… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
211 | ob->close_container (); //TODO: client-specific |
211 | |
212 | |
212 | ns->update_look = 0; |
213 | ns->update_look = 0; |
213 | ns->look_position = 0; |
214 | ns->look_position = 0; |
214 | |
215 | |
215 | clear_los (this); |
216 | clear_los (); |
216 | |
217 | |
217 | ns->reset_stats (); |
218 | ns->reset_stats (); |
218 | |
219 | |
219 | /* make sure he's a player -- needed because of class change. */ |
220 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
221 | ob->type = PLAYER; // we are paranoid |
… | |
… | |
366 | attachable::do_destroy (); |
367 | attachable::do_destroy (); |
367 | |
368 | |
368 | if (ob) |
369 | if (ob) |
369 | { |
370 | { |
370 | ob->destroy_inv (false); |
371 | ob->destroy_inv (false); |
371 | ob->destroy (true); |
372 | ob->destroy (); |
372 | } |
373 | } |
373 | |
374 | |
374 | ob = observe = 0; |
375 | ob = observe = 0; |
375 | } |
376 | } |
376 | |
377 | |
… | |
… | |
668 | || op->type == CLOAK || op->type == HELMET |
669 | || op->type == CLOAK || op->type == HELMET |
669 | || op->type == SHIELD || op->type == GLOVES |
670 | || op->type == SHIELD || op->type == GLOVES |
670 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | { |
673 | { |
673 | op->destroy (true); |
674 | op->destroy (); |
674 | continue; |
675 | continue; |
675 | } |
676 | } |
676 | } |
677 | } |
677 | |
678 | |
678 | /* This really needs to be better - we should really give |
679 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
680 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
681 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
682 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
683 | if (op->type == SKILL) |
685 | { |
684 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
685 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
686 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
687 | { |
|
|
688 | op->destroy (); |
|
|
689 | LOG (llevError, |
|
|
690 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
690 | break; |
691 | break; |
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
|
|
694 | op->destroy (true); |
|
|
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
|
|
696 | continue; |
|
|
697 | } |
692 | } |
698 | |
693 | |
699 | if (op->nrof > 1) |
694 | if (op->nrof > 1) |
700 | op->nrof = 1; |
695 | op->nrof = 1; |
701 | } |
696 | } |
702 | |
697 | |
… | |
… | |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
709 | CLEAR_FLAG (op, FLAG_DAMNED); |
715 | } |
710 | } |
716 | |
711 | |
717 | if (op->type == SPELL) |
712 | if (op->type == SPELL) |
718 | { |
713 | { |
719 | op->destroy (true); |
714 | op->destroy (); |
720 | continue; |
715 | continue; |
721 | } |
716 | } |
722 | else if (op->type == SKILL) |
717 | else if (op->type == SKILL) |
723 | { |
718 | { |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
719 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
926 | LOG (llevDebug, "Fleeing player is dead.\n"); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
927 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | return; |
928 | return; |
934 | } |
929 | } |
935 | |
930 | |
936 | if (op->enemy == NULL) |
931 | if (!op->enemy) |
937 | { |
932 | { |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
933 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
934 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | return; |
935 | return; |
941 | } |
936 | } |
942 | |
937 | |
943 | /* Seen some crashes here. Since we don't store an |
|
|
944 | * op->enemy_count, it is possible that something destroys the |
|
|
945 | * actual enemy, and the object is recycled. |
|
|
946 | */ |
|
|
947 | if (op->enemy->map == NULL) |
|
|
948 | { |
|
|
949 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
950 | op->enemy = NULL; |
|
|
951 | return; |
|
|
952 | } |
|
|
953 | |
|
|
954 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
938 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
955 | { |
939 | { |
956 | op->enemy = NULL; |
940 | op->enemy = NULL; |
957 | CLEAR_FLAG (op, FLAG_SCARED); |
941 | CLEAR_FLAG (op, FLAG_SCARED); |
958 | return; |
942 | return; |
… | |
… | |
961 | get_rangevector (op, op->enemy, &rv, 0); |
945 | get_rangevector (op, op->enemy, &rv, 0); |
962 | |
946 | |
963 | dir = absdir (4 + rv.direction); |
947 | dir = absdir (4 + rv.direction); |
964 | for (diff = 0; diff < 3; diff++) |
948 | for (diff = 0; diff < 3; diff++) |
965 | { |
949 | { |
966 | int m = 1 - (RANDOM () & 2); |
950 | int m = 1 - rndm (2) * 2; |
967 | |
951 | |
968 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
952 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
969 | return; |
953 | return; |
970 | } |
954 | } |
971 | |
955 | |
… | |
… | |
982 | check_pick (object *op) |
966 | check_pick (object *op) |
983 | { |
967 | { |
984 | object *tmp, *next; |
968 | object *tmp, *next; |
985 | int stop = 0; |
969 | int stop = 0; |
986 | int wvratio; |
970 | int wvratio; |
987 | char putstring[128]; |
|
|
988 | |
971 | |
989 | /* if you're flying, you cna't pick up anything */ |
972 | /* if you're flying, you cna't pick up anything */ |
990 | if (op->move_type & MOVE_FLYING) |
973 | if (op->move_type & MOVE_FLYING) |
991 | return 1; |
974 | return 1; |
992 | |
975 | |
… | |
… | |
1016 | |
999 | |
