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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the GNU General Public License |
19 | * 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/>. |
20 | * and the GNU General Public License along with this program. If not, see |
|
|
21 | * <http://www.gnu.org/licenses/>. |
20 | * |
22 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
|
|
25 | |
|
|
26 | //+GPL |
|
|
27 | |
|
|
28 | #include <algorithm> |
|
|
29 | #include <functional> |
23 | |
30 | |
24 | #include <global.h> |
31 | #include <global.h> |
25 | #include <sproto.h> |
32 | #include <sproto.h> |
26 | #include <sounds.h> |
33 | #include <sounds.h> |
27 | #include <living.h> |
34 | #include <living.h> |
28 | #include <object.h> |
35 | #include <object.h> |
29 | #include <spells.h> |
36 | #include <spells.h> |
30 | #include <skills.h> |
37 | #include <skills.h> |
31 | |
38 | |
32 | #include <algorithm> |
|
|
33 | #include <functional> |
|
|
34 | |
|
|
35 | playervec players; |
39 | playervec players; |
36 | |
|
|
37 | void |
|
|
38 | display_motd (const object *op) |
|
|
39 | { |
|
|
40 | char buf[MAX_BUF]; |
|
|
41 | char motd[HUGE_BUF]; |
|
|
42 | FILE *fp; |
|
|
43 | int comp; |
|
|
44 | int size; |
|
|
45 | |
|
|
46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
|
47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
48 | return; |
|
|
49 | |
|
|
50 | motd[0] = '\0'; |
|
|
51 | size = 0; |
|
|
52 | |
|
|
53 | while (fgets (buf, MAX_BUF, fp)) |
|
|
54 | { |
|
|
55 | if (*buf == '#') |
|
|
56 | continue; |
|
|
57 | |
|
|
58 | strncat (motd + size, buf, HUGE_BUF - size); |
|
|
59 | size += strlen (buf); |
|
|
60 | } |
|
|
61 | |
|
|
62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
|
63 | close_and_delete (fp, comp); |
|
|
64 | } |
|
|
65 | |
|
|
66 | void |
|
|
67 | send_rules (const object *op) |
|
|
68 | { |
|
|
69 | char buf[MAX_BUF]; |
|
|
70 | char rules[HUGE_BUF]; |
|
|
71 | FILE *fp; |
|
|
72 | int comp; |
|
|
73 | int size; |
|
|
74 | |
|
|
75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
|
76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
77 | return; |
|
|
78 | |
|
|
79 | rules[0] = '\0'; |
|
|
80 | size = 0; |
|
|
81 | |
|
|
82 | while (fgets (buf, MAX_BUF, fp)) |
|
|
83 | { |
|
|
84 | if (*buf == '#') |
|
|
85 | continue; |
|
|
86 | |
|
|
87 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
88 | { |
|
|
89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
|
90 | break; |
|
|
91 | } |
|
|
92 | |
|
|
93 | strncat (rules + size, buf, HUGE_BUF - size); |
|
|
94 | size += strlen (buf); |
|
|
95 | } |
|
|
96 | |
|
|
97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
|
98 | close_and_delete (fp, comp); |
|
|
99 | } |
|
|
100 | |
|
|
101 | void |
|
|
102 | send_news (const object *op) |
|
|
103 | { |
|
|
104 | char buf[MAX_BUF]; |
|
|
105 | char news[HUGE_BUF]; |
|
|
106 | char subject[MAX_BUF]; |
|
|
107 | FILE *fp; |
|
|
108 | int comp; |
|
|
109 | int size; |
|
|
110 | |
|
|
111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
|
112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
113 | return; |
|
|
114 | |
|
|
115 | news[0] = '\0'; |
|
|
116 | subject[0] = '\0'; |
|
|
117 | size = 0; |
|
|
118 | |
|
|
119 | while (fgets (buf, MAX_BUF, fp)) |
|
|
120 | { |
|
|
121 | if (*buf == '#') |
|
|
122 | continue; |
|
|
123 | |
|
|
124 | if (*buf == '%') |
|
|
125 | { /* send one news */ |
|
|
126 | if (size > 0) |
|
|
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
|
|
131 | |
|
|
132 | strcpy (subject, buf + 1); |
|
|
133 | strip_endline (subject); |
|
|
134 | size = 0; |
|
|
135 | news[0] = '\0'; |
|
|
136 | } |
|
|
137 | else |
|
|
138 | { |
|
|
139 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
140 | { |
|
|
141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
|
142 | break; |
|
|
143 | } |
|
|
144 | strncat (news + size, buf, HUGE_BUF - size); |
|
|
145 | size += strlen (buf); |
|
|
146 | } |
|
|
147 | } |
|
|
148 | |
|
|
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
|
|
151 | close_and_delete (fp, comp); |
|
|
152 | } |
|
|
153 | |
40 | |
154 | /* This loads the first map an puts the player on it. */ |
41 | /* This loads the first map an puts the player on it. */ |
155 | static void |
42 | static void |
156 | set_first_map (object *op) |
43 | set_first_map (object *op) |
157 | { |
44 | { |
… | |
… | |
168 | |
55 | |
169 | players.insert (this); |
56 | players.insert (this); |
170 | ob->remove (); |
57 | ob->remove (); |
171 | ob->map = 0; |
58 | ob->map = 0; |
172 | ob->activate_recursive (); |
59 | ob->activate_recursive (); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
60 | ob->clr_flag (FLAG_FRIENDLY); |
174 | add_friendly_object (ob); |
61 | add_friendly_object (ob); |
175 | } |
62 | } |
176 | |
63 | |
177 | void |
64 | void |
178 | player::deactivate () |
65 | player::deactivate () |
… | |
… | |
190 | ob->remove (); |
77 | ob->remove (); |
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
192 | ob->map = 0; |
79 | ob->map = 0; |
193 | party = 0; |
80 | party = 0; |
194 | |
81 | |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
196 | |
|
|
197 | players.erase (this); |
82 | players.erase (this); |
198 | } |
83 | } |
199 | |
84 | |
200 | // connect the player with a specific client |
85 | // connect the player with a specific client |
201 | // also changes, rationalises, and fixes some incorrect settings |
86 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
95 | ob->close_container (); //TODO: client-specific |
211 | |
96 | |
212 | ns->update_look = 0; |
97 | ns->update_look = 0; |
213 | ns->look_position = 0; |
98 | ns->look_position = 0; |
214 | |
99 | |
215 | clear_los (this); |
100 | clear_los (); |
216 | |
101 | |
217 | ns->reset_stats (); |
102 | ns->reset_stats (); |
218 | |
103 | |
219 | /* make sure he's a player -- needed because of class change. */ |
104 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
105 | ob->type = PLAYER; // we are paranoid |
221 | ob->race = ob->arch->race; |
106 | ob->race = ob->arch->race; |
222 | |
107 | |
223 | ob->update_weight (); |
108 | ob->update_weight (); |
224 | link_player_skills (ob); |
109 | link_skills (); |
225 | |
|
|
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
227 | |
110 | |
228 | assign (title, ob->arch->object::name); |
111 | assign (title, ob->arch->object::name); |
229 | |
112 | |
230 | /* if it's a dragon player, set the correct title here */ |
113 | /* if it's a dragon player, set the correct title here */ |
231 | if (is_dragon_pl (ob)) |
114 | if (ob->is_dragon ()) |
232 | { |
115 | { |
233 | object *tmp, *abil = 0, *skin = 0; |
116 | object *tmp, *abil = 0, *skin = 0; |
234 | |
117 | |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
118 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
119 | if (tmp->type == FORCE) |
… | |
… | |
244 | |
127 | |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
246 | |
129 | |
247 | esrv_new_player (this); |
130 | esrv_new_player (this); |
248 | |
131 | |
|
|
132 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
133 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
134 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
135 | ob->flag [FLAG_READY_BOW] = false; |
|
|
136 | |
249 | ob->update_stats (); |
137 | ob->update_stats (); |
250 | |
138 | |
251 | ns->floorbox_update (); |
139 | ns->floorbox_update (); |
252 | esrv_send_inventory (ob, ob); |
140 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
141 | esrv_add_spells (this, 0); |
254 | |
142 | |
255 | activate (); |
143 | activate (); |
256 | |
144 | |
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
|
259 | display_motd (ob); |
|
|
260 | |
|
|
261 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
262 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
263 | } |
147 | } |
264 | |
148 | |
265 | void |
149 | void |
… | |
… | |
281 | ns->reset_stats (); |
165 | ns->reset_stats (); |
282 | ns->pl = 0; |
166 | ns->pl = 0; |
283 | ns = 0; |
167 | ns = 0; |
284 | } |
168 | } |
285 | |
169 | |
286 | observe = ob; |
170 | // this is important for the player scheduler to get the correct refcount |
|
|
171 | // when ns = 0 |
|
|
172 | observe = viewpoint = ob; |
287 | |
173 | |
288 | deactivate (); |
174 | deactivate (); |
289 | } |
175 | } |
|
|
176 | |
|
|
177 | //-GPL |
290 | |
178 | |
291 | // the need for this function can be explained |
179 | // the need for this function can be explained |
292 | // by load_object not returning the object |
180 | // by load_object not returning the object |
293 | void |
181 | void |
294 | player::set_object (object *op) |
182 | player::set_object (object *op) |
295 | { |
183 | { |
296 | ob = observe = op; |
184 | ob = observe = viewpoint = op; |
297 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
298 | |
186 | |
299 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; // object still inactive, keep it that way |
300 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
301 | |
189 | |
302 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
303 | |
|
|
304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
305 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
306 | ob->flag [FLAG_READY_BOW] = false; |
|
|
307 | |
|
|
308 | for (object *op = ob->inv; op; op = op->below) |
|
|
309 | if (op->flag [FLAG_APPLIED]) |
|
|
310 | switch (op->type) |
|
|
311 | { |
|
|
312 | case SKILL: |
|
|
313 | ob->flag [FLAG_APPLIED] = false; |
|
|
314 | break; |
|
|
315 | |
|
|
316 | case WAND: |
|
|
317 | case ROD: |
|
|
318 | case HORN: |
|
|
319 | case BOW: |
|
|
320 | ranged_ob = op; |
|
|
321 | break; |
|
|
322 | |
|
|
323 | case WEAPON: |
|
|
324 | combat_ob = op; |
|
|
325 | break; |
|
|
326 | } |
|
|
327 | |
|
|
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
329 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
330 | } |
191 | } |
331 | |
192 | |
332 | void |
193 | void |
333 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
334 | { |
195 | { |
335 | observe = op ? op : ob; |
196 | observe = viewpoint = op ? op : ob; |
336 | do_los = 1; |
197 | do_los = 1; |
337 | } |
198 | } |
|
|
199 | |
|
|
200 | void |
|
|
201 | player::set_viewpoint (object *op) |
|
|
202 | { |
|
|
203 | viewpoint = op ? op : (object *)observe; |
|
|
204 | do_los = 1; |
|
|
205 | } |
|
|
206 | |
|
|
207 | //+GPL |
338 | |
208 | |
339 | player::player () |
209 | player::player () |
340 | { |
210 | { |
341 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
342 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
365 | |
235 | |
366 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
367 | |
237 | |
368 | if (ob) |
238 | if (ob) |
369 | { |
239 | { |
370 | ob->destroy_inv (false); |
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
242 | //ob->contr = 0; |
371 | ob->destroy (); |
243 | ob->destroy (); |
372 | } |
244 | } |
373 | |
245 | |
374 | ob = observe = 0; |
246 | ob = observe = viewpoint = 0; |
375 | } |
247 | } |
376 | |
248 | |
377 | player::~player () |
249 | player::~player () |
378 | { |
250 | { |
379 | /* Clear item stack */ |
251 | /* Clear item stack */ |
380 | free (stack_items); |
252 | free (stack_items); |
|
|
253 | } |
|
|
254 | |
|
|
255 | /* |
|
|
256 | * get_player_archetype() return next player archetype from archetype |
|
|
257 | * list. Not very efficient routine, but used only creating new players. |
|
|
258 | * Note: there MUST be at least one player archetype! |
|
|
259 | */ |
|
|
260 | static archetype * |
|
|
261 | get_player_archetype (archetype *at) |
|
|
262 | { |
|
|
263 | // archetypes could have been reloaded |
|
|
264 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
265 | |
|
|
266 | if (!nat) |
|
|
267 | return at; |
|
|
268 | |
|
|
269 | archvec::iterator i = archetypes.find (nat); |
|
|
270 | |
|
|
271 | for (;;) |
|
|
272 | { |
|
|
273 | if (++i == archetypes.end ()) |
|
|
274 | i = archetypes.begin (); |
|
|
275 | else if (*i == at) |
|
|
276 | cleanup ("not a single player archetype found"); |
|
|
277 | |
|
|
278 | if ((*i)->type == PLAYER) |
|
|
279 | return *i; |
|
|
280 | } |
381 | } |
281 | } |
382 | |
282 | |
383 | /* Tries to add player on the connection passed in ns. |
283 | /* 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 |
284 | * All we can really get in this is some settings like host and display |
385 | * mode. |
285 | * mode. |
… | |
… | |
387 | player * |
287 | player * |
388 | player::create () |
288 | player::create () |
389 | { |
289 | { |
390 | player *pl = new player; |
290 | player *pl = new player; |
391 | |
291 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
292 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
293 | |
394 | pl->ob->roll_stats (); |
294 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
295 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
296 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
297 | |
398 | set_first_map (pl->ob); |
298 | set_first_map (pl->ob); |
399 | |
299 | |
400 | return pl; |
300 | return pl; |
401 | } |
|
|
402 | |
|
|
403 | /* |
|
|
404 | * get_player_archetype() return next player archetype from archetype |
|
|
405 | * list. Not very efficient routine, but used only creating new players. |
|
|
406 | * Note: there MUST be at least one player archetype! |
|
|
407 | */ |
|
|
408 | archetype * |
|
|
409 | get_player_archetype (archetype *at) |
|
|
410 | { |
|
|
411 | // archetypes could have been reloaded |
|
|
412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
413 | |
|
|
414 | if (!nat) |
|
|
415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
|
|
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 | } |
301 | } |
430 | |
302 | |
431 | object * |
303 | object * |
432 | get_nearest_player (object *mon) |
304 | get_nearest_player (object *mon) |
433 | { |
305 | { |
… | |
… | |
461 | #endif |
333 | #endif |
462 | return op; |
334 | return op; |
463 | } |
335 | } |
464 | |
336 | |
465 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
337 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
466 | * result in a monster paths backtracking. It basically determines how large a |
338 | * result in a monster paths backtracking. It basically determines how large a |
467 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
468 | * for a path to the player. The values are in the amount of direction |
340 | * for a path to the player. The values are in the amount of direction |
469 | * the deviation is |
341 | * the deviation is |
470 | */ |
342 | */ |
471 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
507 | */ |
379 | */ |
508 | int |
380 | int |
509 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
510 | { |
382 | { |
511 | rv_vector rv; |
383 | rv_vector rv; |
