | size += strlen (buf); |
|
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146 | } |
|
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147 | } |
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148 | |
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149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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151 | close_and_delete (fp, comp); |
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152 | } |
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153 | |
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154 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
155 | static void |
41 | static void |
156 | set_first_map (object *op) |
42 | set_first_map (object *op) |
157 | { |
43 | { |
158 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
96 | ob->close_container (); //TODO: client-specific |
211 | |
97 | |
212 | ns->update_look = 0; |
98 | ns->update_look = 0; |
213 | ns->look_position = 0; |
99 | ns->look_position = 0; |
214 | |
100 | |
215 | clear_los (this); |
101 | clear_los (); |
216 | |
102 | |
217 | ns->reset_stats (); |
103 | ns->reset_stats (); |
218 | |
104 | |
219 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
221 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
222 | |
108 | |
223 | ob->update_weight (); |
109 | ob->update_weight (); |
224 | link_player_skills (ob); |
110 | link_skills (); |
225 | |
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226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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227 | |
111 | |
228 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
229 | |
113 | |
230 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
231 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
232 | { |
116 | { |
233 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
234 | |
118 | |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
250 | |
134 | |
251 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
252 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
254 | |
138 | |
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139 | ob->flag [FLAG_READY_WEAPON] = false; |
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140 | ob->flag [FLAG_READY_SKILL] = false; |
|
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141 | ob->flag [FLAG_READY_RANGE] = false; |
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142 | ob->flag [FLAG_READY_BOW] = false; |
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143 | |
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144 | for (object *op = ob->inv; op; op = op->below) |
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145 | if (op->flag [FLAG_APPLIED]) |
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146 | switch (op->type) |
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147 | { |
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148 | case SKILL: |
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149 | op->flag [FLAG_APPLIED] = false; |
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150 | break; |
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151 | |
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152 | case SPELL: |
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153 | case WAND: |
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154 | case ROD: |
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155 | case HORN: |
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156 | case BOW: |
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157 | case RANGED: |
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158 | ranged_ob = op; |
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159 | op->flag [FLAG_APPLIED] = false; |
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160 | break; |
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161 | |
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162 | case WEAPON: |
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163 | combat_ob = op; |
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164 | op->flag [FLAG_APPLIED] = false; |
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165 | break; |
|
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166 | } |
|
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167 | |
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168 | ob->update_stats (); // we unapplied stuff above |
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169 | |
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170 | ob->current_weapon = 0; |
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171 | if (object *item = combat_ob ? combat_ob : ranged_ob) |
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172 | ob->apply (item); |
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173 | |
255 | activate (); |
174 | activate (); |
256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
175 | |
261 | INVOKE_PLAYER (CONNECT, this); |
176 | INVOKE_PLAYER (CONNECT, this); |
262 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
263 | } |
178 | } |
264 | |
179 | |
… | |
… | |
281 | ns->reset_stats (); |
196 | ns->reset_stats (); |
282 | ns->pl = 0; |
197 | ns->pl = 0; |
283 | ns = 0; |
198 | ns = 0; |
284 | } |
199 | } |
285 | |
200 | |
286 | observe = ob; |
201 | // this is important for the player scheduler to get the correct refcount |
|
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202 | // when ns = 0 |
|
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203 | observe = viewpoint = ob; |
287 | |
204 | |
288 | deactivate (); |
205 | deactivate (); |
289 | } |
206 | } |
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207 | |
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208 | //-GPL |
290 | |
209 | |
291 | // the need for this function can be explained |
210 | // the need for this function can be explained |
292 | // by load_object not returning the object |
211 | // by load_object not returning the object |
293 | void |
212 | void |
294 | player::set_object (object *op) |
213 | player::set_object (object *op) |
295 | { |
214 | { |
296 | ob = observe = op; |
215 | ob = observe = viewpoint = op; |
297 | ob->contr = this; /* this aren't yet in archetype */ |
216 | ob->contr = this; /* this aren't yet in archetype */ |
298 | |
217 | |
299 | ob->speed = 1.0f; |
218 | ob->speed = 1.0f; |
300 | ob->speed_left = 0.5f; |
219 | ob->speed_left = 0.5f; |
301 | |
220 | |
302 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
303 | |
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
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305 | ob->flag [FLAG_READY_SKILL] = false; |
|
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306 | ob->flag [FLAG_READY_BOW] = false; |
|
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307 | |
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308 | for (object *op = ob->inv; op; op = op->below) |
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309 | if (op->flag [FLAG_APPLIED]) |
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310 | switch (op->type) |
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311 | { |
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
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314 | break; |
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315 | |
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316 | case WAND: |
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317 | case ROD: |
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318 | case HORN: |
|
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319 | case BOW: |
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320 | ranged_ob = op; |
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321 | break; |
|
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322 | |
|
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323 | case WEAPON: |
|
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324 | combat_ob = op; |
|
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325 | break; |
|
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326 | } |
|
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327 | |
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328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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329 | ob->deactivate (); // change_weapon activates, fix this better |
|
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330 | } |
222 | } |
331 | |
223 | |
332 | void |
224 | void |
333 | player::set_observe (object *op) |
225 | player::set_observe (object *op) |
334 | { |
226 | { |
335 | observe = op ? op : ob; |
227 | observe = viewpoint = op ? op : ob; |
336 | do_los = 1; |
228 | do_los = 1; |
337 | } |
229 | } |
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230 | |
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231 | void |
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232 | player::set_viewpoint (object *op) |
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233 | { |
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234 | viewpoint = op ? op : (object *)observe; |
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235 | do_los = 1; |
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236 | } |
|
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237 | |
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238 | //+GPL |
338 | |
239 | |
339 | player::player () |
240 | player::player () |
340 | { |
241 | { |
341 | /* There are some elements we want initialised to non zero value - |
242 | /* There are some elements we want initialised to non zero value - |
342 | * we deal with that below this point. |
243 | * we deal with that below this point. |
… | |
… | |
369 | { |
270 | { |
370 | ob->destroy_inv (false); |
271 | ob->destroy_inv (false); |
371 | ob->destroy (); |
272 | ob->destroy (); |
372 | } |
273 | } |
373 | |
274 | |
374 | ob = observe = 0; |
275 | ob = observe = viewpoint = 0; |
375 | } |
276 | } |
376 | |
277 | |
377 | player::~player () |
278 | player::~player () |
378 | { |
279 | { |
379 | /* Clear item stack */ |