1017 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1000 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1018 | { |
1001 | { |
1019 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1002 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1020 | CHK_PICK_PICKUP; |
1003 | CHK_PICK_PICKUP; |
|
|
1004 | |
1021 | continue; |
1005 | continue; |
1022 | } |
1006 | } |
1023 | |
1007 | |
1024 | /* high not bit set? We're using the old autopickup model */ |
1008 | /* pickup handling */ |
|
|
1009 | if (op->contr->mode & PU_DEBUG) |
|
|
1010 | { |
|
|
1011 | /* some debugging code to figure out item information */ |
|
|
1012 | const char *str = tmp->name |
|
|
1013 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
1014 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
1015 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
1016 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1017 | |
|
|
1018 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
1019 | } |
|
|
1020 | |
|
|
1021 | if (op->contr->mode & PU_INHIBIT) |
|
|
1022 | return 1; |
|
|
1023 | |
|
|
1024 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
1025 | return 1; |
|
|
1026 | |
|
|
1027 | /* philosophy: |
|
|
1028 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1029 | * generic. This takes no game-time. For more detailed pickups |
|
|
1030 | * and selections, select-items should be used. This is a |
|
|
1031 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1032 | * example. |
|
|
1033 | * The drawback: right now it has no frontend, so you need to |
|
|
1034 | * stick the bits you want into a calculator in hex mode and then |
|
|
1035 | * convert to decimal and then 'pickup <#> |
|
|
1036 | */ |
|
|
1037 | |
|
|
1038 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1039 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1040 | * meaning if any test passes, the item gets picked up. */ |
|
|
1041 | |
|
|
1042 | /* if mode is set to pick nothing up, return */ |
|
|
1043 | if (op->contr->mode == PU_NOTHING) |
|
|
1044 | return 1; |
|
|
1045 | |
|
|
1046 | /* if mode is set to stop when encountering objects, return */ |
|
|
1047 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1048 | * anything up */ |
|
|
1049 | if (op->contr->mode & PU_STOP) |
|
|
1050 | return 0; |
|
|
1051 | |
|
|
1052 | /* useful for going into stores and not losing your settings... */ |
|
|
1053 | /* and for battles wher you don't want to get loaded down while |
|
|
1054 | * fighting */ |
|
|
1055 | if (op->contr->mode & PU_INHIBIT) |
|
|
1056 | return 1; |
|
|
1057 | |
|
|
1058 | /* prevent us from turning into auto-thieves :) */ |
|
|
1059 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1060 | continue; |
|
|
1061 | |
|
|
1062 | /* ignore known cursed objects */ |
|
|
1063 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
1064 | continue; |
|
|
1065 | |
|
|
1066 | /* all food and drink if desired */ |
|
|
1067 | /* question: don't pick up known-poisonous stuff? */ |
1025 | if (!(op->contr->mode & PU_NEWMODE)) |
1068 | if (op->contr->mode & PU_FOOD) |
|
|
1069 | if (tmp->type == FOOD) |
1026 | { |
1070 | { |
1027 | switch (op->contr->mode) |
1071 | CHK_PICK_PICKUP; |
|
|
1072 | continue; |
|
|
1073 | } |
|
|
1074 | |
|
|
1075 | if (op->contr->mode & PU_DRINK) |
|
|
1076 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_POTION) |
|
|
1083 | if (tmp->type == POTION) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1090 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1091 | if (tmp->type == SPELLBOOK) |
|
|
1092 | { |
|
|
1093 | CHK_PICK_PICKUP; |
|
|
1094 | continue; |
|
|
1095 | } |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1098 | if (tmp->type == SKILLSCROLL) |
|
|
1099 | { |
|
|
1100 | CHK_PICK_PICKUP; |
|
|
1101 | continue; |
|
|
1102 | } |
|
|
1103 | |
|
|
1104 | if (op->contr->mode & PU_READABLES) |
|
|
1105 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1106 | { |
|
|
1107 | CHK_PICK_PICKUP; |
|
|
1108 | continue; |
|
|
1109 | } |
|
|
1110 | |
|
|
1111 | /* wands/staves/rods/horns */ |
|
|
1112 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1113 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1114 | { |
|
|
1115 | CHK_PICK_PICKUP; |
|
|
1116 | continue; |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | /* pick up all magical items */ |
|
|
1120 | if (op->contr->mode & PU_MAGICAL) |
|
|
1121 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1122 | { |
|
|
1123 | CHK_PICK_PICKUP; |
|
|
1124 | continue; |
|
|
1125 | } |
|
|
1126 | |
|
|
1127 | if (op->contr->mode & PU_VALUABLES) |
|
|
1128 | { |
|
|
1129 | if (tmp->type == MONEY || tmp->type == GEM) |
1028 | { |
1130 | { |
1029 | case 0: |
|
|
1030 | return 1; /* don't pick up */ |
|
|
1031 | case 1: |
|
|
1032 | CHK_PICK_PICKUP; |
1131 | CHK_PICK_PICKUP; |
1033 | return 1; |
1132 | continue; |
1034 | case 2: |
|
|
1035 | CHK_PICK_PICKUP; |
|
|
1036 | return 0; |
|
|
1037 | case 3: |
|
|
1038 | return 0; /* stop before pickup */ |
|
|
1039 | case 4: |
|
|
1040 | CHK_PICK_PICKUP; |
|
|
1041 | break; |
|
|
1042 | case 5: |
|
|
1043 | CHK_PICK_PICKUP; |
|
|
1044 | stop = 1; |
|
|
1045 | break; |
|
|
1046 | case 6: |
|
|
1047 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1048 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1049 | CHK_PICK_PICKUP; |
|
|
1050 | break; |
|
|
1051 | |
|