512 | sint16 x, y; |
|
|
513 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
384 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
514 | maptile *m, *lastmap; |
|
|
515 | |
385 | |
516 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
517 | |
387 | |
518 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
519 | return 0; |
389 | return 0; |
520 | |
390 | |
521 | x = mon->x; |
391 | mapxy pos (mon); |
522 | y = mon->y; |
|
|
523 | m = mon->map; |
|
|
524 | dir = rv.direction; |
392 | dir = rv.direction; |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
393 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
394 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
527 | |
395 | |
528 | /* If we can't solve it within the search distance, return now. */ |
396 | /* If we can't solve it within the search distance, return now. */ |
529 | if (diff > max) |
397 | if (diff > max) |
530 | return 0; |
398 | return 0; |
531 | |
399 | |
532 | while (diff > 1 && max > 0) |
400 | while (diff > 1 && max > 0) |
533 | { |
401 | { |
534 | lastx = x; |
402 | mapxy lastpos = pos; |
535 | lasty = y; |
|
|
536 | lastmap = m; |
|
|
537 | x = lastx + freearr_x[dir]; |
|
|
538 | y = lasty + freearr_y[dir]; |
|
|
539 | |
403 | |
540 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
404 | pos.move (dir); |
541 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
542 | |
405 | |
543 | /* Space is blocked - try changing direction a little */ |
406 | /* Space is blocked - try changing direction a little */ |
544 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
407 | if (!pos.normalise () |
545 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
408 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
409 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
546 | { |
410 | { |
547 | /* recalculate direction from last good location. Possible |
411 | /* recalculate direction from last good location. Possible |
548 | * we were not traversing ideal location before. |
412 | * we were not traversing ideal location before. |
549 | */ |
413 | */ |
550 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
414 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
551 | if (rv.direction != dir) |
415 | if (rv.direction != dir) |
552 | { |
416 | { |
553 | /* OK - says direction should be different - lets reset the |
417 | /* OK - says direction should be different - lets reset the |
554 | * the values so it will try again. |
418 | * the values so it will try again. |
555 | */ |
419 | */ |
556 | x = lastx; |
|
|
557 | y = lasty; |
|
|
558 | m = lastmap; |
420 | pos = lastpos; |
559 | dir = firstdir = rv.direction; |
421 | dir = firstdir = rv.direction; |
560 | } |
422 | } |
561 | else |
423 | else |
562 | { |
424 | { |
563 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
564 | * either the left or right. |
426 | * either the left or right. |
565 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
566 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
567 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
568 | * too big (3 or maybe 4 or higher) as the monster may just try |
430 | * too big (3 or maybe 4 or higher) as the monster may just try |
569 | * stepping back and forth |
431 | * stepping back and forth |
570 | */ |
432 | */ |
571 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
433 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
572 | { |
434 | { |
573 | if (i == 0) |
435 | if (i == 0) |
574 | continue; /* already did this, so skip it */ |
436 | continue; /* already did this, so skip it */ |
|
|
437 | |
575 | /* Use lastdir here - otherwise, |
438 | /* Use lastdir here - otherwise, |
576 | * since the direction that the creature should move in |
439 | * since the direction that the creature should move in |
577 | * may change, you could get infinite loops. |
440 | * may change, you could get infinite loops. |
578 | * ie, player is northwest, but monster can only |
441 | * ie, player is northwest, but monster can only |
579 | * move west, so it does that. It goes some distance, |
442 | * move west, so it does that. It goes some distance, |
… | |
… | |
581 | * can't do that, but now finds it can move east, and |
444 | * can't do that, but now finds it can move east, and |
582 | * gets back to its original point. lastdir contains |
445 | * gets back to its original point. lastdir contains |
583 | * the last direction the creature has successfully |
446 | * the last direction the creature has successfully |
584 | * moved. |
447 | * moved. |
585 | */ |
448 | */ |
586 | |
|
|
587 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
588 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
589 | m = lastmap; |
449 | pos = lastpos; |
590 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
450 | pos.move (absdir (lastdir + i)); |
591 | if (mflags & P_OUT_OF_MAP) |
451 | |
|
|
452 | if (!pos.normalise ()) |
592 | continue; |
453 | continue; |
593 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
454 | |
594 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
455 | mapspace &ms = *pos; |
|
|
456 | |
|
|
457 | if (ms.flags () & P_BLOCKSVIEW) |
595 | continue; |
458 | continue; |
596 | if (mflags & P_BLOCKSVIEW) |
459 | |
|
|
460 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
597 | continue; |
461 | continue; |
598 | |
462 | |
599 | if (m == mon->map && blocked_link (mon, m, x, y)) |
463 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
600 | break; |
464 | break; |
601 | } |
465 | } |
|
|
466 | |
602 | /* go through entire loop without finding a valid |
467 | /* go through entire loop without finding a valid |
603 | * sidestep to take - thus, no valid path. |
468 | * sidestep to take - thus, no valid path. |
604 | */ |
469 | */ |
605 | if (i == (DETOUR_AMOUNT + 1)) |
470 | if (i == DETOUR_AMOUNT + 1) |
606 | return 0; |
471 | return 0; |
|
|
472 | |
607 | diff--; |
473 | diff--; |
608 | lastdir = dir; |
474 | lastdir = dir; |
609 | max--; |
475 | max--; |
610 | if (!firstdir) |
476 | if (!firstdir) |
611 | firstdir = dir + i; |
477 | firstdir = dir + i; |
… | |
… | |
615 | { |
481 | { |
616 | /* we moved towards creature, so diff is less */ |
482 | /* we moved towards creature, so diff is less */ |
617 | diff--; |
483 | diff--; |
618 | max--; |
484 | max--; |
619 | lastdir = dir; |
485 | lastdir = dir; |
|
|
486 | |
620 | if (!firstdir) |
487 | if (!firstdir) |
621 | firstdir = dir; |
488 | firstdir = dir; |
622 | } |
489 | } |
623 | |
490 | |
624 | if (diff <= 1) |
491 | if (diff <= 1) |
625 | { |
492 | { |
626 | /* Recalculate diff (distance) because we may not have actually |
493 | /* Recalculate diff (distance) because we may not have actually |
627 | * headed toward player for entire distance. |
494 | * headed toward player for entire distance. |
628 | */ |
495 | */ |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
496 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
631 | } |
498 | } |
632 | |
499 | |
633 | if (diff > max) |
500 | if (diff > max) |
634 | return 0; |
501 | return 0; |
… | |
… | |
650 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
651 | { |
518 | { |
652 | next = op->below; |
519 | next = op->below; |
653 | |
520 | |
654 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
656 | */ |
523 | */ |
657 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
658 | SET_FLAG (op, FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
659 | |
526 | |
660 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
661 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
662 | */ |
529 | */ |
663 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
664 | { |
531 | { |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
666 | && |
533 | && |
667 | (op->type == ARMOUR || op->type == BOOTS |
534 | (op->type == ARMOUR || op->type == BOOTS |
668 | || op->type == CLOAK || op->type == HELMET |
535 | || op->type == CLOAK || op->type == HELMET |
669 | || op->type == SHIELD || op->type == GLOVES |
536 | || op->type == SHIELD || op->type == GLOVES |
670 | || op->type == BRACERS || op->type == GIRDLE)) |
537 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
538 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
672 | { |
539 | { |
673 | op->destroy (); |
540 | op->destroy (); |
674 | continue; |
541 | continue; |
675 | } |
542 | } |
676 | } |
543 | } |
677 | |
544 | |
678 | /* This really needs to be better - we should really give |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
546 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
547 | * generated by multiple treasurelists specifying the same skills. |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
548 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
549 | if (op->type == SKILL) |
685 | { |
550 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
553 | { |
694 | op->destroy (); |
554 | op->destroy (); |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
555 | break; |
696 | continue; |
|
|
697 | } |
556 | } |
698 | |
557 | |
699 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
700 | op->nrof = 1; |
559 | op->nrof = 1; |
701 | } |
560 | } |
702 | |
561 | |
703 | if (op->type == SPELLBOOK && op->inv) |
562 | if (op->type == SPELLBOOK && op->inv) |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
563 | op->inv->clr_flag (FLAG_STARTEQUIP); |
705 | |
564 | |
706 | /* Give starting characters identified, uncursed, and undamned |
565 | /* Give starting characters identified, uncursed, and undamned |
707 | * items. Just don't identify gold or silver, or it won't be |
566 | * items. Just don't identify gold or silver, or it won't be |
708 | * merged properly. |
567 | * merged properly. |
709 | */ |
568 | */ |
710 | if (need_identify (op)) |
569 | if (op->need_identify ()) |
711 | { |
570 | { |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
571 | op->set_flag (FLAG_IDENTIFIED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
572 | op->clr_flag (FLAG_CURSED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
573 | op->clr_flag (FLAG_DAMNED); |
715 | } |
574 | } |
716 | |
575 | |
717 | if (op->type == SPELL) |
576 | if (op->type == SPELL) |
718 | { |
577 | { |
719 | op->destroy (); |
578 | op->destroy (); |
720 | continue; |
579 | continue; |
721 | } |
580 | } |
722 | else if (op->type == SKILL) |
581 | else if (op->type == SKILL) |
723 | { |
582 | { |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
583 | op->set_flag (FLAG_CAN_USE_SKILL); |
725 | op->stats.exp = 0; |
584 | op->stats.exp = 0; |
726 | op->level = 1; |
585 | op->level = 1; |
727 | } |
586 | } |
728 | else /* lock all 'normal items by default */ |
587 | else /* lock all 'normal items by default */ |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
588 | op->set_flag (FLAG_INV_LOCKED); |
730 | } /* for loop of objects in player inv */ |
589 | } /* for loop of objects in player inv */ |
731 | |
590 | |
732 | /* Need to set up the skill pointers */ |
591 | /* Need to set up the skill pointers */ |
733 | link_player_skills (pl); |
592 | pl->contr->link_skills (); |
734 | } |
593 | } |
735 | |
594 | |
736 | void |
595 | void |
737 | get_party_password (object *op, partylist *party) |
596 | get_party_password (object *op, partylist *party) |
738 | { |
597 | { |
… | |
… | |
748 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
607 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
749 | } |
608 | } |
750 | |
609 | |
751 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
610 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
752 | static int |
611 | static int |
753 | roll_stat (void) |
612 | roll_stat () |
754 | { |
613 | { |
755 | int a[4], i, j, k; |
614 | int a[4], i, j, k; |
756 | |
615 | |
757 | for (i = 0; i < 4; i++) |
616 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) rndm (6) + 1; |
617 | a[i] = rndm (1, 6); |
759 | |
618 | |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
619 | for (i = 0, j = 0, k = 7; i < 4; i++) |
761 | if (a[i] < k) |
620 | if (a[i] < k) |
762 | k = a[i], j = i; |
621 | k = a[i], j = i; |
763 | |
622 | |
… | |
… | |
855 | player::chargen_race_done () |
714 | player::chargen_race_done () |
856 | { |
715 | { |
857 | /* this must before then initial items are given */ |
716 | /* this must before then initial items are given */ |
858 | esrv_new_player (ob->contr); |
717 | esrv_new_player (ob->contr); |
859 | |
718 | |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
719 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
861 | if (tl) |
720 | if (tl) |
862 | create_treasure (tl, ob, 0, 0, 0); |
721 | create_treasure (tl, ob, 0, 0, 0); |
863 | |
722 | |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
723 | INVOKE_PLAYER (BIRTH, ob->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
866 | |
724 | |
867 | ob->contr->ns->state = ST_PLAYING; |
725 | ob->contr->ns->state = ST_PLAYING; |
868 | |
726 | |
869 | if (ob->msg) |
727 | if (ob->msg) |
870 | ob->msg = 0; |
728 | ob->msg = 0; |
871 | |
729 | |
872 | start_info (ob); |
730 | start_info (ob); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
731 | ob->clr_flag (FLAG_WIZ); |
874 | give_initial_items (ob, ob->randomitems); |
732 | give_initial_items (ob, ob->randomitems); |
875 | link_player_skills (ob); |
|
|
876 | esrv_send_inventory (ob, ob); |
733 | esrv_send_inventory (ob, ob); |
877 | ob->update_stats (); |
734 | ob->update_stats (); |
878 | |
735 | |
879 | /* This moves the player to a different start map, if there |
736 | /* This moves the player to a different start map, if there |
880 | * is one for this race |
737 | * is one for this race |
881 | */ |
738 | */ |
882 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
883 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
740 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
884 | else |
741 | else |
885 | LOG (llevDebug, "first_map_ext_path not set\n"); |
742 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
743 | } |
|
|
744 | |
|
|
745 | /* |
|
|
746 | * Returns true if the given player is a legal class. |
|
|
747 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
748 | * check if the stat becomes negative, thus this function |
|
|
749 | * merely checks that all stats are 1 or more, and returns |
|
|
750 | * false otherwise. |
|
|
751 | */ |
|
|
752 | static int |
|
|
753 | allowed_class (const object *op) |
|
|
754 | { |
|
|
755 | return op->stats.Dex > 0 |
|
|
756 | && op->stats.Str > 0 |
|
|
757 | && op->stats.Con > 0 |
|
|
758 | && op->stats.Int > 0 |
|
|
759 | && op->stats.Wis > 0 |
|
|
760 | && op->stats.Pow > 0 |
|
|
761 | && op->stats.Cha > 0; |
886 | } |
762 | } |
887 | |
763 | |
888 | void |
764 | void |
889 | player::chargen_race_next () |
765 | player::chargen_race_next () |