280 | /* Clear item stack */ |
380 | free (stack_items); |
281 | free (stack_items); |
|
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282 | } |
|
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283 | |
|
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284 | /* |
|
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285 | * get_player_archetype() return next player archetype from archetype |
|
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286 | * list. Not very efficient routine, but used only creating new players. |
|
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287 | * Note: there MUST be at least one player archetype! |
|
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288 | */ |
|
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289 | static archetype * |
|
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290 | get_player_archetype (archetype *at) |
|
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291 | { |
|
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292 | // archetypes could have been reloaded |
|
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293 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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294 | |
|
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295 | if (!nat) |
|
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296 | return at; |
|
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297 | |
|
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298 | archvec::iterator i = archetypes.find (nat); |
|
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299 | |
|
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300 | for (;;) |
|
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301 | { |
|
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302 | if (++i == archetypes.end ()) |
|
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303 | i = archetypes.begin (); |
|
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304 | else if (*i == at) |
|
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305 | cleanup ("not a single player archetype found"); |
|
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306 | |
|
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307 | if ((*i)->type == PLAYER) |
|
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308 | return *i; |
|
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309 | } |
381 | } |
310 | } |
382 | |
311 | |
383 | /* Tries to add player on the connection passed in ns. |
312 | /* Tries to add player on the connection passed in ns. |
384 | * All we can really get in this is some settings like host and display |
313 | * All we can really get in this is some settings like host and display |
385 | * mode. |
314 | * mode. |
… | |
… | |
387 | player * |
316 | player * |
388 | player::create () |
317 | player::create () |
389 | { |
318 | { |
390 | player *pl = new player; |
319 | player *pl = new player; |
391 | |
320 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
322 | |
394 | pl->ob->roll_stats (); |
323 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
324 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
325 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
326 | |
398 | set_first_map (pl->ob); |
327 | set_first_map (pl->ob); |
399 | |
328 | |
400 | return pl; |
329 | return pl; |
401 | } |
|
|
402 | |
|
|
403 | /* |
|
|
404 | * get_player_archetype() return next player archetype from archetype |
|
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405 | * list. Not very efficient routine, but used only creating new players. |
|
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406 | * Note: there MUST be at least one player archetype! |
|
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407 | */ |
|
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408 | archetype * |
|
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409 | get_player_archetype (archetype *at) |
|
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410 | { |
|
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411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
|
414 | if (!nat) |
|
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415 | return at; |
|
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416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
|
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418 | |
|
|
419 | for (;;) |
|
|
420 | { |
|
|
421 | if (++i == archetypes.end ()) |
|
|
422 | i = archetypes.begin (); |
|
|
423 | else if (*i == at) |
|
|
424 | cleanup ("not a single player archetype found"); |
|
|
425 | |
|
|
426 | if ((*i)->type == PLAYER) |
|
|
427 | return *i; |
|
|
428 | } |
|
|
429 | } |
330 | } |
430 | |
331 | |
431 | object * |
332 | object * |
432 | get_nearest_player (object *mon) |
333 | get_nearest_player (object *mon) |
433 | { |
334 | { |
… | |
… | |
673 | op->destroy (); |
574 | op->destroy (); |
674 | continue; |
575 | continue; |
675 | } |
576 | } |
676 | } |
577 | } |
677 | |
578 | |
678 | /* This really needs to be better - we should really give |
579 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
580 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
581 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
582 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
583 | if (op->type == SKILL) |
685 | { |
584 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
585 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
586 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
587 | { |
694 | op->destroy (); |
588 | op->destroy (); |
|
|
589 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
590 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
591 | break; |
697 | } |
592 | } |
698 | |
593 | |
699 | if (op->nrof > 1) |
594 | if (op->nrof > 1) |
700 | op->nrof = 1; |
595 | op->nrof = 1; |
701 | } |
596 | } |
702 | |
597 | |
… | |
… | |
728 | else /* lock all 'normal items by default */ |
623 | else /* lock all 'normal items by default */ |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
624 | SET_FLAG (op, FLAG_INV_LOCKED); |
730 | } /* for loop of objects in player inv */ |
625 | } /* for loop of objects in player inv */ |
731 | |
626 | |
732 | /* Need to set up the skill pointers */ |
627 | /* Need to set up the skill pointers */ |
733 | link_player_skills (pl); |
628 | pl->contr->link_skills (); |
734 | } |
629 | } |
735 | |
630 | |
736 | void |
631 | void |
737 | get_party_password (object *op, partylist *party) |
632 | get_party_password (object *op, partylist *party) |
738 | { |
633 | { |
… | |
… | |
748 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
643 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
749 | } |
644 | } |
750 | |
645 | |
751 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
646 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
752 | static int |
647 | static int |
753 | roll_stat (void) |
648 | roll_stat () |
754 | { |
649 | { |
755 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
756 | |
651 | |
757 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) rndm (6) + 1; |
653 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
855 | player::chargen_race_done () |
750 | player::chargen_race_done () |
856 | { |
751 | { |
857 | /* this must before then initial items are given */ |
752 | /* this must before then initial items are given */ |
858 | esrv_new_player (ob->contr); |
753 | esrv_new_player (ob->contr); |
859 | |
754 | |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
861 | if (tl) |
756 | if (tl) |
862 | create_treasure (tl, ob, 0, 0, 0); |
757 | create_treasure (tl, ob, 0, 0, 0); |
863 | |
758 | |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
870 | ob->msg = 0; |
765 | ob->msg = 0; |
871 | |
766 | |
872 | start_info (ob); |
767 | start_info (ob); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
768 | CLEAR_FLAG (ob, FLAG_WIZ); |
874 | give_initial_items (ob, ob->randomitems); |
769 | give_initial_items (ob, ob->randomitems); |
875 | link_player_skills (ob); |
|
|
876 | esrv_send_inventory (ob, ob); |
770 | esrv_send_inventory (ob, ob); |
877 | ob->update_stats (); |
771 | ob->update_stats (); |
878 | |
772 | |
879 | /* This moves the player to a different start map, if there |
773 | /* This moves the player to a different start map, if there |
880 | * is one for this race |
774 | * is one for this race |
… | |
… | |
919 | ob->stats.hp = ob->stats.maxhp; |
813 | ob->stats.hp = ob->stats.maxhp; |
920 | ob->stats.sp = ob->stats.maxsp; |
814 | ob->stats.sp = ob->stats.maxsp; |
921 | ob->stats.grace = 0; |
815 | ob->stats.grace = 0; |
922 | } |
816 | } |
923 | |
817 | |
924 | void |
818 | static void |
925 | flee_player (object *op) |
819 | flee_player (object *op) |
926 | { |
820 | { |
927 | int dir, diff; |
821 | int dir, diff; |
928 | rv_vector rv; |
822 | rv_vector rv; |
929 | |
823 | |
… | |
… | |
932 | LOG (llevDebug, "Fleeing player is dead.\n"); |
826 | LOG (llevDebug, "Fleeing player is dead.\n"); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
827 | CLEAR_FLAG (op, FLAG_SCARED); |
934 | return; |
828 | return; |
935 | } |
829 | } |
936 | |
830 | |
937 | if (op->enemy == NULL) |
831 | if (!op->enemy) |
938 | { |
832 | { |
939 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
833 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
834 | CLEAR_FLAG (op, FLAG_SCARED); |
941 | return; |
835 | return; |
942 | } |
836 | } |
943 | |
837 | |
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)) |
838 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
956 | { |
839 | { |
957 | op->enemy = NULL; |
840 | op->enemy = NULL; |
958 | CLEAR_FLAG (op, FLAG_SCARED); |
841 | CLEAR_FLAG (op, FLAG_SCARED); |
959 | return; |
842 | return; |
… | |
… | |
962 | get_rangevector (op, op->enemy, &rv, 0); |
845 | get_rangevector (op, op->enemy, &rv, 0); |
963 | |
846 | |
964 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
965 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
966 | { |
849 | { |
967 | int m = 1 - (RANDOM () & 2); |
850 | int m = 1 - rndm (2) * 2; |
968 | |
851 | |
969 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