|
1052 | case 7: |
|
|
1053 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | break; |
|
|
1056 | |
|
|
1057 | default: |
|
|
1058 | /* use value density */ |
|
|
1059 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1060 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | } |
1133 | } |
1063 | } |
1134 | } |
1064 | else |
1135 | |
1065 | { /* old model */ |
1136 | /* rings & amulets - talismans seems to be typed AMULET */ |
1066 | /* NEW pickup handling */ |
|
|
1067 | if (op->contr->mode & PU_DEBUG) |
1137 | if (op->contr->mode & PU_JEWELS) |
|
|
1138 | if (tmp->type == RING || tmp->type == AMULET) |
1068 | { |
1139 | { |
1069 | /* some debugging code to figure out item information */ |
1140 | CHK_PICK_PICKUP; |
1070 | if (tmp->name != NULL) |
|
|
1071 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1072 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1073 | else |
|
|
1074 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1075 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1076 | |
|
|
1077 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | /* philosophy: |
|
|
1081 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1082 | * generic. This takes no game-time. For more detailed pickups |
|
|
1083 | * and selections, select-items should be used. This is a |
|
|
1084 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1085 | * example. |
|
|
1086 | * The drawback: right now it has no frontend, so you need to |
|
|
1087 | * stick the bits you want into a calculator in hex mode and then |
|
|
1088 | * convert to decimal and then 'pickup <#> |
|
|
1089 | */ |
|
|
1090 | |
|
|
1091 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1092 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1093 | * meaning if any test passes, the item gets picked up. */ |
|
|
1094 | |
|
|
1095 | /* if mode is set to pick nothing up, return */ |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_NOTHING) |
|
|
1098 | return 1; |
|
|
1099 | |
|
|
1100 | /* if mode is set to stop when encountering objects, return */ |
|
|
1101 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1102 | * anything up */ |
|
|
1103 | |
|
|
1104 | if (op->contr->mode & PU_STOP) |
|
|
1105 | return 0; |
|
|
1106 | |
|
|
1107 | /* useful for going into stores and not losing your settings... */ |
|
|
1108 | /* and for battles wher you don't want to get loaded down while |
|
|
1109 | * fighting */ |
|
|
1110 | if (op->contr->mode & PU_INHIBIT) |
|
|
1111 | return 1; |
|
|
1112 | |
|
|
1113 | /* prevent us from turning into auto-thieves :) */ |
|
|
1114 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1115 | continue; |
1141 | continue; |
|
|
1142 | } |
1116 | |
1143 | |
1117 | /* ignore known cursed objects */ |
1144 | /* we don't forget dragon food */ |
1118 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1145 | if (op->contr->mode & PU_FLESH) |
|
|
1146 | if (tmp->type == FLESH) |
|
|
1147 | { |
|
|
1148 | CHK_PICK_PICKUP; |
1119 | continue; |
1149 | continue; |
|
|
1150 | } |
1120 | |
1151 | |
1121 | /* all food and drink if desired */ |
1152 | /* bows and arrows. Bows are good for selling! */ |
1122 | /* question: don't pick up known-poisonous stuff? */ |
1153 | if (op->contr->mode & PU_BOW) |
|
|
1154 | if (tmp->type == BOW) |
|
|
1155 | { |
|
|
1156 | CHK_PICK_PICKUP; |
|
|
1157 | continue; |
|
|
1158 | } |
|
|
1159 | |
|
|
1160 | if (op->contr->mode & PU_ARROW) |
|
|
1161 | if (tmp->type == ARROW) |
|
|
1162 | { |
|
|
1163 | CHK_PICK_PICKUP; |
|
|
1164 | continue; |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | /* all kinds of armor etc. */ |
|
|
1168 | if (op->contr->mode & PU_ARMOUR) |
|
|
1169 | if (tmp->type == ARMOUR) |
|
|
1170 | { |
|
|
1171 | CHK_PICK_PICKUP; |
|
|
1172 | continue; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | if (op->contr->mode & PU_HELMET) |
|
|
1176 | if (tmp->type == HELMET) |
|
|
1177 | { |
|
|
1178 | CHK_PICK_PICKUP; |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_SHIELD) |
|
|
1183 | if (tmp->type == SHIELD) |
|
|
1184 | { |
|
|
1185 | CHK_PICK_PICKUP; |
|
|
1186 | continue; |
|
|
1187 | } |
|
|
1188 | |
1123 | if (op->contr->mode & PU_FOOD) |
1189 | if (op->contr->mode & PU_BOOTS) |
1124 | if (tmp->type == FOOD) |
1190 | if (tmp->type == BOOTS) |
|
|
1191 | { |
|
|
1192 | CHK_PICK_PICKUP; |
|
|
1193 | continue; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr->mode & PU_GLOVES) |
|
|
1197 | if (tmp->type == GLOVES) |
|
|
1198 | { |
|
|
1199 | CHK_PICK_PICKUP; |
|
|
1200 | continue; |
|
|
1201 | } |
|
|
1202 | |
|
|
1203 | if (op->contr->mode & PU_CLOAK) |
|
|
1204 | if (tmp->type == CLOAK) |
|
|
1205 | { |
|
|
1206 | CHK_PICK_PICKUP; |
|
|
1207 | continue; |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | /* hoping to catch throwing daggers here */ |
|
|
1211 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1212 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1213 | { |
|
|
1214 | CHK_PICK_PICKUP; |
|
|
1215 | continue; |
|
|
1216 | } |
|
|
1217 | |
|
|
1218 | /* careful: chairs and tables are weapons! */ |
|
|
1219 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1220 | { |
|
|
1221 | if (tmp->type == WEAPON) |
|
|
1222 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1125 | { |
1223 | { |
1126 | CHK_PICK_PICKUP; |
1224 | CHK_PICK_PICKUP; |
1127 | continue; |