890 | { |
766 | { |
… | |
… | |
904 | ob->instantiate (); |
780 | ob->instantiate (); |
905 | ob->stats = ob->contr->orig_stats; |
781 | ob->stats = ob->contr->orig_stats; |
906 | ob->name = ob->name_pl = name; |
782 | ob->name = ob->name_pl = name; |
907 | ob->x = x; |
783 | ob->x = x; |
908 | ob->y = y; |
784 | ob->y = y; |
909 | SET_ANIMATION (ob, 2); /* So player faces south */ |
785 | ob->set_anim_frame (2); /* So player faces south */ |
910 | insert_ob_in_map (ob, ob->map, ob, 0); |
786 | insert_ob_in_map (ob, ob->map, ob, 0); |
911 | assign (ob->contr->title, ob->arch->object::name); |
787 | assign (ob->contr->title, ob->arch->object::name); |
912 | ob->add_statbonus (); |
788 | ob->add_statbonus (); |
913 | } |
789 | } |
914 | while (!allowed_class (ob)); |
790 | while (!allowed_class (ob)); |
… | |
… | |
919 | ob->stats.hp = ob->stats.maxhp; |
795 | ob->stats.hp = ob->stats.maxhp; |
920 | ob->stats.sp = ob->stats.maxsp; |
796 | ob->stats.sp = ob->stats.maxsp; |
921 | ob->stats.grace = 0; |
797 | ob->stats.grace = 0; |
922 | } |
798 | } |
923 | |
799 | |
924 | void |
800 | static void |
925 | flee_player (object *op) |
801 | flee_player (object *op) |
926 | { |
802 | { |
927 | int dir, diff; |
803 | int dir, diff; |
928 | rv_vector rv; |
804 | rv_vector rv; |
929 | |
805 | |
930 | if (op->stats.hp < 0) |
806 | if (op->stats.hp < 0) |
931 | { |
807 | { |
932 | LOG (llevDebug, "Fleeing player is dead.\n"); |
808 | LOG (llevDebug, "Fleeing player is dead.\n"); |
933 | CLEAR_FLAG (op, FLAG_SCARED); |
809 | op->clr_flag (FLAG_SCARED); |
934 | return; |
810 | return; |
935 | } |
811 | } |
936 | |
812 | |
937 | if (op->enemy == NULL) |
813 | if (!op->enemy) |
938 | { |
814 | { |
939 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
815 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
940 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
941 | return; |
817 | return; |
942 | } |
818 | } |
943 | |
819 | |
944 | /* Seen some crashes here. Since we don't store an |
820 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
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 | { |
821 | { |
950 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
951 | op->enemy = NULL; |
822 | op->enemy = NULL; |
952 | return; |
823 | op->clr_flag (FLAG_SCARED); |
953 | } |
|
|
954 | |
|
|
955 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
956 | { |
|
|
957 | op->enemy = NULL; |
|
|
958 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
959 | return; |
824 | return; |
960 | } |
825 | } |
961 | |
826 | |
962 | get_rangevector (op, op->enemy, &rv, 0); |
827 | get_rangevector (op, op->enemy, &rv, 0); |
963 | |
828 | |
964 | dir = absdir (4 + rv.direction); |
829 | dir = absdir (4 + rv.direction); |
965 | for (diff = 0; diff < 3; diff++) |
830 | for (diff = 0; diff < 3; diff++) |
966 | { |
831 | { |
967 | int m = 1 - (RANDOM () & 2); |
832 | int m = 1 - rndm (2) * 2; |
968 | |
833 | |
969 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
834 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
970 | return; |
835 | return; |
971 | } |
836 | } |
972 | |
837 | |
973 | /* Cornered, get rid of scared */ |
838 | /* Cornered, get rid of scared */ |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
839 | op->clr_flag (FLAG_SCARED); |
975 | op->enemy = NULL; |
840 | op->enemy = NULL; |
976 | } |
841 | } |
977 | |
842 | |
978 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
843 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
979 | * It returns 1 if the player should keep on moving, 0 if he should |
844 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
983 | check_pick (object *op) |
848 | check_pick (object *op) |
984 | { |
849 | { |
985 | object *tmp, *next; |
850 | object *tmp, *next; |
986 | int stop = 0; |
851 | int stop = 0; |
987 | int wvratio; |
852 | int wvratio; |
988 | char putstring[128]; |
|
|
989 | |
853 | |
990 | /* if you're flying, you cna't pick up anything */ |
854 | /* if you're flying, you can't pick up anything */ |
991 | if (op->move_type & MOVE_FLYING) |
855 | if (op->move_type & MOVE_FLYING) |
992 | return 1; |
856 | return 1; |
993 | |
857 | |
994 | next = op->below; |
858 | next = op->below; |
995 | |
859 | |
996 | int cnt = MAX_ITEM_PER_DROP; |
860 | int cnt = MAX_ITEM_PER_ACTION; |
997 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
861 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
998 | |
862 | |
999 | /* loop while there are items on the floor that are not marked as |
863 | /* loop while there are items on the floor that are not marked as |
1000 | * destroyed */ |
864 | * destroyed */ |
1001 | while (next && !next->destroyed ()) |
865 | while (next && !next->destroyed ()) |
… | |
… | |
1017 | |
881 | |
1018 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
882 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1019 | { |
883 | { |
1020 | if (item_matched_string (op, tmp, op->contr->search_str)) |
884 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1021 | CHK_PICK_PICKUP; |
885 | CHK_PICK_PICKUP; |
|
|
886 | |
1022 | continue; |
887 | continue; |
1023 | } |
888 | } |
1024 | |
889 | |
1025 | /* high not bit set? We're using the old autopickup model */ |
890 | /* pickup handling */ |
|
|
891 | if (op->contr->mode & PU_DEBUG) |
|
|
892 | { |
|
|
893 | /* some debugging code to figure out item information */ |
|
|
894 | const char *str = tmp->name |
|
|
895 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
896 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
897 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
898 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
899 | |
|
|
900 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
901 | } |
|
|
902 | |
|
|
903 | if (op->contr->mode & PU_INHIBIT) |
|
|
904 | return 1; |
|
|
905 | |
|
|
906 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
907 | return 1; |
|
|
908 | |
|
|
909 | /* philosophy: |
|
|
910 | * It's easy to grab an item type from a pile, as long as it's |
|
|
911 | * generic. This takes no game-time. For more detailed pickups |
|
|
912 | * and selections, select-items should be used. This is a |
|
|
913 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
914 | * example. |
|
|
915 | * The drawback: right now it has no frontend, so you need to |
|
|
916 | * stick the bits you want into a calculator in hex mode and then |
|
|
917 | * convert to decimal and then 'pickup <#> |
|
|
918 | */ |
|
|
919 | |
|
|
920 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
921 | * STOP then we stop. All the rest are applied sequentially, |
|
|
922 | * meaning if any test passes, the item gets picked up. */ |
|
|
923 | |
|
|
924 | /* if mode is set to pick nothing up, return */ |
|
|
925 | if (op->contr->mode == PU_NOTHING) |
|
|
926 | return 1; |
|
|
927 | |
|
|
928 | /* if mode is set to stop when encountering objects, return */ |
|
|
929 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
930 | * anything up */ |
|
|
931 | if (op->contr->mode & PU_STOP) |
|
|
932 | return 0; |
|
|
933 | |
|
|
934 | /* useful for going into stores and not losing your settings... */ |
|
|
935 | /* and for battles wher you don't want to get loaded down while |
|
|
936 | * fighting */ |
|
|
937 | if (op->contr->mode & PU_INHIBIT) |
|
|
938 | return 1; |
|
|
939 | |
|
|
940 | /* prevent us from turning into auto-thieves :) */ |
|
|
941 | if (tmp->flag [FLAG_UNPAID]) |
|
|
942 | continue; |
|
|
943 | |
|
|
944 | /* ignore known cursed objects */ |
|
|
945 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
946 | continue; |
|
|
947 | |
|
|
948 | /* all food and drink if desired */ |
|
|
949 | /* question: don't pick up known-poisonous stuff? */ |
1026 | if (!(op->contr->mode & PU_NEWMODE)) |
950 | if (op->contr->mode & PU_FOOD) |
|
|
951 | if (tmp->type == FOOD) |
1027 | { |
952 | { |
1028 | switch (op->contr->mode) |
953 | CHK_PICK_PICKUP; |
|
|
954 | continue; |
|
|
955 | } |
|
|
956 | |
|
|
957 | if (op->contr->mode & PU_DRINK) |
|
|
958 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
959 | { |
|
|
960 | CHK_PICK_PICKUP; |
|
|
961 | continue; |
|
|
962 | } |
|
|
963 | |
|
|
964 | if (op->contr->mode & PU_POTION) |
|
|
965 | if (tmp->type == POTION) |
|
|
966 | { |
|
|
967 | CHK_PICK_PICKUP; |
|
|
968 | continue; |
|
|
969 | } |
|
|
970 | |
|
|
971 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
972 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
973 | if (tmp->type == SPELLBOOK) |
|
|
974 | { |
|
|
975 | CHK_PICK_PICKUP; |
|
|
976 | continue; |
|
|
977 | } |
|
|
978 | |
|
|
979 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
980 | if (tmp->type == SKILLSCROLL) |
|
|
981 | { |
|
|
982 | CHK_PICK_PICKUP; |
|
|
983 | continue; |
|
|
984 | } |
|
|
985 | |
|
|
986 | if (op->contr->mode & PU_READABLES) |
|
|
987 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
988 | { |
|
|
989 | CHK_PICK_PICKUP; |
|
|
990 | continue; |
|
|
991 | } |
|
|
992 | |
|
|
993 | /* wands/staves/rods/horns */ |
|
|
994 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
995 | if (tmp->type == WAND |
|
|
996 | || tmp->type == ROD |
|
|
997 | || tmp->type == HORN |
|
|
998 | || tmp->type == POWER_CRYSTAL) |
|
|
999 | { |
|
|
1000 | CHK_PICK_PICKUP; |
|
|
1001 | continue; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | /* pick up all magical items */ |
|
|
1005 | if (op->contr->mode & PU_MAGICAL) |
|
|
1006 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1007 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | if (op->contr->mode & PU_VALUABLES) |
|
|
1014 | { |
|
|
1015 | if (tmp->type == MONEY || tmp->type == GEM) |
1029 | { |
1016 | { |
1030 | case 0: |
|
|
1031 | return 1; /* don't pick up */ |
|
|
1032 | case 1: |
|
|
1033 | CHK_PICK_PICKUP; |
1017 | CHK_PICK_PICKUP; |
1034 | return 1; |
1018 | 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 | } |
1019 | } |
1064 | } |
1020 | } |
1065 | else |
1021 | |
1066 | { /* old model */ |
1022 | /* rings & amulets - talismans seems to be typed AMULET */ |
1067 | /* NEW pickup handling */ |
|
|
1068 | if (op->contr->mode & PU_DEBUG) |
1023 | if (op->contr->mode & PU_JEWELS) |
|
|
1024 | if (tmp->type == RING |
|
|
1025 | || tmp->type == AMULET |
|
|
1026 | || tmp->type == GIRDLE |
|
|
1027 | || tmp->type == SKILL_TOOL) |
1069 | { |
1028 | { |
1070 | /* some debugging code to figure out item information */ |
1029 | 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; |
1030 | continue; |
|
|
1031 | } |
1117 | |
1032 | |
1118 | /* ignore known cursed objects */ |
1033 | /* we don't forget dragon food */ |
1119 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1034 | if (op->contr->mode & PU_FLESH) |
|
|
1035 | if (tmp->type == FLESH) |
|
|
1036 | { |
|
|
1037 | CHK_PICK_PICKUP; |
1120 | continue; |
1038 | continue; |
|
|
1039 | } |
1121 | |
1040 | |
1122 | /* all food and drink if desired */ |
1041 | /* bows and arrows. Bows are good for selling! */ |
1123 | /* question: don't pick up known-poisonous stuff? */ |
1042 | if (op->contr->mode & PU_BOW) |
|
|
1043 | if (tmp->type == BOW) |
|
|
1044 | { |
|
|
1045 | CHK_PICK_PICKUP; |
|
|
1046 | continue; |
|
|
1047 | } |
|
|
1048 | |
|
|
1049 | if (op->contr->mode & PU_ARROW) |
|
|
1050 | if (tmp->type == ARROW) |
|
|
1051 | { |
|
|
1052 | CHK_PICK_PICKUP; |
|
|
1053 | continue; |
|
|
1054 | } |
|
|
1055 | |
|
|
1056 | /* all kinds of armor etc. */ |
|
|
1057 | if (op->contr->mode & PU_ARMOUR) |
|
|
1058 | if (tmp->type == ARMOUR) |
|
|
1059 | { |
|
|
1060 | CHK_PICK_PICKUP; |
|
|
1061 | continue; |
|
|
1062 | } |
|
|
1063 | |
|
|
1064 | if (op->contr->mode & PU_HELMET) |
|
|
1065 | if (tmp->type == HELMET) |
|
|
1066 | { |
|
|
1067 | CHK_PICK_PICKUP; |
|
|
1068 | continue; |
|
|
1069 | } |
|
|
1070 | |
|
|
1071 | if (op->contr->mode & PU_SHIELD) |
|
|
1072 | if (tmp->type == SHIELD) |
|
|
1073 | { |
|
|
1074 | CHK_PICK_PICKUP; |
|
|
1075 | continue; |
|
|
1076 | } |
|
|
1077 | |
1124 | if (op->contr->mode & PU_FOOD) |
1078 | if (op->contr->mode & PU_BOOTS) |
1125 | if (tmp->type == FOOD) |
1079 | if (tmp->type == BOOTS) |
|
|
1080 | { |
|
|
1081 | CHK_PICK_PICKUP; |
|
|
1082 | continue; |
|
|
1083 | } |
|
|
1084 | |
|
|
1085 | if (op->contr->mode & PU_GLOVES) |
|
|
1086 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1087 | { |
|
|
1088 | CHK_PICK_PICKUP; |
|
|
1089 | continue; |
|
|
1090 | } |
|
|
1091 | |
|
|
1092 | if (op->contr->mode & PU_CLOAK) |
|
|
1093 | if (tmp->type == CLOAK) |
|
|
1094 | { |
|
|
1095 | CHK_PICK_PICKUP; |
|
|
1096 | continue; |
|
|
1097 | } |
|
|
1098 | |
|
|
1099 | /* hoping to catch throwing daggers here */ |
|
|
1100 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1101 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1102 | { |
|
|
1103 | CHK_PICK_PICKUP; |
|
|
1104 | continue; |
|
|
1105 | } |
|
|
1106 | |
|
|
1107 | /* careful: chairs and tables are weapons! */ |
|
|
1108 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1109 | { |
|
|
1110 | if (tmp->type == WEAPON) |
|
|
1111 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1126 | { |
1112 | { |
1127 | CHK_PICK_PICKUP; |
1113 | CHK_PICK_PICKUP; |
1128 | continue; |
1114 | continue; |
1129 | } |
1115 | } |
|
|
1116 | } |
1130 | |
1117 | |
|
|
1118 | /* misc stuff that's useful */ |
1131 | if (op->contr->mode & PU_DRINK) |
1119 | if (op->contr->mode & PU_KEY) |
1132 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1120 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1133 | { |
1121 | { |
1134 | CHK_PICK_PICKUP; |
1122 | CHK_PICK_PICKUP; |
1135 | continue; |
1123 | continue; |
1136 | } |
1124 | } |
1137 | |
1125 | |
|
|
1126 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1127 | * pickups */ |
1138 | if (op->contr->mode & PU_POTION) |
1128 | if (op->contr->mode & PU_RATIO) |
1139 | if (tmp->type == POTION) |
1129 | { |
|
|
1130 | /* use value density to decide what else to grab */ |
|
|
1131 | /* >=7 was >= op->contr->mode */ |
|
|
1132 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1140 | { |
1133 | */ |
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) |
1134 | wvratio = op->contr->mode & PU_RATIO; |
1177 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1135 | 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 | { |
1136 | { |
1185 | if (tmp->type == MONEY || tmp->type == GEM) |
1137 | #if 0 |
|
|
1138 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1139 | if (tmp->name != NULL) |
1186 | { |
1140 | { |
1187 | CHK_PICK_PICKUP; |
1141 | fprintf (stderr, "%s", tmp->name); |
1188 | continue; |
|
|
1189 | } |
1142 | } |
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 |
1143 | else |
1324 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, "%s", tmp->arch->archname); |