852 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
970 | return; |
853 | return; |
971 | } |
854 | } |
972 | |
855 | |
973 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
983 | check_pick (object *op) |
866 | check_pick (object *op) |
984 | { |
867 | { |
985 | object *tmp, *next; |
868 | object *tmp, *next; |
986 | int stop = 0; |
869 | int stop = 0; |
987 | int wvratio; |
870 | int wvratio; |
988 | char putstring[128]; |
|
|
989 | |
871 | |
990 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
991 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
992 | return 1; |
874 | return 1; |
993 | |
875 | |
994 | next = op->below; |
876 | next = op->below; |
995 | |
877 | |
996 | int cnt = MAX_ITEM_PER_DROP; |
878 | int cnt = MAX_ITEM_PER_ACTION; |
997 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
879 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
998 | |
880 | |
999 | /* loop while there are items on the floor that are not marked as |
881 | /* loop while there are items on the floor that are not marked as |
1000 | * destroyed */ |
882 | * destroyed */ |
1001 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
… | |
… | |
1017 | |
899 | |
1018 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
900 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1019 | { |
901 | { |
1020 | if (item_matched_string (op, tmp, op->contr->search_str)) |
902 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1021 | CHK_PICK_PICKUP; |
903 | CHK_PICK_PICKUP; |
|
|
904 | |
1022 | continue; |
905 | continue; |
1023 | } |
906 | } |
1024 | |
907 | |
1025 | /* high not bit set? We're using the old autopickup model */ |
908 | /* pickup handling */ |
|
|
909 | if (op->contr->mode & PU_DEBUG) |
|
|
910 | { |
|
|
911 | /* some debugging code to figure out item information */ |
|
|
912 | const char *str = tmp->name |
|
|
913 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
914 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
915 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
916 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
917 | |
|
|
918 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
919 | } |
|
|
920 | |
|
|
921 | if (op->contr->mode & PU_INHIBIT) |
|
|
922 | return 1; |
|
|
923 | |
|
|
924 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
925 | return 1; |
|
|
926 | |
|
|
927 | /* philosophy: |
|
|
928 | * It's easy to grab an item type from a pile, as long as it's |
|
|
929 | * generic. This takes no game-time. For more detailed pickups |
|
|
930 | * and selections, select-items should be used. This is a |
|
|
931 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
932 | * example. |
|
|
933 | * The drawback: right now it has no frontend, so you need to |
|
|
934 | * stick the bits you want into a calculator in hex mode and then |
|
|
935 | * convert to decimal and then 'pickup <#> |
|
|
936 | */ |
|
|
937 | |
|
|
938 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
939 | * STOP then we stop. All the rest are applied sequentially, |
|
|
940 | * meaning if any test passes, the item gets picked up. */ |
|
|
941 | |
|
|
942 | /* if mode is set to pick nothing up, return */ |
|
|
943 | if (op->contr->mode == PU_NOTHING) |
|
|
944 | return 1; |
|
|
945 | |
|
|
946 | /* if mode is set to stop when encountering objects, return */ |
|
|
947 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
948 | * anything up */ |
|
|
949 | if (op->contr->mode & PU_STOP) |
|
|
950 | return 0; |
|
|
951 | |
|
|
952 | /* useful for going into stores and not losing your settings... */ |
|
|
953 | /* and for battles wher you don't want to get loaded down while |
|
|
954 | * fighting */ |
|
|
955 | if (op->contr->mode & PU_INHIBIT) |
|
|
956 | return 1; |
|
|
957 | |
|
|
958 | /* prevent us from turning into auto-thieves :) */ |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
960 | continue; |
|
|
961 | |
|
|
962 | /* ignore known cursed objects */ |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
964 | continue; |
|
|
965 | |
|
|
966 | /* all food and drink if desired */ |
|
|
967 | /* question: don't pick up known-poisonous stuff? */ |
1026 | if (!(op->contr->mode & PU_NEWMODE)) |
968 | if (op->contr->mode & PU_FOOD) |
|
|
969 | if (tmp->type == FOOD) |
1027 | { |
970 | { |
1028 | switch (op->contr->mode) |
971 | CHK_PICK_PICKUP; |
|
|
972 | continue; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (op->contr->mode & PU_DRINK) |
|
|
976 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
977 | { |
|
|
978 | CHK_PICK_PICKUP; |
|
|
979 | continue; |
|
|
980 | } |
|
|
981 | |
|
|
982 | if (op->contr->mode & PU_POTION) |
|
|
983 | if (tmp->type == POTION) |
|
|
984 | { |
|
|
985 | CHK_PICK_PICKUP; |
|
|
986 | continue; |
|
|
987 | } |
|
|
988 | |
|
|
989 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
990 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
991 | if (tmp->type == SPELLBOOK) |
|
|
992 | { |
|
|
993 | CHK_PICK_PICKUP; |
|
|
994 | continue; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
998 | if (tmp->type == SKILLSCROLL) |
|
|
999 | { |
|
|
1000 | CHK_PICK_PICKUP; |
|
|
1001 | continue; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->contr->mode & PU_READABLES) |
|
|
1005 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1006 | { |
|
|
1007 | CHK_PICK_PICKUP; |
|
|
1008 | continue; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | /* wands/staves/rods/horns */ |
|
|
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1013 | if (tmp->type == WAND |
|
|
1014 | || tmp->type == ROD |
|
|
1015 | || tmp->type == HORN |
|
|
1016 | || tmp->type == POWER_CRYSTAL) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
|
|
1021 | |
|
|
1022 | /* pick up all magical items */ |
|
|
1023 | if (op->contr->mode & PU_MAGICAL) |
|
|
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1026 | { |
|
|
1027 | CHK_PICK_PICKUP; |
|
|
1028 | continue; |
|
|
1029 | } |
|
|
1030 | |
|
|
1031 | if (op->contr->mode & PU_VALUABLES) |
|
|
1032 | { |
|
|
1033 | if (tmp->type == MONEY || tmp->type == GEM) |
1029 | { |
1034 | { |
1030 | case 0: |
|
|
1031 | return 1; /* don't pick up */ |
|
|
1032 | case 1: |
|
|
1033 | CHK_PICK_PICKUP; |
1035 | CHK_PICK_PICKUP; |
1034 | return 1; |
1036 | 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 | } |
1037 | } |
1064 | } |
1038 | } |
1065 | else |
1039 | |
1066 | { /* old model */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1067 | /* NEW pickup handling */ |
|
|
1068 | if (op->contr->mode & PU_DEBUG) |
1041 | if (op->contr->mode & PU_JEWELS) |
|
|
1042 | if (tmp->type == RING |
|
|
1043 | || tmp->type == AMULET |
|
|
1044 | || tmp->type == GIRDLE |
|
|
1045 | || tmp->type == SKILL_TOOL) |
1069 | { |
1046 | { |
1070 | /* some debugging code to figure out item information */ |
1047 | 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; |
1048 | continue; |
|
|
1049 | } |
1117 | |
1050 | |
1118 | /* ignore known cursed objects */ |
1051 | /* we don't forget dragon food */ |
1119 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1052 | if (op->contr->mode & PU_FLESH) |
|
|
1053 | if (tmp->type == FLESH) |
|
|
1054 | { |
|
|
1055 | CHK_PICK_PICKUP; |
1120 | continue; |
1056 | continue; |
|
|
1057 | } |
1121 | |
1058 | |
1122 | /* all food and drink if desired */ |
1059 | /* bows and arrows. Bows are good for selling! */ |
1123 | /* question: don't pick up known-poisonous stuff? */ |
1060 | if (op->contr->mode & PU_BOW) |
|
|
1061 | if (tmp->type == BOW) |
|
|
1062 | { |
|
|
1063 | CHK_PICK_PICKUP; |
|
|
1064 | continue; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | if (op->contr->mode & PU_ARROW) |
|
|
1068 | if (tmp->type == ARROW) |
|
|
1069 | { |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | /* all kinds of armor etc. */ |
|
|
1075 | if (op->contr->mode & PU_ARMOUR) |
|
|
1076 | if (tmp->type == ARMOUR) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_HELMET) |
|
|
1083 | if (tmp->type == HELMET) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | if (op->contr->mode & PU_SHIELD) |
|
|
1090 | if (tmp->type == SHIELD) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
1124 | if (op->contr->mode & PU_FOOD) |
1096 | if (op->contr->mode & PU_BOOTS) |
1125 | if (tmp->type == FOOD) |
1097 | if (tmp->type == BOOTS) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_GLOVES) |
|
|
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | if (op->contr->mode & PU_CLOAK) |
|
|
1111 | if (tmp->type == CLOAK) |
|
|
1112 | { |
|
|
1113 | CHK_PICK_PICKUP; |
|
|
1114 | continue; |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | /* hoping to catch throwing daggers here */ |
|
|
1118 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1119 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1120 | { |
|
|
1121 | CHK_PICK_PICKUP; |
|
|
1122 | continue; |
|
|
1123 | } |
|
|
1124 | |
|
|
1125 | /* careful: chairs and tables are weapons! */ |
|
|
1126 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == WEAPON) |
|
|
1129 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1126 | { |
1130 | { |
1127 | CHK_PICK_PICKUP; |
1131 | CHK_PICK_PICKUP; |
1128 | continue; |
1132 | continue; |
1129 | } |
1133 | } |
|
|
1134 | } |
1130 | |
1135 | |
|
|
1136 | /* misc stuff that's useful */ |
1131 | if (op->contr->mode & PU_DRINK) |
1137 | if (op->contr->mode & PU_KEY) |
1132 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1138 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1133 | { |
1139 | { |
1134 | CHK_PICK_PICKUP; |
1140 | CHK_PICK_PICKUP; |
1135 | continue; |
1141 | continue; |
1136 | } |
1142 | } |
1137 | |
1143 | |
|
|
1144 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1145 | * pickups */ |
1138 | if (op->contr->mode & PU_POTION) |
1146 | if (op->contr->mode & PU_RATIO) |
1139 | if (tmp->type == POTION) |
1147 | { |
|
|
1148 | /* use value density to decide what else to grab */ |
|
|
1149 | /* >=7 was >= op->contr->mode */ |
|
|
1150 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1140 | { |
1151 | */ |
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) |
1152 | wvratio = op->contr->mode & PU_RATIO; |