1225 | continue; |
1128 | } |
1226 | } |
|
|
1227 | } |
1129 | |
1228 | |
|
|
1229 | /* misc stuff that's useful */ |
1130 | if (op->contr->mode & PU_DRINK) |
1230 | if (op->contr->mode & PU_KEY) |
1131 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1231 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1132 | { |
1232 | { |
1133 | CHK_PICK_PICKUP; |
1233 | CHK_PICK_PICKUP; |
1134 | continue; |
1234 | continue; |
1135 | } |
1235 | } |
1136 | |
1236 | |
|
|
1237 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1238 | * pickups */ |
1137 | if (op->contr->mode & PU_POTION) |
1239 | if (op->contr->mode & PU_RATIO) |
1138 | if (tmp->type == POTION) |
1240 | { |
|
|
1241 | /* use value density to decide what else to grab */ |
|
|
1242 | /* >=7 was >= op->contr->mode */ |
|
|
1243 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1139 | { |
1244 | */ |
1140 | CHK_PICK_PICKUP; |
|
|
1141 | continue; |
|
|
1142 | } |
|
|
1143 | |
|
|
1144 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1145 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1146 | if (tmp->type == SPELLBOOK) |
|
|
1147 | { |
|
|
1148 | CHK_PICK_PICKUP; |
|
|
1149 | continue; |
|
|
1150 | } |
|
|
1151 | |
|
|
1152 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1153 | if (tmp->type == SKILLSCROLL) |
|
|
1154 | { |
|
|
1155 | CHK_PICK_PICKUP; |
|
|
1156 | continue; |
|
|
1157 | } |
|
|
1158 | |
|
|
1159 | if (op->contr->mode & PU_READABLES) |
|
|
1160 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1161 | { |
|
|
1162 | CHK_PICK_PICKUP; |
|
|
1163 | continue; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* wands/staves/rods/horns */ |
|
|
1167 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1168 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1169 | { |
|
|
1170 | CHK_PICK_PICKUP; |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* pick up all magical items */ |
|
|
1175 | if (op->contr->mode & PU_MAGICAL) |
1245 | wvratio = op->contr->mode & PU_RATIO; |
1176 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1246 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1177 | { |
|
|
1178 | CHK_PICK_PICKUP; |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_VALUABLES) |
|
|
1183 | { |
1247 | { |
1184 | if (tmp->type == MONEY || tmp->type == GEM) |
1248 | #if 0 |
|
|
1249 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1250 | if (tmp->name != NULL) |
1185 | { |
1251 | { |
1186 | CHK_PICK_PICKUP; |
1252 | fprintf (stderr, "%s", tmp->name); |
1187 | continue; |
|
|
1188 | } |
1253 | } |
1189 | } |
|
|
1190 | |
|
|
1191 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1192 | if (op->contr->mode & PU_JEWELS) |
|
|
1193 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1194 | { |
|
|
1195 | CHK_PICK_PICKUP; |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* we don't forget dragon food */ |
|
|
1200 | if (op->contr->mode & PU_FLESH) |
|
|
1201 | if (tmp->type == FLESH) |
|
|
1202 | { |
|
|
1203 | CHK_PICK_PICKUP; |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* bows and arrows. Bows are good for selling! */ |
|
|
1208 | if (op->contr->mode & PU_BOW) |
|
|
1209 | if (tmp->type == BOW) |
|
|
1210 | { |
|
|
1211 | CHK_PICK_PICKUP; |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_ARROW) |
|
|
1216 | if (tmp->type == ARROW) |
|
|
1217 | { |
|
|
1218 | CHK_PICK_PICKUP; |
|
|
1219 | continue; |
|
|
1220 | } |
|
|
1221 | |
|
|
1222 | /* all kinds of armor etc. */ |
|
|
1223 | if (op->contr->mode & PU_ARMOUR) |
|
|
1224 | if (tmp->type == ARMOUR) |
|
|
1225 | { |
|
|
1226 | CHK_PICK_PICKUP; |
|
|
1227 | continue; |
|
|
1228 | } |
|
|
1229 | |
|
|
1230 | if (op->contr->mode & PU_HELMET) |
|
|
1231 | if (tmp->type == HELMET) |
|
|
1232 | { |
|
|
1233 | CHK_PICK_PICKUP; |
|
|
1234 | continue; |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | if (op->contr->mode & PU_SHIELD) |
|
|
1238 | if (tmp->type == SHIELD) |
|
|
1239 | { |
|
|
1240 | CHK_PICK_PICKUP; |
|
|
1241 | continue; |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | if (op->contr->mode & PU_BOOTS) |
|
|
1245 | if (tmp->type == BOOTS) |
|
|
1246 | { |
|
|
1247 | CHK_PICK_PICKUP; |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_GLOVES) |
|
|
1252 | if (tmp->type == GLOVES) |
|
|
1253 | { |
|
|
1254 | CHK_PICK_PICKUP; |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_CLOAK) |
|
|
1259 | if (tmp->type == CLOAK) |
|
|
1260 | { |
|
|
1261 | CHK_PICK_PICKUP; |
|
|
1262 | continue; |
|
|
1263 | } |
|
|
1264 | |
|
|
1265 | /* hoping to catch throwing daggers here */ |
|
|
1266 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1267 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1268 | { |
|
|
1269 | CHK_PICK_PICKUP; |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | /* careful: chairs and tables are weapons! */ |
|
|
1274 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1275 | { |
|
|
1276 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1277 | { |
|
|
1278 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1279 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1280 | { |
|
|
1281 | CHK_PICK_PICKUP; |
|
|
1282 | continue; |
|
|
1283 | } |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1287 | { |
|
|
1288 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1289 | { |
|
|
1290 | CHK_PICK_PICKUP; |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | |
|
|
1296 | /* misc stuff that's useful */ |
|
|
1297 | if (op->contr->mode & PU_KEY) |
|
|
1298 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1299 | { |
|
|
1300 | CHK_PICK_PICKUP; |
|
|
1301 | continue; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1305 | * pickups */ |
|
|
1306 | if (op->contr->mode & PU_RATIO) |
|
|
1307 | { |
|
|
1308 | /* use value density to decide what else to grab */ |
|
|
1309 | /* >=7 was >= op->contr->mode */ |
|
|
1310 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1311 | */ |
|
|
1312 | wvratio = op->contr->mode & PU_RATIO; |
|
|
1313 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
|
|
1314 | { |
|
|
1315 | CHK_PICK_PICKUP; |
|
|
1316 | #if 0 |
|
|
1317 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1318 | if (tmp->name != NULL) |
|
|
1319 | { |
|
|
1320 | fprintf (stderr, "%s", tmp->name); |
|
|
1321 | } |
|
|
1322 | else |
1254 | else |
1323 | fprintf (stderr, "%s", tmp->arch->archname); |
1255 | fprintf (stderr, "%s", tmp->arch->archname); |
1324 | fprintf (stderr, ",%d] = ", tmp->type); |
1256 | fprintf (stderr, ",%d] = ", tmp->type); |
1325 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1257 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1326 | #endif |
1258 | #endif |
|
|
1259 | CHK_PICK_PICKUP; |
1327 | continue; |
1260 | continue; |
1328 | } |
|
|
1329 | } |
1261 | } |
1330 | } /* the new pickup model */ |
1262 | } /* the new pickup model */ |
1331 | } |
1263 | } |
1332 | |
1264 | |
1333 | return !stop; |
1265 | return !stop; |
… | |
… | |
1361 | * against the target. A full test is not performed, simply a basic test |
1293 | * against the target. A full test is not performed, simply a basic test |
1362 | * of resistances. The archer is making a quick guess at what he sees down |
1294 | * of resistances. The archer is making a quick guess at what he sees down |
1363 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1295 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1364 | */ |
1296 | */ |
1365 | object * |
1297 | object * |
1366 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1298 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1367 | { |
1299 | { |
1368 | object *tmp = NULL, *arrow, *ntmp; |
1300 | object *tmp = NULL, *arrow, *ntmp; |
1369 | int attacknum, attacktype, betterby = 0, i; |
1301 | int attacknum, attacktype, betterby = 0, i; |
1370 | |
1302 | |
1371 | if (!type) |
1303 | if (!type) |
… | |
… | |
1375 | { |
1307 | { |
1376 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1308 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1377 | { |
1309 | { |
1378 | i = 0; |
1310 | i = 0; |
1379 | ntmp = find_better_arrow (arrow, target, type, &i); |
1311 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1312 | |
1380 | if (i > betterby) |
1313 | if (i > betterby) |
1381 | { |
1314 | { |
1382 | tmp = ntmp; |
1315 | tmp = ntmp; |
1383 | betterby = i; |
1316 | betterby = i; |
1384 | } |
1317 | } |
1385 | } |
1318 | } |
1386 | else if (arrow->type == ARROW && arrow->race == type) |
1319 | else if (arrow->type == ARROW && arrow->race == type) |
1387 | { |
1320 | { |
1388 | /* allways prefer assasination/slaying */ |
1321 | /* allways prefer assasination/slaying */ |
1389 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1322 | if (target->race && arrow->slaying.contains (target->race)) |
1390 | { |
1323 | { |
1391 | if (arrow->attacktype & AT_DEATH) |
1324 | if (arrow->attacktype & AT_DEATH) |
1392 | { |
1325 | { |
1393 | *better = 100; |
1326 | *better = 100; |
1394 | return arrow; |
1327 | return arrow; |
… | |
… | |
1409 | { |
1342 | { |
1410 | tmp = arrow; |
1343 | tmp = arrow; |
1411 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1344 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1412 | } |
1345 | } |
1413 | } |
1346 | } |
|
|
1347 | |
1414 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1348 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1415 | { |
1349 | { |
1416 | tmp = arrow; |
1350 | tmp = arrow; |
1417 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1351 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1418 | } |
1352 | } |
|
|
1353 | |
1419 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1354 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1420 | { |
1355 | { |
1421 | tmp = arrow; |
1356 | tmp = arrow; |
1422 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1357 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1423 | } |
1358 | } |
… | |
… | |
1437 | * op = the shooter |
1372 | * op = the shooter |
1438 | * type = bow->race |
1373 | * type = bow->race |
1439 | * dir = fire direction |
1374 | * dir = fire direction |
1440 | */ |
1375 | */ |
1441 | object * |
1376 | object * |
1442 | pick_arrow_target (object *op, const char *type, int dir) |
1377 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1443 | { |
1378 | { |
1444 | object *tmp = NULL; |
1379 | object *tmp = NULL; |
1445 | maptile *m; |
1380 | maptile *m; |
1446 | int i, mflags, found, number; |
1381 | int i, mflags, found, number; |
1447 | sint16 x, y; |
1382 | sint16 x, y; |
… | |
… | |
1462 | for (i = 0, found = 0; i < 20; i++) |
1397 | for (i = 0, found = 0; i < 20; i++) |
1463 | { |
1398 | { |
1464 | x += freearr_x[dir]; |
1399 | x += freearr_x[dir]; |
1465 | y += freearr_y[dir]; |