1325 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | fprintf (stderr, ",%d] = ", tmp->type); |
1326 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1146 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1327 | #endif |
1147 | #endif |
|
|
1148 | CHK_PICK_PICKUP; |
1328 | continue; |
1149 | continue; |
1329 | } |
|
|
1330 | } |
1150 | } |
1331 | } /* the new pickup model */ |
1151 | } /* the new pickup model */ |
1332 | } |
1152 | } |
1333 | |
1153 | |
1334 | return !stop; |
1154 | return !stop; |
1335 | } |
1155 | } |
1336 | |
1156 | |
|
|
1157 | /* routine for both players and monsters. We call this when |
|
|
1158 | * there is a possibility for our action distrubing our hiding |
|
|
1159 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1160 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1161 | * return 0. |
|
|
1162 | */ |
|
|
1163 | static int |
|
|
1164 | action_makes_visible (object *op) |
|
|
1165 | { |
|
|
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1167 | { |
|
|
1168 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1169 | { |
|
|
1170 | // artefact invisibility is permanent, but we still make noise |
|
|
1171 | // this is important for game-balance. |
|
|
1172 | if (op->contr) |
|
|
1173 | op->make_noise (); |
|
|
1174 | |
|
|
1175 | return 0; |
|
|
1176 | } |
|
|
1177 | |
|
|
1178 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1179 | return 0; |
|
|
1180 | |
|
|
1181 | /* If monsters, they should become visible */ |
|
|
1182 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1183 | { |
|
|
1184 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1185 | return 1; |
|
|
1186 | } |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | return 0; |
|
|
1190 | } |
|
|
1191 | |
1337 | /* |
1192 | /* |
1338 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1339 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1340 | * found object is returned. |
1195 | * found object is returned. |
1341 | */ |
1196 | */ |
1342 | object * |
1197 | static object * |
1343 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1344 | { |
1199 | { |
1345 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1200 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1346 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1201 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1347 | return splay (tmp); |
1202 | return splay (tmp); |
1348 | |
1203 | |
1349 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1204 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1350 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1205 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1351 | if (object *arrow = find_arrow (tmp, type)) |
1206 | if (object *arrow = find_arrow (tmp, type)) |
1352 | { |
1207 | { |
1353 | splay (tmp); |
1208 | splay (tmp); |
1354 | return arrow; |
1209 | return arrow; |
1355 | } |
1210 | } |
… | |
… | |
1361 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1216 | * 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 |
1217 | * 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 |
1218 | * 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. |
1219 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1365 | */ |
1220 | */ |
1366 | object * |
1221 | static object * |
1367 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1222 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1368 | { |
1223 | { |
1369 | object *tmp = NULL, *arrow, *ntmp; |
1224 | object *tmp = NULL, *arrow, *ntmp; |
1370 | int attacknum, attacktype, betterby = 0, i; |
1225 | int attacknum, attacktype, betterby = 0, i; |
1371 | |
1226 | |
1372 | if (!type) |
1227 | if (!type) |
1373 | return NULL; |
1228 | return NULL; |
1374 | |
1229 | |
1375 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1230 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1376 | { |
1231 | { |
1377 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1232 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1378 | { |
1233 | { |
1379 | i = 0; |
1234 | i = 0; |
1380 | ntmp = find_better_arrow (arrow, target, type, &i); |
1235 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1236 | |
1381 | if (i > betterby) |
1237 | if (i > betterby) |
1382 | { |
1238 | { |
1383 | tmp = ntmp; |
1239 | tmp = ntmp; |
1384 | betterby = i; |
1240 | betterby = i; |
1385 | } |
1241 | } |
1386 | } |
1242 | } |
1387 | else if (arrow->type == ARROW && arrow->race == type) |
1243 | else if (arrow->type == ARROW && arrow->race == type) |
1388 | { |
1244 | { |
1389 | /* allways prefer assasination/slaying */ |
1245 | /* allways prefer assasination/slaying */ |
1390 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1246 | if (target->race && arrow->slaying.contains (target->race)) |
1391 | { |
1247 | { |
1392 | if (arrow->attacktype & AT_DEATH) |
1248 | if (arrow->attacktype & AT_DEATH) |
1393 | { |
1249 | { |
1394 | *better = 100; |
1250 | *better = 100; |
1395 | return arrow; |
1251 | return arrow; |
… | |
… | |
1410 | { |
1266 | { |
1411 | tmp = arrow; |
1267 | tmp = arrow; |
1412 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1268 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1413 | } |
1269 | } |
1414 | } |
1270 | } |
|
|
1271 | |
1415 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1272 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1416 | { |
1273 | { |
1417 | tmp = arrow; |
1274 | tmp = arrow; |
1418 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1275 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1419 | } |
1276 | } |
|
|
1277 | |
1420 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1278 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1421 | { |
1279 | { |
1422 | tmp = arrow; |
1280 | tmp = arrow; |
1423 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1281 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1424 | } |
1282 | } |
… | |
… | |
1437 | * find_better_arrow to find a decent arrow to use. |
1295 | * find_better_arrow to find a decent arrow to use. |
1438 | * op = the shooter |
1296 | * op = the shooter |
1439 | * type = bow->race |
1297 | * type = bow->race |
1440 | * dir = fire direction |
1298 | * dir = fire direction |
1441 | */ |
1299 | */ |
1442 | object * |
1300 | static object * |
1443 | pick_arrow_target (object *op, const char *type, int dir) |
1301 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1444 | { |
1302 | { |
1445 | object *tmp = NULL; |
1303 | object *tmp = NULL; |
1446 | maptile *m; |
1304 | maptile *m; |
1447 | int i, mflags, found, number; |
1305 | int i, mflags, found, number; |
1448 | sint16 x, y; |
1306 | sint16 x, y; |
… | |
… | |
1460 | y = op->y; |
1318 | y = op->y; |
1461 | |
1319 | |
1462 | /* find the first target */ |
1320 | /* find the first target */ |
1463 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1464 | { |
1322 | { |
1465 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1466 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1467 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1326 | |
1468 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1469 | { |
1328 | { |
1470 | tmp = NULL; |
1329 | tmp = 0; |
1471 | break; |
1330 | break; |
1472 | } |
1331 | } |
1473 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1332 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1474 | { |
1333 | { |
1475 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1334 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1476 | * perhaps a bad assumption. |
1335 | * perhaps a bad assumption. |
1477 | */ |
1336 | */ |
1478 | tmp = NULL; |
1337 | tmp = 0; |
1479 | break; |
1338 | break; |
1480 | } |
1339 | } |
|
|
1340 | |
1481 | if (mflags & P_IS_ALIVE) |
1341 | if (mflags & P_IS_ALIVE) |
1482 | { |
|
|
1483 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1342 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1484 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1343 | if (tmp->flag [FLAG_ALIVE]) |
1485 | { |
|
|
1486 | found++; |
|
|
1487 | break; |
|
|
1488 | } |
|
|
1489 | if (found) |
|
|
1490 | break; |
1344 | break; |
1491 | } |
|
|
1492 | } |
1345 | } |
1493 | if (tmp == NULL) |
1346 | |
|
|
1347 | if (!tmp) |
1494 | return find_arrow (op, type); |
1348 | return find_arrow (op, type); |
1495 | |
1349 | |
1496 | if (tmp->head) |
1350 | if (tmp->head) |
1497 | tmp = tmp->head; |
1351 | tmp = tmp->head; |
1498 | |
1352 | |
1499 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1500 | } |
1354 | } |
1501 | |
1355 | |
1502 | /* |
1356 | /* |
1503 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1504 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1505 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1506 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1507 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1508 | * wc_mod is any special modifier to give (used in special player fire modes) |
1362 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1538 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1392 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1539 | return 0; |
1393 | return 0; |
1540 | } |
1394 | } |
1541 | |
1395 | |
1542 | // optimisation: move object to top so we will find it quickly again |
1396 | // optimisation: move object to top so we will find it quickly again |
1543 | if (bow->below) |
1397 | splay (bow); |
1544 | { |
|
|
1545 | bow->remove (); |
|
|
1546 | op->insert (bow); |
|
|
1547 | } |
|
|
1548 | |
|
|
1549 | } |
1398 | } |
1550 | |
1399 | |
1551 | if (!bow->race || !bow->skill) |
1400 | if (!bow->race || !bow->skill) |
1552 | { |
1401 | { |
1553 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1402 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1560 | { |
1409 | { |
1561 | if (op->type == PLAYER) |
1410 | if (op->type == PLAYER) |
1562 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1411 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1563 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1412 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1564 | else |
1413 | else |
1565 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1414 | op->clr_flag (FLAG_READY_BOW); |
1566 | |
1415 | |
1567 | return 0; |
1416 | return 0; |
1568 | } |
1417 | } |
1569 | } |
1418 | } |
1570 | |
1419 | |
… | |
… | |
1579 | } |
1428 | } |
1580 | |
1429 | |
1581 | /* this should not happen, but sometimes does */ |
1430 | /* this should not happen, but sometimes does */ |
1582 | if (arrow->nrof == 0) |
1431 | if (arrow->nrof == 0) |
1583 | { |
1432 | { |
|
|
1433 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1584 | arrow->destroy (); |
1434 | arrow->destroy (); |
1585 | return 0; |
1435 | return 0; |
1586 | } |
1436 | } |
1587 | |
1437 | |
1588 | left = arrow; /* these are arrows left to the player */ |
1438 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1598 | arrow->direction = dir; |
1448 | arrow->direction = dir; |
1599 | |
1449 | |
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1450 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1601 | arrow->stats.hp = arrow->stats.dam; |
1451 | arrow->stats.hp = arrow->stats.dam; |
1602 | arrow->stats.grace = arrow->attacktype; |
1452 | arrow->stats.grace = arrow->attacktype; |
1603 | |
1453 | arrow->custom_name = arrow->slaying; |
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
1454 | |
1607 | #if 0 |
1455 | #if 0 |
1608 | if (player *pl = op->contr) |
1456 | if (player *pl = op->contr) |
1609 | { |
1457 | { |
1610 | float speed = pl->weapon_sp; |
1458 | float speed = pl->weapon_sp; |
… | |
… | |
1617 | |
1465 | |
1618 | op->speed_left += speed - op->speed; |
1466 | op->speed_left += speed - op->speed; |
1619 | } |
1467 | } |
1620 | #endif |
1468 | #endif |
1621 | |
1469 | |
1622 | SET_ANIMATION (arrow, arrow->direction); |
1470 | arrow->set_anim_frame (arrow->direction); |
1623 | |
1471 | |
1624 | /* update the speed */ |
1472 | /* update the speed */ |
1625 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1626 | + bow->stats.dam / 7.f; |
|
|
1627 | |
1473 | |
1628 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1629 | arrow->speed_left = 0; |
1474 | arrow->speed_left = 0; |
|
|
1475 | arrow->set_speed (max (2.f, |
|
|
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1477 | + bow->stats.dam / 7.f |
|
|
1478 | )); |
1630 | |
1479 | |
1631 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1480 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1632 | |
1481 | |
1633 | if (op->type == PLAYER) |
1482 | if (op->type == PLAYER) |
1634 | { |
1483 | { |
… | |
… | |
1655 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1504 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1656 | |
1505 | |
1657 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1658 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1659 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1660 | |
1510 | |
1661 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1662 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1663 | |
1513 | |
1664 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1672 | * but monsters can't. Putting that code here |
1522 | * but monsters can't. Putting that code here |
1673 | * makes the fire_bow code much cleaner. |
1523 | * makes the fire_bow code much cleaner. |
1674 | * this function should only be called if 'op' is a player, |
1524 | * this function should only be called if 'op' is a player, |
1675 | * hence the function name. |
1525 | * hence the function name. |
1676 | */ |
1526 | */ |
1677 | int |
1527 | static int |
1678 | player_fire_bow (object *op, int dir) |
1528 | player_fire_bow (object *op, int dir) |
1679 | { |
1529 | { |
1680 | int ret = 0, wcmod = 0; |
1530 | int ret; |
1681 | |
1531 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1532 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1533 | { |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1534 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1685 | } |
1535 | } |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1536 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | { |
1537 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1538 | 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); |
1539 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | } |
1540 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1542 | { |
1695 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | 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)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (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)]); |
1545 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1698 | } |