1177 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1153 | 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 | { |
1154 | { |
1185 | if (tmp->type == MONEY || tmp->type == GEM) |
1155 | #if 0 |
|
|
1156 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1157 | if (tmp->name != NULL) |
1186 | { |
1158 | { |
1187 | CHK_PICK_PICKUP; |
1159 | fprintf (stderr, "%s", tmp->name); |
1188 | continue; |
|
|
1189 | } |
1160 | } |
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 |
1161 | else |
1324 | fprintf (stderr, "%s", tmp->arch->archname); |
1162 | fprintf (stderr, "%s", tmp->arch->archname); |
1325 | fprintf (stderr, ",%d] = ", tmp->type); |
1163 | fprintf (stderr, ",%d] = ", tmp->type); |
1326 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1164 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1327 | #endif |
1165 | #endif |
|
|
1166 | CHK_PICK_PICKUP; |
1328 | continue; |
1167 | continue; |
1329 | } |
|
|
1330 | } |
1168 | } |
1331 | } /* the new pickup model */ |
1169 | } /* the new pickup model */ |
1332 | } |
1170 | } |
1333 | |
1171 | |
1334 | return !stop; |
1172 | return !stop; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* routine for both players and monsters. We call this when |
|
|
1176 | * there is a possibility for our action distrubing our hiding |
|
|
1177 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1178 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1179 | * return 0. |
|
|
1180 | */ |
|
|
1181 | static int |
|
|
1182 | action_makes_visible (object *op) |
|
|
1183 | { |
|
|
1184 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1185 | { |
|
|
1186 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1187 | { |
|
|
1188 | // artefact invisibility is permanent, but we still make noise |
|
|
1189 | // this is important for game-balance. |
|
|
1190 | if (op->contr) |
|
|
1191 | op->make_noise (); |
|
|
1192 | |
|
|
1193 | return 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1197 | return 0; |
|
|
1198 | |
|
|
1199 | /* If monsters, they should become visible */ |
|
|
1200 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1201 | { |
|
|
1202 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1203 | return 1; |
|
|
1204 | } |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | return 0; |
1335 | } |
1208 | } |
1336 | |
1209 | |
1337 | /* |
1210 | /* |
1338 | * Find an arrow in the inventory and after that |
1211 | * Find an arrow in the inventory and after that |
1339 | * in the right type container (quiver). Pointer to the |
1212 | * in the right type container (quiver). Pointer to the |
1340 | * found object is returned. |
1213 | * found object is returned. |
1341 | */ |
1214 | */ |
1342 | object * |
1215 | static object * |
1343 | find_arrow (object *op, const char *type) |
1216 | find_arrow (object *op, const char *type) |
1344 | { |
1217 | { |
1345 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1346 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1347 | return splay (tmp); |
1220 | return splay (tmp); |
… | |
… | |
1361 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1234 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1362 | * against the target. A full test is not performed, simply a basic test |
1235 | * 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 |
1236 | * 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. |
1237 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1365 | */ |
1238 | */ |
1366 | object * |
1239 | static object * |
1367 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1240 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1368 | { |
1241 | { |
1369 | object *tmp = NULL, *arrow, *ntmp; |
1242 | object *tmp = NULL, *arrow, *ntmp; |
1370 | int attacknum, attacktype, betterby = 0, i; |
1243 | int attacknum, attacktype, betterby = 0, i; |
1371 | |
1244 | |
1372 | if (!type) |
1245 | if (!type) |
… | |
… | |
1376 | { |
1249 | { |
1377 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1250 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1378 | { |
1251 | { |
1379 | i = 0; |
1252 | i = 0; |
1380 | ntmp = find_better_arrow (arrow, target, type, &i); |
1253 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1254 | |
1381 | if (i > betterby) |
1255 | if (i > betterby) |
1382 | { |
1256 | { |
1383 | tmp = ntmp; |
1257 | tmp = ntmp; |
1384 | betterby = i; |
1258 | betterby = i; |
1385 | } |
1259 | } |
1386 | } |
1260 | } |
1387 | else if (arrow->type == ARROW && arrow->race == type) |
1261 | else if (arrow->type == ARROW && arrow->race == type) |
1388 | { |
1262 | { |
1389 | /* allways prefer assasination/slaying */ |
1263 | /* allways prefer assasination/slaying */ |
1390 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1264 | if (target->race && arrow->slaying.contains (target->race)) |
1391 | { |
1265 | { |
1392 | if (arrow->attacktype & AT_DEATH) |
1266 | if (arrow->attacktype & AT_DEATH) |
1393 | { |
1267 | { |
1394 | *better = 100; |
1268 | *better = 100; |
1395 | return arrow; |
1269 | return arrow; |
… | |
… | |
1410 | { |
1284 | { |
1411 | tmp = arrow; |
1285 | tmp = arrow; |
1412 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1286 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1413 | } |
1287 | } |
1414 | } |
1288 | } |
|
|
1289 | |
1415 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1290 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1416 | { |
1291 | { |
1417 | tmp = arrow; |
1292 | tmp = arrow; |
1418 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1293 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1419 | } |
1294 | } |
|
|
1295 | |
1420 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1296 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1421 | { |
1297 | { |
1422 | tmp = arrow; |
1298 | tmp = arrow; |
1423 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1299 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1424 | } |
1300 | } |
… | |
… | |
1437 | * find_better_arrow to find a decent arrow to use. |
1313 | * find_better_arrow to find a decent arrow to use. |
1438 | * op = the shooter |
1314 | * op = the shooter |
1439 | * type = bow->race |
1315 | * type = bow->race |
1440 | * dir = fire direction |
1316 | * dir = fire direction |
1441 | */ |
1317 | */ |
1442 | object * |
1318 | static object * |
1443 | pick_arrow_target (object *op, const char *type, int dir) |
1319 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1444 | { |
1320 | { |
1445 | object *tmp = NULL; |
1321 | object *tmp = NULL; |
1446 | maptile *m; |
1322 | maptile *m; |
1447 | int i, mflags, found, number; |
1323 | int i, mflags, found, number; |
1448 | sint16 x, y; |
1324 | sint16 x, y; |
… | |
… | |
1463 | for (i = 0, found = 0; i < 20; i++) |
1339 | for (i = 0, found = 0; i < 20; i++) |
1464 | { |
1340 | { |
1465 | x += freearr_x[dir]; |
1341 | x += freearr_x[dir]; |
1466 | y += freearr_y[dir]; |
1342 | y += freearr_y[dir]; |
1467 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1343 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1344 | |
1468 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1345 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1469 | { |
1346 | { |
1470 | tmp = NULL; |
1347 | tmp = 0; |
1471 | break; |
1348 | break; |
1472 | } |
1349 | } |
1473 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1350 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1474 | { |
1351 | { |
1475 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1352 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1476 | * perhaps a bad assumption. |
1353 | * perhaps a bad assumption. |
1477 | */ |
1354 | */ |
1478 | tmp = NULL; |
1355 | tmp = 0; |
1479 | break; |
1356 | break; |
1480 | } |
1357 | } |
|
|
1358 | |
1481 | if (mflags & P_IS_ALIVE) |
1359 | if (mflags & P_IS_ALIVE) |
1482 | { |
|
|
1483 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1360 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1484 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1485 | { |
|
|
1486 | found++; |
|
|
1487 | break; |
|
|
1488 | } |
|
|
1489 | if (found) |
|
|
1490 | break; |
1362 | break; |
1491 | } |
|
|
1492 | } |
1363 | } |
1493 | if (tmp == NULL) |
1364 | |
|
|
1365 | if (!tmp) |
1494 | return find_arrow (op, type); |
1366 | return find_arrow (op, type); |
1495 | |
1367 | |
1496 | if (tmp->head) |
1368 | if (tmp->head) |
1497 | tmp = tmp->head; |
1369 | tmp = tmp->head; |
1498 | |
1370 | |
… | |
… | |
1538 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1410 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1539 | return 0; |
1411 | return 0; |
1540 | } |
1412 | } |
1541 | |
1413 | |
1542 | // optimisation: move object to top so we will find it quickly again |
1414 | // optimisation: move object to top so we will find it quickly again |
1543 | if (bow->below) |
1415 | splay (bow); |
1544 | { |
|
|
1545 | bow->remove (); |
|
|
1546 | op->insert (bow); |
|
|
1547 | } |
|
|
1548 | |
|
|
1549 | } |
1416 | } |
1550 | |
1417 | |
1551 | if (!bow->race || !bow->skill) |
1418 | if (!bow->race || !bow->skill) |
1552 | { |
1419 | { |
1553 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1579 | } |
1446 | } |
1580 | |
1447 | |
1581 | /* this should not happen, but sometimes does */ |
1448 | /* this should not happen, but sometimes does */ |
1582 | if (arrow->nrof == 0) |
1449 | if (arrow->nrof == 0) |
1583 | { |
1450 | { |
|
|
1451 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1584 | arrow->destroy (); |
1452 | arrow->destroy (); |
1585 | return 0; |
1453 | return 0; |
1586 | } |
1454 | } |
1587 | |
1455 | |
1588 | left = arrow; /* these are arrows left to the player */ |
1456 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1598 | arrow->direction = dir; |
1466 | arrow->direction = dir; |
1599 | |
1467 | |
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1468 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1601 | arrow->stats.hp = arrow->stats.dam; |
1469 | arrow->stats.hp = arrow->stats.dam; |
1602 | arrow->stats.grace = arrow->attacktype; |
1470 | arrow->stats.grace = arrow->attacktype; |
1603 | |
1471 | arrow->custom_name = arrow->slaying; |
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
1472 | |
1607 | #if 0 |
1473 | #if 0 |