1400 | y += freearr_y[dir]; |
1466 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1401 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1402 | |
1467 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1403 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1468 | { |
1404 | { |
1469 | tmp = NULL; |
1405 | tmp = 0; |
1470 | break; |
1406 | break; |
1471 | } |
1407 | } |
1472 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1408 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1473 | { |
1409 | { |
1474 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1410 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1475 | * perhaps a bad assumption. |
1411 | * perhaps a bad assumption. |
1476 | */ |
1412 | */ |
1477 | tmp = NULL; |
1413 | tmp = 0; |
1478 | break; |
1414 | break; |
1479 | } |
1415 | } |
|
|
1416 | |
1480 | if (mflags & P_IS_ALIVE) |
1417 | if (mflags & P_IS_ALIVE) |
1481 | { |
|
|
1482 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1418 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1483 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1419 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1484 | { |
|
|
1485 | found++; |
|
|
1486 | break; |
|
|
1487 | } |
|
|
1488 | if (found) |
|
|
1489 | break; |
1420 | break; |
1490 | } |
|
|
1491 | } |
1421 | } |
1492 | if (tmp == NULL) |
1422 | |
|
|
1423 | if (!tmp) |
1493 | return find_arrow (op, type); |
1424 | return find_arrow (op, type); |
1494 | |
1425 | |
1495 | if (tmp->head) |
1426 | if (tmp->head) |
1496 | tmp = tmp->head; |
1427 | tmp = tmp->head; |
1497 | |
1428 | |
… | |
… | |
1537 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1468 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1538 | return 0; |
1469 | return 0; |
1539 | } |
1470 | } |
1540 | |
1471 | |
1541 | // optimisation: move object to top so we will find it quickly again |
1472 | // optimisation: move object to top so we will find it quickly again |
1542 | if (bow->below) |
1473 | splay (bow); |
1543 | { |
|
|
1544 | bow->remove (); |
|
|
1545 | op->insert (bow); |
|
|
1546 | } |
|
|
1547 | |
|
|
1548 | } |
1474 | } |
1549 | |
1475 | |
1550 | if (!bow->race || !bow->skill) |
1476 | if (!bow->race || !bow->skill) |
1551 | { |
1477 | { |
1552 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1478 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1579 | |
1505 | |
1580 | /* this should not happen, but sometimes does */ |
1506 | /* this should not happen, but sometimes does */ |
1581 | if (arrow->nrof == 0) |
1507 | if (arrow->nrof == 0) |
1582 | { |
1508 | { |
1583 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1509 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1584 | arrow->destroy (true); |
1510 | arrow->destroy (); |
1585 | return 0; |
1511 | return 0; |
1586 | } |
1512 | } |
1587 | |
1513 | |
1588 | left = arrow; /* these are arrows left to the player */ |
1514 | left = arrow; /* these are arrows left to the player */ |
1589 | arrow = arrow->split (); |
1515 | arrow = arrow->split (); |
… | |
… | |
1598 | arrow->direction = dir; |
1524 | arrow->direction = dir; |
1599 | |
1525 | |
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1526 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1601 | arrow->stats.hp = arrow->stats.dam; |
1527 | arrow->stats.hp = arrow->stats.dam; |
1602 | arrow->stats.grace = arrow->attacktype; |
1528 | arrow->stats.grace = arrow->attacktype; |
1603 | |
1529 | arrow->custom_name = arrow->slaying; |
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
1530 | |
1607 | #if 0 |
1531 | #if 0 |
1608 | if (player *pl = op->contr) |
1532 | if (player *pl = op->contr) |
1609 | { |
1533 | { |
1610 | float speed = pl->weapon_sp; |
1534 | float speed = pl->weapon_sp; |
… | |
… | |
1675 | * hence the function name. |
1599 | * hence the function name. |
1676 | */ |
1600 | */ |
1677 | int |
1601 | int |
1678 | player_fire_bow (object *op, int dir) |
1602 | player_fire_bow (object *op, int dir) |
1679 | { |
1603 | { |
1680 | int ret = 0, wcmod = 0; |
1604 | int ret; |
1681 | |
1605 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1606 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1607 | { |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1608 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1685 | } |
1609 | } |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1610 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | { |
1611 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1612 | 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); |
1613 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | } |
1614 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1615 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1616 | { |
1695 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1617 | 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)]); |
1618 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1697 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1619 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1698 | } |
1620 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1621 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1622 | { |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1623 | 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); |