1546 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1548 | { |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1549 | 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); |
1550 | 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); |
1551 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | } |
1552 | } |
1705 | else |
1553 | else |
1706 | { |
1554 | { |
… | |
… | |
1712 | } |
1560 | } |
1713 | |
1561 | |
1714 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1562 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1715 | * Broken apart from 'fire' to keep it more readable. |
1563 | * Broken apart from 'fire' to keep it more readable. |
1716 | */ |
1564 | */ |
1717 | void |
1565 | static void |
1718 | fire_misc_object (object *op, int dir) |
1566 | fire_misc_object (object *op, int dir) |
1719 | { |
1567 | { |
1720 | object *item = op->contr->ranged_ob; |
1568 | object *item = op->contr->ranged_ob; |
1721 | |
1569 | |
1722 | if (!item) |
1570 | if (!item) |
… | |
… | |
1729 | { |
1577 | { |
1730 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1578 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1731 | return; |
1579 | return; |
1732 | } |
1580 | } |
1733 | |
1581 | |
1734 | if (!op->change_weapon (item)) |
1582 | if (!op->apply (item)) |
1735 | return; |
1583 | return; |
1736 | |
1584 | |
1737 | if (item->type == WAND) |
1585 | if (item->type == WAND) |
1738 | { |
1586 | { |
1739 | if (item->stats.food <= 0) |
1587 | if (item->stats.food <= 0) |
… | |
… | |
1744 | return; |
1592 | return; |
1745 | } |
1593 | } |
1746 | } |
1594 | } |
1747 | else if (item->type == ROD || item->type == HORN) |
1595 | else if (item->type == ROD || item->type == HORN) |
1748 | { |
1596 | { |
1749 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1597 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1750 | |
1598 | |
1751 | // using the maximum of the rods charge allows at least one spell cast |
1599 | // using the maximum of the rods charge allows at least one spell cast |
1752 | // for a rod or horn, this fixes some broken rods. |
1600 | // for a rod or horn, this fixes some broken rods. |
1753 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1601 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1754 | { |
1602 | { |
1755 | op->contr->play_sound (sound_find ("wand_poof")); |
1603 | op->contr->play_sound (sound_find ("wand_poof")); |
1756 | |
1604 | |
1757 | if (item->type == ROD) |
1605 | 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)); |
1606 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1763 | } |
1611 | } |
1764 | } |
1612 | } |
1765 | |
1613 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1614 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1615 | { |
1768 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1616 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1617 | |
1769 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
1770 | { |
1619 | { |
1771 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
1772 | { |
1621 | { |
1773 | object *tmp; |
|
|
1774 | |
|
|
1775 | if (item->arch) |
1622 | if (item->arch) |
1776 | { |
1623 | { |
1777 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
1778 | item->face = item->arch->face; |
1625 | item->face = item->arch->face; |
1779 | item->set_speed (0); |
1626 | item->set_speed (0); |
1780 | } |
1627 | } |
1781 | |
1628 | |
1782 | if (object *pl = item->visible_to ()) |
1629 | if (object *pl = item->visible_to ()) |
… | |
… | |
1789 | } |
1636 | } |
1790 | |
1637 | |
1791 | /* Received a fire command for the player - go and do it. |
1638 | /* Received a fire command for the player - go and do it. |
1792 | */ |
1639 | */ |
1793 | bool |
1640 | bool |
1794 | fire (object *op, int dir) |
1641 | fire (object *who, int dir) |
1795 | { |
1642 | { |
1796 | int spellcost = 0; |
1643 | int spellcost = 0; |
1797 | |
1644 | |
1798 | /* check for loss of invisiblity/hide */ |
|
|
1799 | if (action_makes_visible (op)) |
|
|
1800 | make_visible (op); |
|
|
1801 | |
|
|
1802 | player *pl = op->contr; |
1645 | player *pl = who->contr; |
1803 | |
1646 | |
1804 | if (pl->golem) |
1647 | if (pl->golem) |
1805 | { |
1648 | { |
1806 | control_golem (op->contr->golem, dir); |
1649 | control_golem (who->contr->golem, dir); |
1807 | return false; |
1650 | return false; |
1808 | } |
1651 | } |
1809 | |
1652 | |
1810 | object *ob = pl->ranged_ob; |
1653 | object *ob = pl->ranged_ob; |
1811 | |
1654 | |
1812 | if (!ob) |
1655 | if (!ob) |
1813 | return false; |
1656 | return false; |
1814 | |
1657 | |
1815 | if (!op->change_weapon (ob)) |
|
|
1816 | return false; |
|
|
1817 | |
|
|
1818 | if (op->speed_left > 0.f) |
1658 | if (who->speed_left > 0.f) |
1819 | --op->speed_left; |
1659 | --who->speed_left; |
1820 | else |
1660 | else |
1821 | return false; |
1661 | return false; |
1822 | |
1662 | |
|
|
1663 | if (!who->apply (ob)) |
|
|
1664 | return false; |
|
|
1665 | |
|
|
1666 | /* check for loss of invisiblity/hide */ |
|
|
1667 | if (action_makes_visible (who)) |
|
|
1668 | make_visible (who); |
|
|
1669 | |
1823 | switch (ob->type) |
1670 | switch (ob->type) |
1824 | { |
1671 | { |
1825 | case BOW: |
1672 | case BOW: |
1826 | player_fire_bow (op, dir); |
1673 | player_fire_bow (who, dir); |
1827 | break; |
1674 | break; |
1828 | |
1675 | |
1829 | case SPELL: |
1676 | case SPELL: |
1830 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1677 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1831 | break; |
1678 | break; |
1832 | |
1679 | |
1833 | case BUILDER: |
1680 | case BUILDER: |
1834 | apply_map_builder (op, dir); |
1681 | apply_map_builder (who, dir); |
1835 | break; |
1682 | break; |
1836 | |
1683 | |
1837 | case SKILL: |
1684 | case SKILL: |
1838 | do_skill (op, op, ob, dir, 0); |
1685 | do_skill (who, who, ob, dir, 0); |
1839 | break; |
1686 | break; |
1840 | |
1687 | |
|
|
1688 | case RANGED: |
|
|
1689 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1690 | break; |
|
|
1691 | |
1841 | default: |
1692 | default: |
1842 | fire_misc_object (op, dir); |
1693 | fire_misc_object (who, dir); |
1843 | break; |
1694 | break; |
1844 | } |
1695 | } |
1845 | |
1696 | |
1846 | return true; |
1697 | return true; |
1847 | } |
1698 | } |
1848 | |
1699 | |
1849 | /* find_key |
1700 | 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) |
1701 | find_key_ (object *pl, object *container, object *door) |
1861 | { |
1702 | { |
1862 | object *tmp, *key; |
1703 | object *tmp, *key; |
1863 | |
1704 | |
1864 | /* Should not happen, but sanity checking is never bad */ |
1705 | /* Should not happen, but sanity checking is never bad */ |
1865 | if (!container->inv) |
1706 | if (!container->inv) |
… | |
… | |
1868 | /* First, lets try to find a key in the top level inventory */ |
1709 | /* First, lets try to find a key in the top level inventory */ |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1870 | { |
1711 | { |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1872 | break; |
1713 | break; |
|
|
1714 | |
1873 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1874 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1875 | */ |
1717 | */ |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1877 | break; |
1719 | break; |
1878 | } |
1720 | } |
… | |
… | |
1883 | * a key, return |
1725 | * a key, return |
1884 | */ |
1726 | */ |
1885 | if (!tmp) |
1727 | if (!tmp) |
1886 | { |
1728 | { |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1729 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1888 | { |
|
|
1889 | /* No reason to search empty containers */ |
1730 | /* No reason to search empty containers */ |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1731 | if (tmp->type == CONTAINER && tmp->inv) |
1891 | { |
|
|
1892 | if ((key = find_key (pl, tmp, door))) |
1732 | if ((key = find_key_ (pl, tmp, door))) |
1893 | return key; |
1733 | return key; |
1894 | } |
|
|
1895 | } |
|
|
1896 | |
1734 | |
1897 | if (!tmp) |
1735 | if (!tmp) |
1898 | return NULL; |
1736 | return 0; |
1899 | } |
1737 | } |
1900 | |
1738 | |
1901 | /* We get down here if we have found a key. Now if its in a container, |
1739 | /* 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 |
1740 | * see if we actually want to use it |
1903 | */ |
1741 | */ |
1904 | if (pl != container) |
1742 | if (pl != container) |
1905 | { |
1743 | { |
1906 | /* Only let players use keys in containers */ |
1744 | /* Only let players use keys in containers */ |
1907 | if (!pl->contr) |
1745 | if (!pl->contr) |
1908 | return NULL; |
1746 | return 0; |
|
|
1747 | |
1909 | /* cases where this fails: |
1748 | /* cases where this fails: |
1910 | * If we only search the player inventory, return now since we |
1749 | * If we only search the player inventory, return now since we |
1911 | * are not in the players inventory. |
1750 | * are not in the players inventory. |
1912 | * If the container is not active, return now since only active |
1751 | * If the container is not active, return now since only active |
1913 | * containers can be used. |
1752 | * containers can be used. |
… | |
… | |
1917 | * inv must have been an container and must have been active. |
1756 | * inv must have been an container and must have been active. |
1918 | * |
1757 | * |
1919 | * Change the color so that the message doesn't disappear with |
1758 | * Change the color so that the message doesn't disappear with |
1920 | * all the others. |
1759 | * all the others. |
1921 | */ |
1760 | */ |
1922 | if (pl->contr->usekeys == key_inventory || |
1761 | if (pl->contr->usekeys == key_inventory |
1923 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1762 | || !container->flag [FLAG_APPLIED] |
1924 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1763 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1925 | { |
1764 | { |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1765 | 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)); |
1766 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1928 | return NULL; |
1767 | return NULL; |
1929 | } |
1768 | } |
1930 | } |
1769 | } |
1931 | |
1770 | |
1932 | return tmp; |
1771 | return tmp; |
|
|
1772 | } |
|
|
1773 | |
|
|
1774 | /* find_key |
|
|
1775 | * We try to find a key for the door as passed. If we find a key |
|
|
1776 | * and successfully use it, we return the key, otherwise NULL |
|
|
1777 | * This function merges both normal and locked door, since the logic |
|
|
1778 | * for both is the same - just the specific key is different. |
|
|
1779 | * pl is the player, |
|
|
1780 | * inv is the objects inventory to searched |
|
|
1781 | * door is the door we are trying to match against. |
|
|
1782 | * This function can be called recursively to search containers. |
|
|
1783 | */ |
|
|
1784 | object * |
|
|
1785 | find_key (object *pl, object *container, object *door) |
|
|
1786 | { |
|
|
1787 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1788 | { |
|
|
1789 | // for match expressions, we try to find the key by applying the match |
|
|
1790 | // to the op itself, which is supposed to find the "key", instead |
|
|
1791 | // of searching through containers ourselves. |
|
|
1792 | |
|
|
1793 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1794 | } |
|
|
1795 | else |
|
|
1796 | return find_key_ (pl, container, door); |
1933 | } |
1797 | } |
1934 | |
1798 | |
1935 | /* moved door processing out of move_player_attack. |
1799 | /* moved door processing out of move_player_attack. |
1936 | * returns 1 if player has opened the door with a key |
1800 | * returns 1 if player has opened the door with a key |
1937 | * such that the caller should not do anything more, |
1801 | * such that the caller should not do anything more, |
… | |
… | |
1987 | * going to try and move (not fire weapons). |
1851 | * going to try and move (not fire weapons). |
1988 | */ |
1852 | */ |
1989 | bool |
1853 | bool |
1990 | move_player_attack (object *op, int dir) |
1854 | move_player_attack (object *op, int dir) |
1991 | { |
1855 | { |
1992 | int on_battleground; |
1856 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1857 | { |
|
|
1858 | --op->speed_left; |
|
|
1859 | return true; |
|
|
1860 | } |
1993 | |
1861 | |
1994 | sint16 nx = freearr_x[dir] + op->x; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
1863 | sint16 ny = DIRY (dir) + op->y; |
1996 | |
|
|
1997 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1998 | |
1864 | |
1999 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
2000 | return false; |
1866 | 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 | |
1867 | |
2008 | /* If braced, or can't move to the square, and it is not out of the |
1868 | /* 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 |
1869 | * 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 |
1870 | * 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 |
1871 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2029 | || mon->flag [FLAG_CAN_ROLL]) |
1889 | || mon->flag [FLAG_CAN_ROLL]) |
2030 | && mon != op) |
1890 | && mon != op) |
2031 | break; |
1891 | break; |
2032 | } |
1892 | } |
2033 | |
1893 | |
2034 | if (!mon) /* This happens anytime the player tries to move */ |
1894 | /* no monster == player tries to move into a wall or so */ |
2035 | return false; /* into a wall */ |
1895 | if (!mon) |
|
|
1896 | { |
|
|
1897 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1898 | if (op->move_type & ob->move_block) |
|
|
1899 | { |
|
|
1900 | if (ob->move_block == MOVE_ALL) |
|
|
1901 | move_into_wall (op, ob); |
|
|
1902 | else |
|
|
1903 | { |
|
|
1904 | if (op->contr->ns->bumpmsg) |
|
|
1905 | { |
|
|
1906 | op->play_sound (sound_find ("blocked_move")); |
|
|
1907 | |
|
|
1908 | op->statusmsg (ob->invisible |
|
|
1909 | ? "Something blocks you." |
|
|
1910 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1911 | ); |
|
|
1912 | } |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | break; |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | return false; |
|
|
1919 | } |
2036 | |
1920 | |
2037 | mon = mon->head_ (); |
1921 | mon = mon->head_ (); |
2038 | |
1922 | |
2039 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1923 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2040 | if (op->contr->weapon_sp_left > 0.f) |
1924 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
2058 | */ |
1942 | */ |
2059 | if (op->type == PLAYER |
1943 | if (op->type == PLAYER |
2060 | && ((mon->owner && mon->owner->contr |
1944 | && ((mon->owner && mon->owner->contr |
2061 | && same_party (mon->owner->contr->party, op->contr->party)) |
1945 | && same_party (mon->owner->contr->party, op->contr->party)) |
2062 | || mon->owner == op) |
1946 | || mon->owner == op) |
2063 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1947 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