1608 | if (player *pl = op->contr) |
1474 | if (player *pl = op->contr) |
1609 | { |
1475 | { |
1610 | float speed = pl->weapon_sp; |
1476 | float speed = pl->weapon_sp; |
… | |
… | |
1672 | * but monsters can't. Putting that code here |
1538 | * but monsters can't. Putting that code here |
1673 | * makes the fire_bow code much cleaner. |
1539 | * makes the fire_bow code much cleaner. |
1674 | * this function should only be called if 'op' is a player, |
1540 | * this function should only be called if 'op' is a player, |
1675 | * hence the function name. |
1541 | * hence the function name. |
1676 | */ |
1542 | */ |
1677 | int |
1543 | static int |
1678 | player_fire_bow (object *op, int dir) |
1544 | player_fire_bow (object *op, int dir) |
1679 | { |
1545 | { |
1680 | int ret = 0, wcmod = 0; |
1546 | int ret; |
1681 | |
1547 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1548 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1549 | { |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1550 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1685 | } |
1551 | } |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1552 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | { |
1553 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1554 | 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); |
1555 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | } |
1556 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1557 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1558 | { |
1695 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1559 | 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)]); |
1560 | 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)]); |
1561 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1698 | } |
1562 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1563 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1564 | { |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1565 | 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); |
1566 | 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); |
1567 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | } |
1568 | } |
1705 | else |
1569 | else |
1706 | { |
1570 | { |
… | |
… | |
1712 | } |
1576 | } |
1713 | |
1577 | |
1714 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1578 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1715 | * Broken apart from 'fire' to keep it more readable. |
1579 | * Broken apart from 'fire' to keep it more readable. |
1716 | */ |
1580 | */ |
1717 | void |
1581 | static void |
1718 | fire_misc_object (object *op, int dir) |
1582 | fire_misc_object (object *op, int dir) |
1719 | { |
1583 | { |
1720 | object *item = op->contr->ranged_ob; |
1584 | object *item = op->contr->ranged_ob; |
1721 | |
1585 | |
1722 | if (!item) |
1586 | if (!item) |
… | |
… | |
1729 | { |
1593 | { |
1730 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1731 | return; |
1595 | return; |
1732 | } |
1596 | } |
1733 | |
1597 | |
1734 | if (!op->change_weapon (item)) |
1598 | if (!op->apply (item)) |
1735 | return; |
1599 | return; |
1736 | |
1600 | |
1737 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1738 | { |
1602 | { |
1739 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
… | |
… | |
1744 | return; |
1608 | return; |
1745 | } |
1609 | } |
1746 | } |
1610 | } |
1747 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1748 | { |
1612 | { |
1749 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1613 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1750 | |
1614 | |
1751 | // using the maximum of the rods charge allows at least one spell cast |
1615 | // using the maximum of the rods charge allows at least one spell cast |
1752 | // for a rod or horn, this fixes some broken rods. |
1616 | // for a rod or horn, this fixes some broken rods. |
1753 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1617 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1754 | { |
1618 | { |
1755 | op->contr->play_sound (sound_find ("wand_poof")); |
1619 | op->contr->play_sound (sound_find ("wand_poof")); |
1756 | |
1620 | |
1757 | if (item->type == ROD) |
1621 | if (item->type == ROD) |
1758 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1622 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1763 | } |
1627 | } |
1764 | } |
1628 | } |
1765 | |
1629 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1630 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1631 | { |
1768 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1632 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1633 | |
1769 | if (item->type == WAND) |
1634 | if (item->type == WAND) |
1770 | { |
1635 | { |
1771 | if (!(--item->stats.food)) |
1636 | if (!(--item->stats.food)) |
1772 | { |
1637 | { |
1773 | object *tmp; |
1638 | object *tmp; |
… | |
… | |
1793 | bool |
1658 | bool |
1794 | fire (object *op, int dir) |
1659 | fire (object *op, int dir) |
1795 | { |
1660 | { |
1796 | int spellcost = 0; |
1661 | int spellcost = 0; |
1797 | |
1662 | |
1798 | /* check for loss of invisiblity/hide */ |
|
|
1799 | if (action_makes_visible (op)) |
|
|
1800 | make_visible (op); |
|
|
1801 | |
|
|
1802 | player *pl = op->contr; |
1663 | player *pl = op->contr; |
1803 | |
1664 | |
1804 | if (pl->golem) |
1665 | if (pl->golem) |
1805 | { |
1666 | { |
1806 | control_golem (op->contr->golem, dir); |
1667 | control_golem (op->contr->golem, dir); |
… | |
… | |
1808 | } |
1669 | } |
1809 | |
1670 | |
1810 | object *ob = pl->ranged_ob; |
1671 | object *ob = pl->ranged_ob; |
1811 | |
1672 | |
1812 | if (!ob) |
1673 | if (!ob) |
1813 | return false; |
|
|
1814 | |
|
|
1815 | if (!op->change_weapon (ob)) |
|
|
1816 | return false; |
1674 | return false; |
1817 | |
1675 | |
1818 | if (op->speed_left > 0.f) |
1676 | if (op->speed_left > 0.f) |
1819 | --op->speed_left; |
1677 | --op->speed_left; |
1820 | else |
1678 | else |
1821 | return false; |
1679 | return false; |
1822 | |
1680 | |
|
|
1681 | if (!op->apply (ob)) |
|
|
1682 | return false; |
|
|
1683 | |
|
|
1684 | /* check for loss of invisiblity/hide */ |
|
|
1685 | if (action_makes_visible (op)) |
|
|
1686 | make_visible (op); |
|
|
1687 | |
1823 | switch (ob->type) |
1688 | switch (ob->type) |
1824 | { |
1689 | { |
1825 | case BOW: |
1690 | case BOW: |
1826 | player_fire_bow (op, dir); |
1691 | player_fire_bow (op, dir); |
1827 | break; |
1692 | break; |
1828 | |
1693 | |
1829 | case SPELL: |
1694 | case SPELL: |
1830 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1695 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1831 | break; |
1696 | break; |
1832 | |
1697 | |
1833 | case BUILDER: |
1698 | case BUILDER: |
1834 | apply_map_builder (op, dir); |
1699 | apply_map_builder (op, dir); |
1835 | break; |
1700 | break; |
1836 | |
1701 | |
1837 | case SKILL: |
1702 | case SKILL: |
1838 | do_skill (op, op, ob, dir, 0); |
1703 | do_skill (op, op, ob, dir, 0); |
1839 | break; |
1704 | break; |
1840 | |
1705 | |
|
|
1706 | case RANGED: |
|
|
1707 | //TODO: use skill to fire (do_skill_fire?) |
|
|
1708 | break; |
|
|
1709 | |
1841 | default: |
1710 | default: |
1842 | fire_misc_object (op, dir); |
1711 | fire_misc_object (op, dir); |
1843 | break; |
1712 | break; |
1844 | } |
1713 | } |
1845 | |
1714 | |
1846 | return true; |
1715 | return true; |
1847 | } |
1716 | } |
1848 | |
1717 | |
1849 | /* find_key |
1718 | static object * |
1850 | * We try to find a key for the door as passed. If we find a key |
|
|
1851 | * and successfully use it, we return the key, otherwise NULL |
|
|
1852 | * This function merges both normal and locked door, since the logic |
|
|
1853 | * for both is the same - just the specific key is different. |
|
|
1854 | * pl is the player, |
|
|
1855 | * inv is the objects inventory to searched |
|
|
1856 | * door is the door we are trying to match against. |
|
|
1857 | * This function can be called recursively to search containers. |
|
|
1858 | */ |
|
|
1859 | object * |
|
|
1860 | find_key (object *pl, object *container, object *door) |
1719 | find_key_ (object *pl, object *container, object *door) |
1861 | { |
1720 | { |
1862 | object *tmp, *key; |
1721 | object *tmp, *key; |
1863 | |
1722 | |
1864 | /* Should not happen, but sanity checking is never bad */ |
1723 | /* Should not happen, but sanity checking is never bad */ |
1865 | if (!container->inv) |
1724 | if (!container->inv) |
… | |
… | |
1868 | /* First, lets try to find a key in the top level inventory */ |
1727 | /* First, lets try to find a key in the top level inventory */ |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1728 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1870 | { |
1729 | { |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1730 | if (door->type == DOOR && tmp->type == KEY) |
1872 | break; |
1731 | break; |
|
|
1732 | |
1873 | /* For sanity, we should really check door type, but other stuff |
1733 | /* For sanity, we should really check door type, but other stuff |
1874 | * (like containers) can be locked with special keys |
1734 | * (like containers) can be locked with special keys |
1875 | */ |
1735 | */ |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1736 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1877 | break; |
1737 | break; |
… | |
… | |
1883 | * a key, return |
1743 | * a key, return |
1884 | */ |
1744 | */ |
1885 | if (!tmp) |
1745 | if (!tmp) |
1886 | { |
1746 | { |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1747 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1888 | { |
|
|
1889 | /* No reason to search empty containers */ |
1748 | /* No reason to search empty containers */ |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1749 | if (tmp->type == CONTAINER && tmp->inv) |
1891 | { |
|
|
1892 | if ((key = find_key (pl, tmp, door))) |
1750 | if ((key = find_key_ (pl, tmp, door))) |
1893 | return key; |
1751 | return key; |
1894 | } |
|
|
1895 | } |
|
|
1896 | |
1752 | |
1897 | if (!tmp) |
1753 | if (!tmp) |
1898 | return NULL; |
1754 | return 0; |
1899 | } |
1755 | } |
1900 | |
1756 | |
1901 | /* We get down here if we have found a key. Now if its in a container, |
1757 | /* We get down here if we have found a key. Now if its in a container, |