1624 | 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); |
1625 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | } |
1626 | } |
1705 | else |
1627 | else |
1706 | { |
1628 | { |
… | |
… | |
1763 | } |
1685 | } |
1764 | } |
1686 | } |
1765 | |
1687 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1688 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1689 | { |
1768 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1690 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1691 | |
1769 | if (item->type == WAND) |
1692 | if (item->type == WAND) |
1770 | { |
1693 | { |
1771 | if (!(--item->stats.food)) |
1694 | if (!(--item->stats.food)) |
1772 | { |
1695 | { |
1773 | object *tmp; |
1696 | object *tmp; |
… | |
… | |
1793 | bool |
1716 | bool |
1794 | fire (object *op, int dir) |
1717 | fire (object *op, int dir) |
1795 | { |
1718 | { |
1796 | int spellcost = 0; |
1719 | int spellcost = 0; |
1797 | |
1720 | |
1798 | /* check for loss of invisiblity/hide */ |
|
|
1799 | if (action_makes_visible (op)) |
|
|
1800 | make_visible (op); |
|
|
1801 | |
|
|
1802 | player *pl = op->contr; |
1721 | player *pl = op->contr; |
1803 | |
1722 | |
1804 | if (pl->golem) |
1723 | if (pl->golem) |
1805 | { |
1724 | { |
1806 | control_golem (op->contr->golem, dir); |
1725 | control_golem (op->contr->golem, dir); |
… | |
… | |
1808 | } |
1727 | } |
1809 | |
1728 | |
1810 | object *ob = pl->ranged_ob; |
1729 | object *ob = pl->ranged_ob; |
1811 | |
1730 | |
1812 | if (!ob) |
1731 | if (!ob) |
1813 | return false; |
|
|
1814 | |
|
|
1815 | if (!op->change_weapon (ob)) |
|
|
1816 | return false; |
1732 | return false; |
1817 | |
1733 | |
1818 | if (op->speed_left > 0.f) |
1734 | if (op->speed_left > 0.f) |
1819 | --op->speed_left; |
1735 | --op->speed_left; |
1820 | else |
1736 | else |
1821 | return false; |
1737 | return false; |
1822 | |
1738 | |
|
|
1739 | if (!op->change_weapon (ob)) |
|
|
1740 | return false; |
|
|
1741 | |
|
|
1742 | /* check for loss of invisiblity/hide */ |
|
|
1743 | if (action_makes_visible (op)) |
|
|
1744 | make_visible (op); |
|
|
1745 | |
1823 | switch (ob->type) |
1746 | switch (ob->type) |
1824 | { |
1747 | { |
1825 | case BOW: |
1748 | case BOW: |
1826 | player_fire_bow (op, dir); |
1749 | player_fire_bow (op, dir); |
1827 | break; |
1750 | break; |
1828 | |
1751 | |
1829 | case SPELL: |
1752 | case SPELL: |
1830 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1753 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1831 | break; |
1754 | break; |
1832 | |
1755 | |
1833 | case BUILDER: |
1756 | case BUILDER: |
1834 | apply_map_builder (op, dir); |
1757 | apply_map_builder (op, dir); |
1835 | break; |
1758 | break; |
… | |
… | |
1868 | /* First, lets try to find a key in the top level inventory */ |
1791 | /* First, lets try to find a key in the top level inventory */ |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1792 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1870 | { |
1793 | { |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1794 | if (door->type == DOOR && tmp->type == KEY) |
1872 | break; |
1795 | break; |
|
|
1796 | |
1873 | /* For sanity, we should really check door type, but other stuff |
1797 | /* For sanity, we should really check door type, but other stuff |
1874 | * (like containers) can be locked with special keys |
1798 | * (like containers) can be locked with special keys |
1875 | */ |
1799 | */ |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1800 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1877 | break; |
1801 | break; |
… | |
… | |
1883 | * a key, return |
1807 | * a key, return |
1884 | */ |
1808 | */ |
1885 | if (!tmp) |
1809 | if (!tmp) |
1886 | { |
1810 | { |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1811 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1888 | { |
|
|
1889 | /* No reason to search empty containers */ |
1812 | /* No reason to search empty containers */ |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1813 | if (tmp->type == CONTAINER && tmp->inv) |
1891 | { |
|
|
1892 | if ((key = find_key (pl, tmp, door))) |
1814 | if ((key = find_key (pl, tmp, door))) |
1893 | return key; |
1815 | return key; |
1894 | } |
|
|
1895 | } |
|
|
1896 | |
1816 | |
1897 | if (!tmp) |
1817 | if (!tmp) |
1898 | return NULL; |
1818 | return 0; |
1899 | } |
1819 | } |
1900 | |
1820 | |
1901 | /* We get down here if we have found a key. Now if its in a container, |
1821 | /* 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 |
1822 | * see if we actually want to use it |
1903 | */ |
1823 | */ |
1904 | if (pl != container) |
1824 | if (pl != container) |
1905 | { |
1825 | { |
1906 | /* Only let players use keys in containers */ |
1826 | /* Only let players use keys in containers */ |
1907 | if (!pl->contr) |
1827 | if (!pl->contr) |
1908 | return NULL; |
1828 | return 0; |
|
|
1829 | |
1909 | /* cases where this fails: |
1830 | /* cases where this fails: |
1910 | * If we only search the player inventory, return now since we |
1831 | * If we only search the player inventory, return now since we |
1911 | * are not in the players inventory. |
1832 | * are not in the players inventory. |
1912 | * If the container is not active, return now since only active |
1833 | * If the container is not active, return now since only active |
1913 | * containers can be used. |