2064 | { |
1948 | { |
2065 | /* If we're braced, we don't want to switch places with it */ |
1949 | /* If we're braced, we don't want to switch places with it */ |
2066 | if (op->contr->braced) |
1950 | if (op->contr->braced) |
2067 | return false; |
1951 | return false; |
2068 | |
1952 | |
… | |
… | |
2071 | --op->speed_left; |
1955 | --op->speed_left; |
2072 | |
1956 | |
2073 | op->play_sound (sound_find ("push_player")); |
1957 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
1958 | push_ob (mon, dir, op); |
2075 | |
1959 | |
2076 | if (op->contr->tmp_invis || op->hide) |
1960 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1961 | make_visible (op); |
2078 | |
1962 | |
2079 | return true; |
1963 | return true; |
2080 | } |
1964 | } |
2081 | else |
1965 | else |
2082 | return false; |
1966 | return false; |
2083 | } |
1967 | } |
|
|
1968 | |
|
|
1969 | bool on_battleground = op_on_battleground (op, 0, 0); |
2084 | |
1970 | |
2085 | /* in certain circumstances, you shouldn't attack friendly |
1971 | /* in certain circumstances, you shouldn't attack friendly |
2086 | * creatures. Note that if you are braced, you can't push |
1972 | * creatures. Note that if you are braced, you can't push |
2087 | * someone, but put it inside this loop so that you won't |
1973 | * someone, but put it inside this loop so that you won't |
2088 | * attack them either. |
1974 | * attack them either. |
2089 | */ |
1975 | */ |
2090 | if ((mon->type == PLAYER || mon->enemy != op) |
1976 | if ((mon->type == PLAYER || mon->enemy != op) |
2091 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1977 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2092 | && ((op->contr->peaceful |
1978 | && ((op->contr->peaceful |
2093 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1979 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2094 | && !on_battleground)) |
1980 | && !on_battleground)) |
2095 | { |
1981 | { |
2096 | if (op->speed_left > 0.f) |
1982 | if (op->speed_left > 0.f) |
… | |
… | |
2103 | push_ob (mon, dir, op); |
1989 | push_ob (mon, dir, op); |
2104 | } |
1990 | } |
2105 | else |
1991 | else |
2106 | op->statusmsg ("You withhold your attack"); |
1992 | op->statusmsg ("You withhold your attack"); |
2107 | |
1993 | |
2108 | if (op->contr->tmp_invis || op->hide) |
1994 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2109 | make_visible (op); |
1995 | make_visible (op); |
2110 | |
1996 | |
2111 | return true; |
1997 | return true; |
2112 | } |
1998 | } |
2113 | } |
1999 | } |
2114 | /* If the object is a boulder or other rollable object, then |
2000 | /* If the object is a boulder or other rollable object, then |
2115 | * roll it if not braced. You can't roll it if you are braced. |
2001 | * roll it if not braced. You can't roll it if you are braced. |
2116 | */ |
2002 | */ |
2117 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2003 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
2118 | { |
2004 | { |
2119 | if (op->speed_left > 0.f) |
2005 | if (op->speed_left > 0.f) |
2120 | { |
2006 | { |
2121 | --op->speed_left; |
2007 | --op->speed_left; |
2122 | |
2008 | |
… | |
… | |
2131 | * Way it works is like this: First, it must have some hit points |
2017 | * Way it works is like this: First, it must have some hit points |
2132 | * and be living. Then, it must be one of the following: |
2018 | * and be living. Then, it must be one of the following: |
2133 | * 1) Not a player, 2) A player, but of a different party. Note |
2019 | * 1) Not a player, 2) A player, but of a different party. Note |
2134 | * that party_number -1 is no party, so attacks can still happen. |
2020 | * that party_number -1 is no party, so attacks can still happen. |
2135 | */ |
2021 | */ |
2136 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2022 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2137 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2023 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2138 | { |
2024 | { |
2139 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2025 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2140 | { |
2026 | { |
2141 | --op->contr->weapon_sp_left; |
2027 | --op->contr->weapon_sp_left; |
… | |
… | |
2153 | } |
2039 | } |
2154 | |
2040 | |
2155 | bool |
2041 | bool |
2156 | move_player (object *op, int dir) |
2042 | move_player (object *op, int dir) |
2157 | { |
2043 | { |
2158 | int pick; |
|
|
2159 | |
|
|
2160 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2044 | if (!op->map || op->map->state != MAP_ACTIVE) |
2161 | return 0; |
2045 | return 0; |
2162 | |
2046 | |
2163 | /* Sanity check: make sure dir is valid */ |
2047 | /* Sanity check: make sure dir is valid */ |
2164 | if ((dir < 0) || (dir >= 9)) |
2048 | if (dir < 0 || dir > 8) |
2165 | { |
2049 | { |
2166 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2050 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2167 | return 0; |
2051 | return 0; |
2168 | } |
2052 | } |
2169 | |
2053 | |
2170 | /* peterm: added following line */ |
2054 | /* peterm: added following line */ |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2055 | if (op->flag [FLAG_CONFUSED] && dir) |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2056 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2173 | |
2057 | |
2174 | op->facing = dir; |
2058 | op->facing = dir; |
2175 | |
2059 | |
2176 | if (op->hide) |
2060 | if (op->flag [FLAG_HIDDEN]) |
2177 | do_hidden_move (op); |
2061 | do_hidden_move (op); |
2178 | |
2062 | |
2179 | bool retval; |
2063 | bool retval; |
|
|
2064 | int pick = 0; |
2180 | |
2065 | |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2066 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2182 | retval = RESULT_INT (0); |
2067 | retval = RESULT_INT (0); |
2183 | else if (op->contr->fire_on) |
2068 | else if (op->contr->fire_on) |
2184 | retval = fire (op, dir); |
2069 | retval = fire (op, dir); |
… | |
… | |
2215 | * players. |
2100 | * players. |
2216 | */ |
2101 | */ |
2217 | bool |
2102 | bool |
2218 | handle_newcs_player (object *op) |
2103 | handle_newcs_player (object *op) |
2219 | { |
2104 | { |
2220 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2105 | if (op->flag [FLAG_SCARED]) |
2221 | { |
2106 | { |
2222 | if (op->speed_left > 0.f) |
2107 | if (op->speed_left > 0.f) |
2223 | { |
2108 | { |
2224 | --op->speed_left; |
2109 | --op->speed_left; |
2225 | flee_player (op); |
2110 | flee_player (op); |
… | |
… | |
2241 | return move_player (op, op->direction); |
2126 | return move_player (op, op->direction); |
2242 | |
2127 | |
2243 | return false; |
2128 | return false; |
2244 | } |
2129 | } |
2245 | |
2130 | |
2246 | int |
2131 | static int |
2247 | save_life (object *op) |
2132 | save_life (object *op) |
2248 | { |
2133 | { |
2249 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2134 | if (!op->flag [FLAG_LIFESAVE]) |
2250 | return 0; |
2135 | return 0; |
2251 | |
2136 | |
2252 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2137 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2253 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2138 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2254 | { |
2139 | { |
2255 | op->play_sound (sound_find ("ob_evaporate")); |
2140 | op->play_sound (sound_find ("ob_evaporate")); |
2256 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2141 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2257 | |
2142 | |
2258 | tmp->destroy (); |
2143 | tmp->destroy (); |
2259 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2144 | op->clr_flag (FLAG_LIFESAVE); |
2260 | |
2145 | |
2261 | if (op->stats.hp < 0) |
2146 | if (op->stats.hp < 0) |
2262 | op->stats.hp = op->stats.maxhp; |
2147 | op->stats.hp = op->stats.maxhp; |
2263 | |
2148 | |
2264 | if (op->stats.food < 0) |
2149 | if (op->stats.food < 0) |
2265 | op->stats.food = 999; |
2150 | op->stats.food = MAX_FOOD; |
2266 | |
2151 | |
2267 | op->update_stats (); |
2152 | op->update_stats (); |
2268 | return 1; |
2153 | return 1; |
2269 | } |
2154 | } |
2270 | |
2155 | |
2271 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2156 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2272 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2157 | op->clr_flag (FLAG_LIFESAVE); |
2273 | enter_player_savebed (op); /* bring him home. */ |
2158 | enter_player_savebed (op); /* bring him home. */ |
2274 | return 0; |
2159 | return 0; |
2275 | } |
2160 | } |
2276 | |
2161 | |
2277 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2162 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2284 | { |
2169 | { |
2285 | while (op) |
2170 | while (op) |
2286 | { |
2171 | { |
2287 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2172 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2288 | |
2173 | |
2289 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2174 | if (op->flag [FLAG_UNPAID]) |
2290 | op->insert_at (env); |
2175 | op->insert_at (env); |
2291 | else if (op->inv) |
2176 | else if (op->inv) |
2292 | drop_unpaid_items (op->inv, env); |
2177 | drop_unpaid_items (op->inv, env); |
2293 | |
2178 | |
2294 | op = next; |
2179 | op = next; |
… | |
… | |
2300 | { |
2185 | { |
2301 | if (!flag [FLAG_REMOVED]) |
2186 | if (!flag [FLAG_REMOVED]) |
2302 | ::drop_unpaid_items (inv, this); |
2187 | ::drop_unpaid_items (inv, this); |
2303 | } |
2188 | } |
2304 | |
2189 | |
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 | } |
|
|
2341 | |
|
|
2342 | void |
2190 | void |
2343 | do_some_living (object *op) |
2191 | do_some_living (object *op) |
2344 | { |
2192 | { |
2345 | int last_food = op->stats.food; |
2193 | int last_food = op->stats.food; |
2346 | int gen_hp, gen_sp, gen_grace; |
2194 | int gen_hp, gen_sp, gen_grace; |
2347 | int over_hp, over_sp, over_grace; |
|
|
2348 | int i; |
|
|
2349 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2350 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2351 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2352 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2353 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2354 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2355 | |
2201 | |
|
|
2202 | #if 0 |
2356 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2357 | { |
2204 | { |
2358 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2359 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2360 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2361 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2362 | */ |
2209 | */ |
2363 | if (pticks & 2) |
2210 | if (server_tick & 2) |
2364 | op->invisible--; |
2211 | op->invisible--; |
2365 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2366 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2367 | { |
2216 | { |
2368 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2369 | { |
2218 | { |
2370 | make_visible (op); |
2219 | make_visible (op); |
2371 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2220 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2405 | if (--op->last_grace < 0) |
2254 | if (--op->last_grace < 0) |
2406 | { |
2255 | { |
2407 | if (op->stats.grace < op->stats.maxgrace / 2) |
2256 | if (op->stats.grace < op->stats.maxgrace / 2) |
2408 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2257 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2409 | |
2258 | |
|
|
2259 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2260 | |
2410 | if (max_grace > 1) |
2261 | if (max_grace > 1) |
2411 | { |
2262 | { |
2412 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2263 | int over_grace = temp / rate_grace; |
|
|
2264 | |
2413 | if (over_grace > 0) |
2265 | if (over_grace > 0) |
2414 | { |
2266 | { |
2415 | op->stats.sp += over_grace |
2267 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2416 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2417 | op->last_grace = 0; |
2268 | op->last_grace = 0; |
2418 | } |
2269 | } |
2419 | else |
2270 | else |
2420 | { |
2271 | op->last_grace = rate_grace / temp; |
2421 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2422 | } |
|
|
2423 | } |
2272 | } |
2424 | else |
2273 | else |
2425 | { |
2274 | op->last_grace = rate_grace / temp; |
2426 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2275 | |
2427 | } |
|
|
2428 | /* wearing stuff doesn't detract from grace generation. */ |
2276 | /* wearing stuff doesn't detract from grace generation. */ |
2429 | } |
2277 | } |
2430 | |
2278 | |
2431 | if (op->stats.food > 0) |
2279 | if (op->stats.food > 0) |
2432 | { |
2280 | { |
… | |
… | |
2438 | if (op->stats.sp < op->stats.maxsp) |
2286 | if (op->stats.sp < op->stats.maxsp) |
2439 | { |
2287 | { |
2440 | op->stats.sp++; |
2288 | op->stats.sp++; |
2441 | |
2289 | |
2442 | /* dms do not consume food */ |
2290 | /* dms do not consume food */ |
2443 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2291 | if (!op->flag [FLAG_WIZ]) |
2444 | { |
2292 | { |
2445 | op->stats.food--; |
2293 | op->stats.food--; |
2446 | |
2294 | |
2447 | if (op->contr->digestion < 0) |
2295 | if (op->contr->digestion < 0) |
2448 | op->stats.food += op->contr->digestion; |
2296 | op->stats.food += op->contr->digestion; |
… | |
… | |
2451 | } |
2299 | } |
2452 | } |
2300 | } |
2453 | |
2301 | |
2454 | if (max_sp > 1) |
2302 | if (max_sp > 1) |
2455 | { |
2303 | { |
2456 | over_sp = (gen_sp + 10) / rate_sp; |
2304 | int over_sp = (gen_sp + 10) / rate_sp; |
2457 | if (over_sp > 0) |
2305 | if (over_sp > 0) |
2458 | { |
2306 | { |
2459 | if (op->stats.sp < op->stats.maxsp) |
2307 | if (op->stats.sp < op->stats.maxsp) |
2460 | { |
2308 | { |
2461 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2309 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2482 | if (op->stats.hp < op->stats.maxhp) |
2330 | if (op->stats.hp < op->stats.maxhp) |
2483 | { |
2331 | { |
2484 | op->stats.hp++; |
2332 | op->stats.hp++; |
2485 | |
2333 | |
2486 | /* dms do not consume food */ |
2334 | /* dms do not consume food */ |
2487 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2335 | if (!op->flag [FLAG_WIZ]) |
2488 | { |
2336 | { |
2489 | op->stats.food--; |
2337 | op->stats.food--; |
2490 | |
2338 | |
2491 | if (op->contr->digestion < 0) |
2339 | if (op->contr->digestion < 0) |
2492 | op->stats.food += op->contr->digestion; |
2340 | op->stats.food += op->contr->digestion; |
2493 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2341 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2494 | op->stats.food = last_food; |
2342 | op->stats.food = last_food; |
2495 | } |
2343 | } |
2496 | } |
2344 | } |
2497 | |
2345 | |
|
|
2346 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2347 | |
2498 | if (max_hp > 1) |
2348 | if (max_hp > 1) |
2499 | { |