1902 | * see if we actually want to use it |
1758 | * see if we actually want to use it |
1903 | */ |
1759 | */ |
1904 | if (pl != container) |
1760 | if (pl != container) |
1905 | { |
1761 | { |
1906 | /* Only let players use keys in containers */ |
1762 | /* Only let players use keys in containers */ |
1907 | if (!pl->contr) |
1763 | if (!pl->contr) |
1908 | return NULL; |
1764 | return 0; |
|
|
1765 | |
1909 | /* cases where this fails: |
1766 | /* cases where this fails: |
1910 | * If we only search the player inventory, return now since we |
1767 | * If we only search the player inventory, return now since we |
1911 | * are not in the players inventory. |
1768 | * are not in the players inventory. |
1912 | * If the container is not active, return now since only active |
1769 | * If the container is not active, return now since only active |
1913 | * containers can be used. |
1770 | * containers can be used. |
… | |
… | |
1917 | * inv must have been an container and must have been active. |
1774 | * inv must have been an container and must have been active. |
1918 | * |
1775 | * |
1919 | * Change the color so that the message doesn't disappear with |
1776 | * Change the color so that the message doesn't disappear with |
1920 | * all the others. |
1777 | * all the others. |
1921 | */ |
1778 | */ |
1922 | if (pl->contr->usekeys == key_inventory || |
1779 | if (pl->contr->usekeys == key_inventory |
1923 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1780 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1924 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1781 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1925 | { |
1782 | { |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1783 | 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)); |
1784 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1928 | return NULL; |
1785 | return NULL; |
1929 | } |
1786 | } |
1930 | } |
1787 | } |
1931 | |
1788 | |
1932 | return tmp; |
1789 | return tmp; |
|
|
1790 | } |
|
|
1791 | |
|
|
1792 | /* find_key |
|
|
1793 | * We try to find a key for the door as passed. If we find a key |
|
|
1794 | * and successfully use it, we return the key, otherwise NULL |
|
|
1795 | * This function merges both normal and locked door, since the logic |
|
|
1796 | * for both is the same - just the specific key is different. |
|
|
1797 | * pl is the player, |
|
|
1798 | * inv is the objects inventory to searched |
|
|
1799 | * door is the door we are trying to match against. |
|
|
1800 | * This function can be called recursively to search containers. |
|
|
1801 | */ |
|
|
1802 | object * |
|
|
1803 | find_key (object *pl, object *container, object *door) |
|
|
1804 | { |
|
|
1805 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1806 | { |
|
|
1807 | // for match expressions, we try to find the key by applying the match |
|
|
1808 | // to the op itself, which is supposed to find the "key", instead |
|
|
1809 | // of searching through containers ourselves. |
|
|
1810 | |
|
|
1811 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1812 | } |
|
|
1813 | else |
|
|
1814 | return find_key_ (pl, container, door); |
1933 | } |
1815 | } |
1934 | |
1816 | |
1935 | /* moved door processing out of move_player_attack. |
1817 | /* moved door processing out of move_player_attack. |
1936 | * returns 1 if player has opened the door with a key |
1818 | * returns 1 if player has opened the door with a key |
1937 | * such that the caller should not do anything more, |
1819 | * such that the caller should not do anything more, |
… | |
… | |
1987 | * going to try and move (not fire weapons). |
1869 | * going to try and move (not fire weapons). |
1988 | */ |
1870 | */ |
1989 | bool |
1871 | bool |
1990 | move_player_attack (object *op, int dir) |
1872 | move_player_attack (object *op, int dir) |
1991 | { |
1873 | { |
1992 | int on_battleground; |
1874 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1875 | { |
|
|
1876 | --op->speed_left; |
|
|
1877 | return true; |
|
|
1878 | } |
1993 | |
1879 | |
1994 | sint16 nx = freearr_x[dir] + op->x; |
1880 | sint16 nx = freearr_x[dir] + op->x; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
1881 | sint16 ny = freearr_y[dir] + op->y; |
1996 | |
1882 | |
1997 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1998 | |
|
|
1999 | if (out_of_map (op->map, nx, ny)) |
1883 | if (out_of_map (op->map, nx, ny)) |
2000 | return false; |
1884 | return false; |
2001 | |
|
|
2002 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2003 | { |
|
|
2004 | --op->speed_left; |
|
|
2005 | return true; |
|
|
2006 | } |
|
|
2007 | |
1885 | |
2008 | /* If braced, or can't move to the square, and it is not out of the |
1886 | /* If braced, or can't move to the square, and it is not out of the |
2009 | * map, attack it. Note order of if statement is important - don't |
1887 | * map, attack it. Note order of if statement is important - don't |
2010 | * want to be calling move_ob if braced, because move_ob will move the |
1888 | * want to be calling move_ob if braced, because move_ob will move the |
2011 | * player. This is a pretty nasty hack, because if we could |
1889 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2071 | --op->speed_left; |
1949 | --op->speed_left; |
2072 | |
1950 | |
2073 | op->play_sound (sound_find ("push_player")); |
1951 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
1952 | push_ob (mon, dir, op); |
2075 | |
1953 | |
2076 | if (op->contr->tmp_invis || op->hide) |
1954 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1955 | make_visible (op); |
2078 | |
1956 | |
2079 | return true; |
1957 | return true; |
2080 | } |
1958 | } |
2081 | else |
1959 | else |
2082 | return false; |
1960 | return false; |
2083 | } |
1961 | } |
|
|
1962 | |
|
|
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
2084 | |
1964 | |
2085 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
2086 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
2087 | * someone, but put it inside this loop so that you won't |
1967 | * someone, but put it inside this loop so that you won't |
2088 | * attack them either. |
1968 | * attack them either. |
… | |
… | |
2103 | push_ob (mon, dir, op); |
1983 | push_ob (mon, dir, op); |
2104 | } |
1984 | } |
2105 | else |
1985 | else |
2106 | op->statusmsg ("You withhold your attack"); |
1986 | op->statusmsg ("You withhold your attack"); |
2107 | |
1987 | |
2108 | if (op->contr->tmp_invis || op->hide) |
1988 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2109 | make_visible (op); |
1989 | make_visible (op); |
2110 | |
1990 | |
2111 | return true; |
1991 | return true; |
2112 | } |
1992 | } |
2113 | } |
1993 | } |
… | |
… | |
2153 | } |
2033 | } |
2154 | |
2034 | |
2155 | bool |
2035 | bool |
2156 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
2157 | { |
2037 | { |
2158 | int pick; |
|
|
2159 | |
|
|
2160 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2161 | return 0; |
2039 | return 0; |
2162 | |
2040 | |
2163 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2164 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir >= 9) |
2165 | { |
2043 | { |
2166 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2167 | return 0; |
2045 | return 0; |
2168 | } |
2046 | } |
2169 | |
2047 | |
… | |
… | |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2049 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2050 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2173 | |
2051 | |
2174 | op->facing = dir; |
2052 | op->facing = dir; |
2175 | |
2053 | |
2176 | if (op->hide) |
2054 | if (op->flag [FLAG_HIDDEN]) |
2177 | do_hidden_move (op); |
2055 | do_hidden_move (op); |
2178 | |
2056 | |
2179 | bool retval; |
2057 | bool retval; |
|
|
2058 | int pick = 0; |
2180 | |
2059 | |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2060 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2182 | retval = RESULT_INT (0); |
2061 | retval = RESULT_INT (0); |
2183 | else if (op->contr->fire_on) |
2062 | else if (op->contr->fire_on) |
2184 | retval = fire (op, dir); |
2063 | retval = fire (op, dir); |
… | |
… | |
2241 | return move_player (op, op->direction); |
2120 | return move_player (op, op->direction); |
2242 | |
2121 | |
2243 | return false; |
2122 | return false; |
2244 | } |
2123 | } |
2245 | |
2124 | |
2246 | int |
2125 | static int |
2247 | save_life (object *op) |
2126 | save_life (object *op) |
2248 | { |
2127 | { |
2249 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2128 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2250 | return 0; |
2129 | return 0; |
2251 | |
2130 | |
… | |
… | |
2260 | |
2139 | |
2261 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2262 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2263 | |
2142 | |
2264 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2265 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2266 | |
2145 | |
2267 | op->update_stats (); |
2146 | op->update_stats (); |
2268 | return 1; |
2147 | return 1; |
2269 | } |
2148 | } |
2270 | |
2149 | |
… | |
… | |
2298 | void |
2177 | void |
2299 | object::drop_unpaid_items () |
2178 | object::drop_unpaid_items () |
2300 | { |
2179 | { |
2301 | if (!flag [FLAG_REMOVED]) |
2180 | if (!flag [FLAG_REMOVED]) |
2302 | ::drop_unpaid_items (inv, this); |
2181 | ::drop_unpaid_items (inv, this); |
2303 | } |
|
|
2304 | |
|
|
2305 | /* |
|
|
2306 | * Returns pointer a static string containing gravestone text |
|
|
2307 | * Moved from apply.c to player.c - player.c is what |
|
|
2308 | * actually uses this function. player.c may not be quite the |
|
|
2309 | * best, a misc file for object actions is probably better, |
|
|
2310 | * but there isn't one in the server directory. |
|
|
2311 | */ |
|
|
2312 | const char * |
|
|
2313 | gravestone_text (object *op) |
|
|
2314 | { |
|
|
2315 | static dynbuf_text buf; |
|
|
2316 | |
|
|
2317 | buf << "---- R.I.P. ----\n\n"; |
|
|
2318 | op->name; |
|
|
2319 | |
|
|
2320 | if (op->type == PLAYER) |
|
|
2321 | buf << " the " << op->contr->title; |
|
|
2322 | |
|
|
2323 | buf << "\n\n"; |
|
|
2324 | |
|
|
2325 | buf << "who was level "; |
|
|
2326 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2327 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2328 | |
|
|
2329 | if (op->type == PLAYER) |
|
|
2330 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2331 | |
|
|
2332 | { |
|
|
2333 | static char buf2[128]; |
|
|
2334 | time_t now = time (NULL); |
|
|
2335 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2336 | buf << buf2; |
|
|
2337 | } |
|
|
2338 | |
|
|
2339 | return buf; |
|
|
2340 | } |
2182 | } |
2341 | |
2183 | |
2342 | void |
2184 | void |
2343 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2344 | { |
2186 | { |
… | |
… | |
2499 | { |
2341 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2342 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2501 | |
2343 | |
2502 | if (over_hp > 0) |
2344 | if (over_hp > 0) |
2503 | { |
2345 | { |
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2346 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2505 | op->last_heal = 0; |
2347 | op->last_heal = 0; |
2506 | } |
2348 | } |
2507 | else |
2349 | else |
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2350 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2509 | } |
2351 | } |
… | |
… | |
2536 | |
2378 | |
2537 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2538 | { |
2380 | { |
2539 | op->statusmsg ("You blindly grab for a bite of food. " |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2540 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2541 | manual_apply (op, tmp, 0); |
2383 | op->apply (tmp); |
2542 | |
2384 | |
2543 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2385 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2544 | break; |
2386 | break; |
2545 | } |
2387 | } |
2546 | else if (tmp->type == FLESH) |
2388 | else if (tmp->type == FLESH) |
… | |
… | |
2552 | */ |
2394 | */ |
2553 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2395 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2554 | { |
2396 | { |
2555 | op->statusmsg ("You blindly grab for a bite of food. " |
2397 | op->statusmsg ("You blindly grab for a bite of food. " |
2556 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2398 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2557 | manual_apply (op, flesh, 0); |
2399 | op->apply (flesh); |
2558 | } |
2400 | } |
2559 | |
2401 | |
2560 | // If player is still starving, alert him! |
2402 | // If player is still starving, alert him! |
2561 | if (op->stats.food < 0) |
2403 | if (op->stats.food < 0) |
2562 | op->failmsg ("You are starving! " |
2404 | op->failmsg ("You are starving! " |
… | |
… | |
2588 | */ |
2430 | */ |
2589 | void |
2431 | void |
2590 | kill_player (object *op) |
2432 | kill_player (object *op) |
2591 | { |
2433 | { |
2592 | int x, y; |
2434 | int x, y; |
2593 | char buf[MAX_BUF]; |
|
|
2594 | maptile *map; /* this is for resurrection */ |
2435 | maptile *map; /* this is for resurrection */ |
2595 | int will_kill_again; |
2436 | int will_kill_again; |
2596 | archetype *at; |
2437 | archetype *at; |
2597 | object *tmp; |
2438 | object *tmp; |
2598 | |
2439 | |
2599 | if (save_life (op)) |
2440 | if (save_life (op)) |
2600 | return; |
2441 | return; |
|
|
2442 | |
|
|
2443 | dynbuf_text deathtab; |
|
|
2444 | |
|
|
2445 | /* restore player */ |
|
|
2446 | at = archetype::find (shstr_poisoning); |
|
|
2447 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2448 | { |
|
|
2449 | tmp->destroy (); |
|
|
2450 | deathtab << "Your body feels cleansed...\r"; |
|
|
2451 | } |
|
|
2452 | |
|
|
2453 | at = archetype::find (shstr_confusion); |
|
|
2454 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2455 | { |
|
|
2456 | tmp->destroy (); |
|
|
2457 | deathtab << "Your mind feels clearer...\r"; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2461 | |
|
|
2462 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2463 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2464 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2465 | max_it (op->stats.food , 200); |
|
|
2466 | |
|
|
2467 | // remove all spell effects that are active |
|
|
2468 | // to avoid long-term effects such as word-of-recall |
|
|
2469 | for (object *item = op->inv; item; ) |
|
|
2470 | { |
|
|
2471 | object *next = item->below; |
|
|
2472 | |
|
|
2473 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2474 | item->destroy (); |
|
|
2475 | |
|
|
2476 | item = next; |
|
|
2477 | } |
2601 | |
2478 | |
2602 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2479 | /* 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. |
2480 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2481 | * Look at op_on_battleground() for more info --AndreasV |
2605 | */ |
2482 | */ |
2606 | if (op_on_battleground (op, &x, &y)) |
2483 | if (op_on_battleground (op, &x, &y)) |
2607 | { |
2484 | { |
2608 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2485 | 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 | |
2486 | |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2487 | /* create a bodypart-trophy to make the winner happy */ |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2488 | object *tmp = archetype::find (shstr_finger)->instance (); |
2633 | { |
2489 | |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2490 | tmp->name = format ("%s's finger" , &op->name); |
2635 | tmp->name_pl = format ("%s's fingers", &op->name); |
2491 | tmp->name_pl = format ("%s's fingers", &op->name); |
2636 | tmp->msg = format ( |
2492 | tmp->msg = format ( |
2637 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2493 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2638 | &op->name, op->contr->title, |
2494 | &op->name, op->contr->title, |
2639 | (int)op->level, |
2495 | (int)op->level, |
2640 | op->contr->killer_name () |
2496 | op->contr->killer_name () |
2641 | ); |
2497 | ); |
2642 | tmp->value = 0, tmp->type = 0; |
2498 | tmp->value = 0, tmp->type = 0; |
2643 | tmp->materialname = "organics"; |
2499 | tmp->material = name_to_material (shstr_organic); |
2644 | tmp->insert_at (op, tmp); |
2500 | tmp->insert_at (op, tmp); |
2645 | } |
|
|
2646 | |
2501 | |
2647 | /* teleport defeated player to new destination */ |
2502 | /* teleport defeated player to new destination */ |
2648 | transfer_ob (op, x, y, 0, NULL); |
2503 | transfer_ob (op, x, y, 0, NULL); |
2649 | op->contr->braced = 0; |
2504 | op->contr->braced = 0; |
|
|
2505 | |
|
|
2506 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2650 | return; |
2507 | return; |
2651 | } |
2508 | } |
|
|
2509 | |
|
|
2510 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2511 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2652 | |
2512 | |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2513 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | |
2514 | |
2655 | command_kill_pets (op, 0); |
2515 | command_kill_pets (op, 0); |
2656 | |
2516 | |
… | |
… | |
2690 | |
2550 | |
2691 | lost_a_stat = 0; |
2551 | lost_a_stat = 0; |
2692 | |
2552 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2553 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2554 | { |
2695 | i = RANDOM () % NUM_STATS; |
2555 | i = rndm (NUM_STATS); |
2696 | |
2556 | |
2697 | if (settings.stat_loss_on_death) |
2557 | if (settings.stat_loss_on_death) |
2698 | { |
2558 | { |
2699 | /* Pick a random stat and take a point off it. Tell the player |
2559 | /* Pick a random stat and take a point off it. Tell the player |
2700 | * what he lost. |
2560 | * what he lost. |
… | |
… | |
2707 | lost_a_stat = 1; |
2567 | lost_a_stat = 1; |
2708 | } |
2568 | } |
2709 | else |
2569 | else |
2710 | { |
2570 | { |
2711 | /* deplete a stat */ |
2571 | /* deplete a stat */ |
2712 | archetype *deparch = archetype::find ("depletion"); |
2572 | archetype *deparch = archetype::find (shstr_depletion); |
2713 | object *dep; |
2573 | object *dep; |
2714 | |
2574 | |
2715 | dep = present_arch_in_ob (deparch, op); |
2575 | dep = present_arch_in_ob (deparch, op); |
2716 | if (!dep) |
2576 | if (!dep) |
2717 | { |
2577 | { |
2718 | dep = arch_to_object (deparch); |
2578 | dep = deparch->instance (); |
2719 | insert_ob_in_ob (dep, op); |
2579 | insert_ob_in_ob (dep, op); |
2720 | } |
2580 | } |
2721 | lose_this_stat = 1; |
2581 | lose_this_stat = 1; |
2722 | if (settings.balanced_stat_loss) |
2582 | if (settings.balanced_stat_loss) |
2723 | { |
2583 | { |
… | |
… | |
2751 | } |
2611 | } |
2752 | } |
2612 | } |
2753 | |
2613 | |
2754 | if (lose_this_stat) |
2614 | if (lose_this_stat) |
2755 | { |
2615 | { |
2756 | this_stat = get_attr_value (&(dep->stats), i); |
2616 | this_stat = get_attr_value (&dep->stats, i); |
2757 | /* We could try to do something clever like find another |
2617 | /* We could try to do something clever like find another |
2758 | * stat to reduce if this fails. But chances are, if |
2618 | * stat to reduce if this fails. But chances are, if |
2759 | * stats have been depleted to -50, all are pretty low |
2619 | * stats have been depleted to -50, all are pretty low |
2760 | * and should be roughly the same, so it shouldn't make a |
2620 | * and should be roughly the same, so it shouldn't make a |
2761 | * difference. |
2621 | * difference. |
… | |
… | |
2775 | /* If no stat lost, tell the player. */ |
2635 | /* If no stat lost, tell the player. */ |
2776 | if (!lost_a_stat) |
2636 | if (!lost_a_stat) |
2777 | { |
2637 | { |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2638 | /* determine_god() seems to not work sometimes... why is this? |
2779 | Should I be using something else? GD */ |
2639 | Should I be using something else? GD */ |
2780 | const char *god = determine_god (op); |
2640 | shstr_tmp god = determine_god (op); |
2781 | |
2641 | |
2782 | if (god && (strcmp (god, "none"))) |
2642 | 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); |
2643 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2784 | else |
2644 | else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2645 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2786 | } |
2646 | } |
2787 | #else |
2647 | #else |
2788 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2648 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2789 | #endif |
2649 | #endif |
2790 | |