2349 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2350 | int over_hp = temp / rate_hp; |
2501 | |
2351 | |
2502 | if (over_hp > 0) |
2352 | if (over_hp > 0) |
2503 | { |
2353 | { |
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2354 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2505 | op->last_heal = 0; |
2355 | op->last_heal = 0; |
2506 | } |
2356 | } |
2507 | else |
2357 | else |
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2509 | } |
2359 | } |
2510 | else |
2360 | else |
2511 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2361 | op->last_heal = rate_hp / temp; |
2512 | } |
2362 | } |
2513 | } |
2363 | } |
2514 | |
2364 | |
2515 | /* Digestion */ |
2365 | /* Digestion */ |
2516 | if (--op->last_eat < 0) |
2366 | if (--op->last_eat < 0) |
… | |
… | |
2519 | penalty = max (0, -op->contr->digestion); |
2369 | penalty = max (0, -op->contr->digestion); |
2520 | |
2370 | |
2521 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2371 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2522 | |
2372 | |
2523 | /* dms do not consume food */ |
2373 | /* dms do not consume food */ |
2524 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2374 | if (!op->flag [FLAG_WIZ]) |
2525 | op->stats.food--; |
2375 | op->stats.food--; |
2526 | } |
2376 | } |
2527 | |
2377 | |
2528 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2378 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2529 | { |
2379 | { |
2530 | object *flesh = 0; |
2380 | object *flesh = 0; |
2531 | |
2381 | |
2532 | for_inv_removable (op, tmp) |
2382 | for_inv_removable (op, tmp) |
2533 | { |
2383 | { |
2534 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2384 | if (tmp->flag [FLAG_UNPAID]) |
2535 | continue; |
2385 | continue; |
2536 | |
2386 | |
2537 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2387 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2538 | { |
2388 | { |
2539 | op->statusmsg ("You blindly grab for a bite of food. " |
2389 | 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.>"); |
2390 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2541 | manual_apply (op, tmp, 0); |
2391 | op->apply (tmp); |
2542 | |
2392 | |
2543 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2393 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2544 | break; |
2394 | break; |
2545 | } |
2395 | } |
2546 | else if (tmp->type == FLESH) |
2396 | else if (tmp->type == FLESH) |
… | |
… | |
2552 | */ |
2402 | */ |
2553 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2403 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2554 | { |
2404 | { |
2555 | op->statusmsg ("You blindly grab for a bite of food. " |
2405 | 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.>"); |
2406 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2557 | manual_apply (op, flesh, 0); |
2407 | op->apply (flesh); |
2558 | } |
2408 | } |
2559 | |
2409 | |
2560 | // If player is still starving, alert him! |
2410 | // If player is still starving, alert him! |
2561 | if (op->stats.food < 0) |
2411 | if (op->stats.food < 0) |
2562 | op->failmsg ("You are starving! " |
2412 | op->failmsg ("You are starving! " |
… | |
… | |
2574 | op->contr->killer->destroy (); |
2424 | op->contr->killer->destroy (); |
2575 | } |
2425 | } |
2576 | } |
2426 | } |
2577 | |
2427 | |
2578 | /* killer should be set here already */ |
2428 | /* killer should be set here already */ |
2579 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2429 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2580 | kill_player (op); |
2430 | kill_player (op); |
2581 | } |
2431 | } |
2582 | } |
2432 | } |
2583 | |
2433 | |
2584 | /* If the player should die (lack of hp, food, etc), we call this. |
2434 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2588 | */ |
2438 | */ |
2589 | void |
2439 | void |
2590 | kill_player (object *op) |
2440 | kill_player (object *op) |
2591 | { |
2441 | { |
2592 | int x, y; |
2442 | int x, y; |
2593 | char buf[MAX_BUF]; |
|
|
2594 | maptile *map; /* this is for resurrection */ |
2443 | maptile *map; /* this is for resurrection */ |
2595 | int will_kill_again; |
2444 | int will_kill_again; |
2596 | archetype *at; |
2445 | archetype *at; |
2597 | object *tmp; |
2446 | object *tmp; |
2598 | |
2447 | |
2599 | if (save_life (op)) |
2448 | if (save_life (op)) |
2600 | return; |
2449 | return; |
|
|
2450 | |
|
|
2451 | dynbuf_text deathtab; |
|
|
2452 | |
|
|
2453 | /* restore player */ |
|
|
2454 | at = archetype::find (shstr_poisoning); |
|
|
2455 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2456 | { |
|
|
2457 | tmp->destroy (); |
|
|
2458 | deathtab << "Your body feels cleansed...\r"; |
|
|
2459 | } |
|
|
2460 | |
|
|
2461 | at = archetype::find (shstr_confusion); |
|
|
2462 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2463 | { |
|
|
2464 | tmp->destroy (); |
|
|
2465 | deathtab << "Your mind feels clearer...\r"; |
|
|
2466 | } |
|
|
2467 | |
|
|
2468 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2469 | |
|
|
2470 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2471 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2472 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2473 | max_it (op->stats.food , 200); |
|
|
2474 | |
|
|
2475 | // remove all spell effects that are active |
|
|
2476 | // to avoid long-term effects such as word-of-recall |
|
|
2477 | for (object *item = op->inv; item; ) |
|
|
2478 | { |
|
|
2479 | object *next = item->below; |
|
|
2480 | |
|
|
2481 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2482 | item->destroy (); |
|
|
2483 | |
|
|
2484 | item = next; |
|
|
2485 | } |
2601 | |
2486 | |
2602 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2487 | /* 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. |
2488 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2489 | * Look at op_on_battleground() for more info --AndreasV |
2605 | */ |
2490 | */ |
2606 | if (op_on_battleground (op, &x, &y)) |
2491 | if (op_on_battleground (op, &x, &y)) |
2607 | { |
2492 | { |
2608 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2493 | 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 | |
2494 | |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2495 | /* create a bodypart-trophy to make the winner happy */ |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2496 | object *tmp = archetype::find (shstr_finger)->instance (); |
2633 | { |
2497 | |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2498 | tmp->name = format ("%s's finger" , &op->name); |
2635 | tmp->name_pl = format ("%s's fingers", &op->name); |
2499 | tmp->name_pl = format ("%s's fingers", &op->name); |
2636 | tmp->msg = format ( |
2500 | tmp->msg = format ( |
2637 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2501 | "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, |
2502 | &op->name, op->contr->title, |
2639 | (int)op->level, |
2503 | (int)op->level, |
2640 | op->contr->killer_name () |
2504 | op->contr->killer_name () |
2641 | ); |
2505 | ); |
2642 | tmp->value = 0, tmp->type = 0; |
2506 | tmp->value = 0, tmp->type = 0; |
2643 | tmp->materialname = "organics"; |
2507 | tmp->material = name_to_material (shstr_organic); |
2644 | tmp->insert_at (op, tmp); |
2508 | tmp->insert_at (op, tmp); |
2645 | } |
|
|
2646 | |
2509 | |
2647 | /* teleport defeated player to new destination */ |
2510 | /* teleport defeated player to new destination */ |
2648 | transfer_ob (op, x, y, 0, NULL); |
2511 | transfer_ob (op, x, y, 0, NULL); |
2649 | op->contr->braced = 0; |
2512 | op->contr->braced = 0; |
|
|
2513 | |
|
|
2514 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2650 | return; |
2515 | return; |
2651 | } |
2516 | } |
|
|
2517 | |
|
|
2518 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2519 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2652 | |
2520 | |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2521 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | |
2522 | |
2655 | command_kill_pets (op, 0); |
2523 | command_kill_pets (op, 0); |
2656 | |
2524 | |
… | |
… | |
2690 | |
2558 | |
2691 | lost_a_stat = 0; |
2559 | lost_a_stat = 0; |
2692 | |
2560 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2561 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2562 | { |
2695 | i = RANDOM () % NUM_STATS; |
2563 | i = rndm (NUM_STATS); |
2696 | |
2564 | |
2697 | if (settings.stat_loss_on_death) |
2565 | if (settings.stat_loss_on_death) |
2698 | { |
2566 | { |
2699 | /* Pick a random stat and take a point off it. Tell the player |
2567 | /* Pick a random stat and take a point off it. Tell the player |
2700 | * what he lost. |
2568 | * what he lost. |
… | |
… | |
2707 | lost_a_stat = 1; |
2575 | lost_a_stat = 1; |
2708 | } |
2576 | } |
2709 | else |
2577 | else |
2710 | { |
2578 | { |
2711 | /* deplete a stat */ |
2579 | /* deplete a stat */ |
2712 | archetype *deparch = archetype::find ("depletion"); |
2580 | archetype *deparch = archetype::find (shstr_depletion); |
2713 | object *dep; |
2581 | object *dep; |
2714 | |
2582 | |
2715 | dep = present_arch_in_ob (deparch, op); |
2583 | dep = present_arch_in_ob (deparch, op); |
2716 | if (!dep) |
2584 | if (!dep) |
2717 | { |
2585 | { |
2718 | dep = arch_to_object (deparch); |
2586 | dep = deparch->instance (); |
2719 | insert_ob_in_ob (dep, op); |
2587 | insert_ob_in_ob (dep, op); |
2720 | } |
2588 | } |
2721 | lose_this_stat = 1; |
2589 | lose_this_stat = 1; |
2722 | if (settings.balanced_stat_loss) |
2590 | if (settings.balanced_stat_loss) |
2723 | { |
2591 | { |
… | |
… | |
2735 | |
2603 | |
2736 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2737 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2738 | { |
2606 | { |
2739 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2740 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2741 | retain the stat. */ |
2609 | retain the stat. */ |
2742 | } |
2610 | } |
2743 | else |
2611 | else |
2744 | { |
2612 | { |
2745 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2613 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2751 | } |
2619 | } |
2752 | } |
2620 | } |
2753 | |
2621 | |
2754 | if (lose_this_stat) |
2622 | if (lose_this_stat) |
2755 | { |
2623 | { |
2756 | this_stat = get_attr_value (&(dep->stats), i); |
2624 | this_stat = get_attr_value (&dep->stats, i); |
2757 | /* We could try to do something clever like find another |
2625 | /* We could try to do something clever like find another |
2758 | * stat to reduce if this fails. But chances are, if |
2626 | * stat to reduce if this fails. But chances are, if |
2759 | * stats have been depleted to -50, all are pretty low |
2627 | * stats have been depleted to -50, all are pretty low |
2760 | * and should be roughly the same, so it shouldn't make a |
2628 | * and should be roughly the same, so it shouldn't make a |
2761 | * difference. |
2629 | * difference. |
2762 | */ |
2630 | */ |
2763 | if (this_stat >= -50) |
2631 | if (this_stat >= -50) |
2764 | { |
2632 | { |
2765 | change_attr_value (&(dep->stats), i, -1); |
2633 | change_attr_value (&(dep->stats), i, -1); |
2766 | SET_FLAG (dep, FLAG_APPLIED); |
2634 | dep->set_flag (FLAG_APPLIED); |
2767 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2635 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2768 | op->update_stats (); |
2636 | op->update_stats (); |
2769 | lost_a_stat = 1; |
2637 | lost_a_stat = 1; |
2770 | } |
2638 | } |
2771 | } |
2639 | } |
… | |
… | |
2775 | /* If no stat lost, tell the player. */ |
2643 | /* If no stat lost, tell the player. */ |
2776 | if (!lost_a_stat) |
2644 | if (!lost_a_stat) |
2777 | { |
2645 | { |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2646 | /* determine_god() seems to not work sometimes... why is this? |
2779 | Should I be using something else? GD */ |
2647 | Should I be using something else? GD */ |
2780 | const char *god = determine_god (op); |
2648 | shstr_tmp god = determine_god (op); |
2781 | |
2649 | |
2782 | if (god && (strcmp (god, "none"))) |
2650 | 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); |
2651 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2784 | else |
2652 | else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2653 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2786 | } |
2654 | } |
2787 | #else |
2655 | #else |
2788 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2656 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2789 | #endif |
2657 | #endif |
2790 | |
2658 | |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2659 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | * exp loss on the stone. |
2660 | * exp loss on the stone. |
2793 | */ |
2661 | */ |
2794 | tmp = arch_to_object (archetype::find ("gravestone")); |
2662 | tmp = archetype::find (shstr_gravestone)->instance (); |
2795 | tmp->name = format ("%s's gravestone", &op->name); |
2663 | tmp->name = format ("%s's gravestone", &op->name); |
2796 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2664 | 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 ()); |
2665 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
|
|
2666 | &op->name, op->contr->title, op->contr->killer_name ()); |
2798 | tmp->x = op->x, tmp->y = op->y; |
2667 | tmp->x = op->x, tmp->y = op->y; |
2799 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2668 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2800 | |
2669 | |
2801 | /**************************************/ |
2670 | /**************************************/ |
2802 | /* */ |
2671 | /* */ |
2803 | /* Subtract the experience points, */ |
2672 | /* Subtract the experience points, */ |
2804 | /* if we died cause of food, give us */ |
|
|
2805 | /* food, and reset HP's... */ |
|
|
2806 | /* */ |
2673 | /* */ |
2807 | /**************************************/ |
2674 | /**************************************/ |
2808 | |
2675 | |
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)); */ |
2676 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | apply_death_exp_penalty (op); |
2677 | 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 | |
2678 | |
2852 | /* |
2679 | /* |
2853 | * Check to see if the player has any unpaid items. If so, remove them |
2680 | * Check to see if the player has any unpaid items. If so, remove them |
2854 | * and put them back in the map. |
2681 | * and put them back in the map. |
2855 | */ |
2682 | */ |
… | |
… | |
2879 | if (will_kill_again) |
2706 | if (will_kill_again) |
2880 | { |
2707 | { |
2881 | object *force; |
2708 | object *force; |
2882 | int at; |
2709 | int at; |
2883 | |
2710 | |
2884 | force = get_archetype (FORCE_NAME); |
2711 | force = archetype::get (FORCE_NAME); |
2885 | /* 50 ticks should be enough time for the spell to abate */ |