2650 | |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2651 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | * exp loss on the stone. |
2652 | * exp loss on the stone. |
2793 | */ |
2653 | */ |
2794 | tmp = arch_to_object (archetype::find ("gravestone")); |
2654 | tmp = archetype::find (shstr_gravestone)->instance (); |
2795 | tmp->name = format ("%s's gravestone", &op->name); |
2655 | tmp->name = format ("%s's gravestone", &op->name); |
2796 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2656 | 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 ()); |
2657 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
|
|
2658 | &op->name, op->contr->title, op->contr->killer_name ()); |
2798 | tmp->x = op->x, tmp->y = op->y; |
2659 | tmp->x = op->x, tmp->y = op->y; |
2799 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2660 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2800 | |
2661 | |
2801 | /**************************************/ |
2662 | /**************************************/ |
2802 | /* */ |
2663 | /* */ |
2803 | /* Subtract the experience points, */ |
2664 | /* Subtract the experience points, */ |
2804 | /* if we died cause of food, give us */ |
|
|
2805 | /* food, and reset HP's... */ |
|
|
2806 | /* */ |
2665 | /* */ |
2807 | /**************************************/ |
2666 | /**************************************/ |
2808 | |
2667 | |
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)); */ |
2668 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | apply_death_exp_penalty (op); |
2669 | 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 | |
2670 | |
2852 | /* |
2671 | /* |
2853 | * Check to see if the player has any unpaid items. If so, remove them |
2672 | * Check to see if the player has any unpaid items. If so, remove them |
2854 | * and put them back in the map. |
2673 | * and put them back in the map. |
2855 | */ |
2674 | */ |
… | |
… | |
2890 | if (will_kill_again & (1 << at)) |
2709 | if (will_kill_again & (1 << at)) |
2891 | force->resist[at] = 100; |
2710 | force->resist[at] = 100; |
2892 | |
2711 | |
2893 | insert_ob_in_ob (force, op); |
2712 | insert_ob_in_ob (force, op); |
2894 | op->update_stats (); |
2713 | op->update_stats (); |
2895 | |
|
|
2896 | } |
2714 | } |
2897 | |
2715 | |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2716 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2899 | } |
2717 | } |
2900 | |
2718 | |
2901 | void |
2719 | static void |
2902 | loot_object (object *op) |
2720 | loot_object (object *op) |
2903 | { /* Grab and destroy some treasure */ |
2721 | { /* Grab and destroy some treasure */ |
2904 | object *tmp, *tmp2, *next; |
2722 | object *tmp, *tmp2, *next; |
2905 | |
2723 | |
2906 | op->close_container (); /* close open sack first */ |
2724 | op->close_container (); /* close open sack first */ |
… | |
… | |
2937 | * fix_weight(): Check recursively the weight of all players, and fix |
2755 | * fix_weight(): Check recursively the weight of all players, and fix |
2938 | * what needs to be fixed. Refresh windows and fix speed if anything |
2756 | * what needs to be fixed. Refresh windows and fix speed if anything |
2939 | * was changed. |
2757 | * was changed. |
2940 | */ |
2758 | */ |
2941 | void |
2759 | void |
2942 | fix_weight (void) |
2760 | fix_weight () |
2943 | { |
2761 | { |
2944 | for_all_players (pl) |
2762 | for_all_players (pl) |
2945 | { |
2763 | { |
2946 | sint32 old = pl->ob->carrying; |
2764 | sint32 old = pl->ob->carrying; |
2947 | |
2765 | |
… | |
… | |
2954 | } |
2772 | } |
2955 | } |
2773 | } |
2956 | } |
2774 | } |
2957 | |
2775 | |
2958 | void |
2776 | void |
2959 | fix_luck (void) |
2777 | fix_luck () |
2960 | { |
2778 | { |
2961 | for_all_players (pl) |
2779 | for_all_players (pl) |
2962 | if (!pl->ob->contr->ns->state) |
2780 | if (!pl->ob->contr->ns->state) |
2963 | pl->ob->change_luck (0); |
2781 | pl->ob->change_luck (0); |
2964 | } |
2782 | } |
… | |
… | |
3001 | } |
2819 | } |
3002 | |
2820 | |
3003 | void |
2821 | void |
3004 | make_visible (object *op) |
2822 | make_visible (object *op) |
3005 | { |
2823 | { |
3006 | op->hide = 0; |
2824 | op->flag [FLAG_HIDDEN] = 0; |
3007 | op->invisible = 0; |
2825 | op->invisible = 0; |
3008 | |
2826 | |
3009 | if (op->type == PLAYER) |
2827 | if (op->type == PLAYER) |
3010 | { |
2828 | { |
3011 | op->contr->tmp_invis = 0; |
2829 | op->contr->tmp_invis = 0; |
… | |
… | |
3036 | |
2854 | |
3037 | if (!ob || !ob->map) |
2855 | if (!ob || !ob->map) |
3038 | return 0; |
2856 | return 0; |
3039 | |
2857 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2858 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2859 | level = ob->map->darklevel () - 2; |
3042 | |
2860 | |
3043 | /* this also picks up whether the object is glowing. |
2861 | /* this also picks up whether the object is glowing. |
3044 | * If you carry a light on a non-dark map, its not |
2862 | * If you carry a light on a non-dark map, its not |
3045 | * as bad as carrying a light on a pitch dark map */ |
2863 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2864 | if (ob->has_carried_lights ()) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2865 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2866 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2867 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2868 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2869 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2870 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3199 | while (op) |
3017 | while (op) |
3200 | { |
3018 | { |
3201 | dx = rv.distance_x + op->arch->x; |
3019 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
3020 | dy = rv.distance_y + op->arch->y; |
3203 | |
3021 | |
3204 | /* only the viewable area the player sees is updated by LOS |
3022 | 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; |
3023 | return 1; |
3212 | |
3024 | |
3213 | op = op->more; |
3025 | op = op->more; |
3214 | } |
|
|
3215 | |
|
|
3216 | return 0; |
|
|
3217 | } |
|
|
3218 | |
|
|
3219 | /* routine for both players and monsters. We call this when |
|
|
3220 | * there is a possibility for our action distrubing our hiding |
|
|
3221 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3222 | * effected by this. If we arent invisible to begin with, we |
|
|
3223 | * return 0. |
|
|
3224 | */ |
|
|
3225 | int |
|
|
3226 | action_makes_visible (object *op) |
|
|
3227 | { |
|
|
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3229 | { |
|
|
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3231 | return 0; |
|
|
3232 | |
|
|
3233 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3234 | return 0; |
|
|
3235 | |
|
|
3236 | /* If monsters, they should become visible */ |
|
|
3237 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3238 | { |
|
|
3239 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3240 | return 1; |
|
|
3241 | } |
|
|
3242 | } |
3026 | } |
3243 | |
3027 | |
3244 | return 0; |
3028 | return 0; |
3245 | } |
3029 | } |
3246 | |
3030 | |
… | |
… | |
3270 | && tmp->name == shstr_battleground |
3054 | && tmp->name == shstr_battleground |
3271 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3272 | { |
3056 | { |
3273 | /* before we assign the exit, check if this is a teambattle */ |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3274 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3058 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3275 | { |
|
|
3276 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3059 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3060 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3277 | { |
3061 | { |
3278 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3279 | { |
|
|
3280 | if (x && y) |
3062 | if (x && y) |
3281 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3063 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3282 | |
3064 | |
3283 | return 1; |
3065 | return 1; |
3284 | } |
|
|
3285 | } |
3066 | } |
3286 | } |
|
|
3287 | |
3067 | |
3288 | if (x && y) |
3068 | if (x && y) |
3289 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3290 | |
3070 | |
3291 | return 1; |
3071 | return 1; |
… | |
… | |
3448 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3449 | } |
3229 | } |
3450 | else |
3230 | else |
3451 | { |
3231 | { |
3452 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3453 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3454 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3234 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3455 | who->insert (tmp); |
3235 | who->insert (tmp); |
3456 | } |
3236 | } |
3457 | } |
3237 | } |
3458 | |
3238 | |
3459 | /** |
3239 | //-GPL |
3460 | * Unready an object for a player. This function does nothing if the object was |
|
|
3461 | * not readied. |
|
|
3462 | */ |
|
|
3463 | void |
|
|
3464 | player_unready_range_ob (player *pl, object *ob) |
|
|
3465 | { |
|
|
3466 | if (pl->ob->current_weapon == ob) |
|
|
3467 | pl->ob->current_weapon = 0; |
|
|
3468 | |
|
|
3469 | if (pl->combat_ob == ob) |
|
|
3470 | pl->combat_ob = 0; |
|
|
3471 | |
|
|
3472 | if (pl->ranged_ob == ob) |
|
|
3473 | pl->ranged_ob = 0; |
|
|
3474 | } |
|
|
3475 | |
3240 | |
3476 | sint8 |
3241 | sint8 |
3477 | player::visibility_at (maptile *map, int x, int y) const |
3242 | player::darkness_at (maptile *map, int x, int y) const |
3478 | { |
3243 | { |
3479 | if (!ns) |
3244 | if (!ns) |
3480 | return 0; |
3245 | return LOS_BLOCKED; |
3481 | |
3246 | |
3482 | int dx, dy; |
3247 | int dx, dy; |
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3248 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3484 | return 0; |
3249 | return LOS_BLOCKED; |
3485 | |
3250 | |
3486 | x += dx - ns->current_x + ns->mapx / 2; |
3251 | x += dx - ns->current_x; |
3487 | y += dy - ns->current_y + ns->mapy / 2; |
3252 | y += dy - ns->current_y; |
3488 | |
3253 | |
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]; |
3254 | return blocked_los (x, y); |
3493 | } |
3255 | } |
3494 | |
3256 | |
3495 | void |
3257 | void |
3496 | player::infobox (const char *title, const char *msg, int color) |
3258 | player::infobox (const char *title, const char *msg, int color) |
3497 | { |
3259 | { |