2712 | /* 50 ticks should be enough time for the spell to abate */ |
2886 | force->speed = 0.1f; |
|
|
2887 | force->speed_left = -5.f; |
2713 | force->speed_left = -5.f; |
2888 | SET_FLAG (force, FLAG_APPLIED); |
2714 | force->set_speed (0.1f); |
|
|
2715 | force->set_flag (FLAG_APPLIED); |
|
|
2716 | |
2889 | for (at = 0; at < NROFATTACKS; at++) |
2717 | for (at = 0; at < NROFATTACKS; at++) |
2890 | if (will_kill_again & (1 << at)) |
2718 | if (will_kill_again & (1 << at)) |
2891 | force->resist[at] = 100; |
2719 | force->resist[at] = 100; |
2892 | |
2720 | |
2893 | insert_ob_in_ob (force, op); |
2721 | insert_ob_in_ob (force, op); |
2894 | op->update_stats (); |
2722 | op->update_stats (); |
2895 | |
|
|
2896 | } |
2723 | } |
2897 | |
2724 | |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2725 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2899 | } |
2726 | } |
2900 | |
2727 | |
2901 | void |
2728 | static void |
2902 | loot_object (object *op) |
2729 | loot_object (object *op) |
2903 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
2904 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
2905 | |
2732 | |
2906 | op->close_container (); /* close open sack first */ |
2733 | op->close_container (); /* close open sack first */ |
2907 | |
2734 | |
2908 | for (tmp = op->inv; tmp; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
2909 | { |
2736 | { |
… | |
… | |
2916 | tmp->x = op->x, tmp->y = op->y; |
2743 | tmp->x = op->x, tmp->y = op->y; |
2917 | |
2744 | |
2918 | if (tmp->type == CONTAINER) |
2745 | if (tmp->type == CONTAINER) |
2919 | loot_object (tmp); /* empty container to ground */ |
2746 | loot_object (tmp); /* empty container to ground */ |
2920 | |
2747 | |
2921 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2748 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2922 | { |
2749 | { |
2923 | if (tmp->nrof > 1) |
2750 | if (tmp->nrof > 1) |
2924 | { |
2751 | { |
2925 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2752 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2926 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2753 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2937 | * fix_weight(): Check recursively the weight of all players, and fix |
2764 | * fix_weight(): Check recursively the weight of all players, and fix |
2938 | * what needs to be fixed. Refresh windows and fix speed if anything |
2765 | * what needs to be fixed. Refresh windows and fix speed if anything |
2939 | * was changed. |
2766 | * was changed. |
2940 | */ |
2767 | */ |
2941 | void |
2768 | void |
2942 | fix_weight (void) |
2769 | fix_weight () |
2943 | { |
2770 | { |
2944 | for_all_players (pl) |
2771 | for_all_players (pl) |
2945 | { |
2772 | { |
2946 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2947 | |
2774 | |
2948 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2949 | |
2776 | |
2950 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2951 | { |
2778 | { |
… | |
… | |
2954 | } |
2781 | } |
2955 | } |
2782 | } |
2956 | } |
2783 | } |
2957 | |
2784 | |
2958 | void |
2785 | void |
2959 | fix_luck (void) |
2786 | fix_luck () |
2960 | { |
2787 | { |
2961 | for_all_players (pl) |
2788 | for_all_players (pl) |
2962 | if (!pl->ob->contr->ns->state) |
2789 | if (!pl->ob->contr->ns->state) |
2963 | pl->ob->change_luck (0); |
2790 | pl->ob->change_luck (0); |
2964 | } |
2791 | } |
… | |
… | |
3001 | } |
2828 | } |
3002 | |
2829 | |
3003 | void |
2830 | void |
3004 | make_visible (object *op) |
2831 | make_visible (object *op) |
3005 | { |
2832 | { |
3006 | op->hide = 0; |
2833 | op->flag [FLAG_HIDDEN] = 0; |
3007 | op->invisible = 0; |
2834 | op->invisible = 0; |
3008 | |
2835 | |
3009 | if (op->type == PLAYER) |
2836 | if (op->type == PLAYER) |
3010 | { |
2837 | { |
3011 | op->contr->tmp_invis = 0; |
2838 | op->contr->tmp_invis = 0; |
… | |
… | |
3016 | } |
2843 | } |
3017 | |
2844 | |
3018 | int |
2845 | int |
3019 | is_true_undead (object *op) |
2846 | is_true_undead (object *op) |
3020 | { |
2847 | { |
3021 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2848 | if (op->arch->flag [FLAG_UNDEAD]) |
3022 | return 1; |
2849 | return 1; |
3023 | |
2850 | |
3024 | return 0; |
2851 | return 0; |
3025 | } |
2852 | } |
3026 | |
2853 | |
… | |
… | |
3036 | |
2863 | |
3037 | if (!ob || !ob->map) |
2864 | if (!ob || !ob->map) |
3038 | return 0; |
2865 | return 0; |
3039 | |
2866 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2867 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2868 | level = ob->map->darklevel () - 2; |
3042 | |
2869 | |
3043 | /* this also picks up whether the object is glowing. |
2870 | /* this also picks up whether the object is glowing. |
3044 | * If you carry a light on a non-dark map, its not |
2871 | * If you carry a light on a non-dark map, its not |
3045 | * as bad as carrying a light on a pitch dark map */ |
2872 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2873 | if (ob->has_carried_lights ()) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2875 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2879 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
3053 | { |
2880 | { |
3054 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3055 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
3056 | continue; |
2883 | continue; |
3057 | |
2884 | |
… | |
… | |
3124 | |
2951 | |
3125 | if (who->type == PLAYER) |
2952 | if (who->type == PLAYER) |
3126 | player = 1; |
2953 | player = 1; |
3127 | |
2954 | |
3128 | else |
2955 | else |
3129 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
3130 | |
2957 | |
3131 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
3132 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
3133 | { |
2960 | { |
3134 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
3135 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
3136 | m = who->map; |
2963 | m = who->map; |
3137 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
3138 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
3139 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
3140 | */ |
2967 | */ |
… | |
… | |
3143 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2970 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3144 | continue; |
2971 | continue; |
3145 | |
2972 | |
3146 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2973 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3147 | { |
2974 | { |
3148 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3149 | return 1; |
2976 | return 1; |
3150 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
3151 | { |
|
|
3152 | /*don't let a hidden DM prevent you from hiding */ |
|
|
3153 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
3154 | return 1; |
2978 | return 1; |
3155 | } |
|
|
3156 | } |
2979 | } |
3157 | } |
2980 | } |
3158 | return 0; |
2981 | return 0; |
3159 | } |
2982 | } |
3160 | |
2983 | |
3161 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
3162 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
3163 | * but we dont worry if the object isnt the top one in |
2986 | * but we dont worry if the object isnt the top one in |
3164 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
3165 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
3166 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
3167 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
3168 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
3169 | * imply the way your head, or body is facing? It's possible |
2992 | * imply the way your head, or body is facing? It's possible |
3170 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2993 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3171 | * -b.t. |
2994 | * -b.t. |
3172 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
3173 | */ |
2996 | */ |
3174 | int |
2997 | int |
3175 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
3176 | { |
2999 | { |
… | |
… | |
3190 | |
3013 | |
3191 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
3192 | |
3015 | |
3193 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
3194 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
3195 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
3196 | * a blocked los square. |
3019 | * a blocked los square. |
3197 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
3198 | */ |
3021 | */ |
3199 | while (op) |
3022 | while (op) |
3200 | { |
3023 | { |
3201 | dx = rv.distance_x + op->arch->x; |
3024 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
3025 | dy = rv.distance_y + op->arch->y; |
3203 | |
3026 | |
3204 | /* only the viewable area the player sees is updated by LOS |
3027 | 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; |
3028 | return 1; |
3212 | |
3029 | |
3213 | op = op->more; |
3030 | 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 | } |
3031 | } |
3243 | |
3032 | |
3244 | return 0; |
3033 | return 0; |
3245 | } |
3034 | } |
3246 | |
3035 | |
… | |
… | |
3261 | * and the exit-coordinates sp/hp must both be > 0. |
3050 | * and the exit-coordinates sp/hp must both be > 0. |
3262 | * => The intention here is to prevent abuse of the battleground- |
3051 | * => The intention here is to prevent abuse of the battleground- |
3263 | * feature (like pickable or hidden battleground tiles). */ |
3052 | * feature (like pickable or hidden battleground tiles). */ |
3264 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3053 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3265 | { |
3054 | { |
3266 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3055 | if (tmp->flag [FLAG_IS_FLOOR]) |
3267 | { |
3056 | { |
3268 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3057 | if (tmp->flag [FLAG_NO_PICK] |
3269 | && tmp->type == BATTLEGROUND |
3058 | && tmp->type == BATTLEGROUND |
3270 | && tmp->name == shstr_battleground |
3059 | && tmp->name == shstr_battleground |
3271 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3060 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3272 | { |
3061 | { |
3273 | /* before we assign the exit, check if this is a teambattle */ |
3062 | /* before we assign the exit, check if this is a teambattle */ |
3274 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3063 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3275 | { |
|
|
3276 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3064 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3065 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3277 | { |
3066 | { |
3278 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3279 | { |
|
|
3280 | if (x && y) |
3067 | if (x && y) |
3281 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3068 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3282 | |
3069 | |
3283 | return 1; |
3070 | return 1; |
3284 | } |
|
|
3285 | } |
3071 | } |
3286 | } |
|
|
3287 | |
3072 | |
3288 | if (x && y) |
3073 | if (x && y) |
3289 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3074 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3290 | |
3075 | |
3291 | return 1; |
3076 | return 1; |
… | |
… | |
3429 | else |
3214 | else |
3430 | j = 1; |
3215 | j = 1; |
3431 | strcat (buf, spellpathnames[i]); |
3216 | strcat (buf, spellpathnames[i]); |
3432 | } |
3217 | } |
3433 | } |
3218 | } |
|
|
3219 | |
3434 | strcat (buf, "."); |
3220 | strcat (buf, "."); |
3435 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3221 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3436 | } |
3222 | } |
3437 | |
3223 | |
3438 | /* evtl. adding flags: */ |
3224 | /* evtl. adding flags: */ |
3439 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3225 | if (item->flag [FLAG_XRAYS]) |
3440 | SET_FLAG (skin, FLAG_XRAYS); |
3226 | skin->set_flag (FLAG_XRAYS); |
3441 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3227 | if (item->flag [FLAG_STEALTH]) |
3442 | SET_FLAG (skin, FLAG_STEALTH); |
3228 | skin->set_flag (FLAG_STEALTH); |
3443 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3229 | if (item->flag [FLAG_SEE_IN_DARK]) |
3444 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3230 | skin->set_flag (FLAG_SEE_IN_DARK); |
3445 | |
3231 | |
3446 | /* print message if there is one */ |
3232 | /* print message if there is one */ |
3447 | if (item->msg != NULL) |
3233 | if (item->msg != NULL) |
3448 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3234 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3449 | } |
3235 | } |
3450 | else |
3236 | else |
3451 | { |
3237 | { |
3452 | /* generate misc. treasure */ |
3238 | /* generate misc. treasure */ |
3453 | tmp = arch_to_object (tr->item); |
3239 | tmp = tr->item->instance (); |
3454 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3240 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3455 | who->insert (tmp); |
3241 | who->insert (tmp); |
3456 | } |
3242 | } |
3457 | } |
3243 | } |
3458 | |
3244 | |
3459 | /** |
3245 | //-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 | |
3246 | |
3476 | sint8 |
3247 | sint8 |
3477 | player::visibility_at (maptile *map, int x, int y) const |
3248 | player::darkness_at (maptile *map, int x, int y) const |
3478 | { |
3249 | { |
3479 | if (!ns) |
3250 | if (!ns) |
3480 | return 0; |
3251 | return LOS_BLOCKED; |
3481 | |
3252 | |
3482 | int dx, dy; |
3253 | int dx, dy; |
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3254 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3484 | return 0; |
3255 | return LOS_BLOCKED; |
3485 | |
3256 | |
3486 | x += dx - ns->current_x + ns->mapx / 2; |
3257 | x += dx - ns->current_x; |
3487 | y += dy - ns->current_y + ns->mapy / 2; |
3258 | y += dy - ns->current_y; |
3488 | |
3259 | |
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]; |
3260 | return blocked_los (x, y); |
3493 | } |
3261 | } |
3494 | |
3262 | |
3495 | void |
3263 | void |
3496 | player::infobox (const char *title, const char *msg, int color) |
3264 | player::infobox (const char *title, const char *msg, int color) |
3497 | { |
3265 | { |
… | |
… | |
3509 | { |
3277 | { |
3510 | play_sound (sound_find ("generic_failure")); |
3278 | play_sound (sound_find ("generic_failure")); |
3511 | statusmsg (msg, color); |
3279 | statusmsg (msg, color); |
3512 | } |
3280 | } |
3513 | |
3281 | |
|
|
3282 | void |
|
|
3283 | object::failmsgf (const char *format, ...) |
|
|
3284 | { |
|
|
3285 | if (!contr) |
|
|
3286 | return; |
|
|
3287 | |
|
|
3288 | va_list ap; |
|
|
3289 | va_start (ap, format); |
|
|
3290 | contr->failmsg (vformat (format, ap)); |
|
|
3291 | va_end (ap); |
|
|
3292 | } |
|
|
3293 | |
|
|
3294 | void |
|
|
3295 | player::failmsgf (const char *format, ...) |
|
|
3296 | { |
|
|
3297 | va_list ap; |
|
|
3298 | va_start (ap, format); |
|
|
3299 | failmsg (vformat (format, ap)); |
|
|
3300 | va_end (ap); |
|
|
3301 | } |
|
|
3302 | |