1834 | * containers can be used. |
… | |
… | |
1919 | * Change the color so that the message doesn't disappear with |
1840 | * Change the color so that the message doesn't disappear with |
1920 | * all the others. |
1841 | * all the others. |
1921 | */ |
1842 | */ |
1922 | if (pl->contr->usekeys == key_inventory || |
1843 | if (pl->contr->usekeys == key_inventory || |
1923 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1844 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1924 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1845 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1925 | { |
1846 | { |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1847 | 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)); |
1848 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1928 | return NULL; |
1849 | return NULL; |
1929 | } |
1850 | } |
… | |
… | |
1987 | * going to try and move (not fire weapons). |
1908 | * going to try and move (not fire weapons). |
1988 | */ |
1909 | */ |
1989 | bool |
1910 | bool |
1990 | move_player_attack (object *op, int dir) |
1911 | move_player_attack (object *op, int dir) |
1991 | { |
1912 | { |
|
|
1913 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1914 | { |
|
|
1915 | --op->speed_left; |
|
|
1916 | return true; |
|
|
1917 | } |
|
|
1918 | |
1992 | int on_battleground; |
1919 | int on_battleground; |
1993 | |
1920 | |
1994 | sint16 nx = freearr_x[dir] + op->x; |
1921 | sint16 nx = freearr_x[dir] + op->x; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
1922 | sint16 ny = freearr_y[dir] + op->y; |
1996 | |
1923 | |
1997 | on_battleground = op_on_battleground (op, 0, 0); |
1924 | on_battleground = op_on_battleground (op, 0, 0); |
1998 | |
1925 | |
1999 | if (out_of_map (op->map, nx, ny)) |
1926 | if (out_of_map (op->map, nx, ny)) |
2000 | return false; |
1927 | 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 | |
1928 | |
2008 | /* If braced, or can't move to the square, and it is not out of the |
1929 | /* 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 |
1930 | * 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 |
1931 | * 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 |
1932 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2071 | --op->speed_left; |
1992 | --op->speed_left; |
2072 | |
1993 | |
2073 | op->play_sound (sound_find ("push_player")); |
1994 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
1995 | push_ob (mon, dir, op); |
2075 | |
1996 | |
2076 | if (op->contr->tmp_invis || op->hide) |
1997 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1998 | make_visible (op); |
2078 | |
1999 | |
2079 | return true; |
2000 | return true; |
2080 | } |
2001 | } |
2081 | else |
2002 | else |
… | |
… | |
2103 | push_ob (mon, dir, op); |
2024 | push_ob (mon, dir, op); |
2104 | } |
2025 | } |
2105 | else |
2026 | else |
2106 | op->statusmsg ("You withhold your attack"); |
2027 | op->statusmsg ("You withhold your attack"); |
2107 | |
2028 | |
2108 | if (op->contr->tmp_invis || op->hide) |
2029 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2109 | make_visible (op); |
2030 | make_visible (op); |
2110 | |
2031 | |
2111 | return true; |
2032 | return true; |
2112 | } |
2033 | } |
2113 | } |
2034 | } |
… | |
… | |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2092 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2093 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2173 | |
2094 | |
2174 | op->facing = dir; |
2095 | op->facing = dir; |
2175 | |
2096 | |
2176 | if (op->hide) |
2097 | if (op->flag [FLAG_HIDDEN]) |
2177 | do_hidden_move (op); |
2098 | do_hidden_move (op); |
2178 | |
2099 | |
2179 | bool retval; |
2100 | bool retval; |
2180 | |
2101 | |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2102 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2253 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2174 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2254 | { |
2175 | { |
2255 | op->play_sound (sound_find ("ob_evaporate")); |
2176 | 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)); |
2177 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2257 | |
2178 | |
2258 | tmp->destroy (true); |
2179 | tmp->destroy (); |
2259 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2180 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2260 | |
2181 | |
2261 | if (op->stats.hp < 0) |
2182 | if (op->stats.hp < 0) |
2262 | op->stats.hp = op->stats.maxhp; |
2183 | op->stats.hp = op->stats.maxhp; |
2263 | |
2184 | |
… | |
… | |
2499 | { |
2420 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2421 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2501 | |
2422 | |
2502 | if (over_hp > 0) |
2423 | if (over_hp > 0) |
2503 | { |
2424 | { |
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2425 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2505 | op->last_heal = 0; |
2426 | op->last_heal = 0; |
2506 | } |
2427 | } |
2507 | else |
2428 | else |
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2429 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2509 | } |
2430 | } |
… | |
… | |
2569 | op->stats.food = 0; |
2490 | op->stats.food = 0; |
2570 | |
2491 | |
2571 | if (op->stats.hp < 0) |
2492 | if (op->stats.hp < 0) |
2572 | { |
2493 | { |
2573 | op->contr->killer = archetype::get ("killer_starvation"); |
2494 | op->contr->killer = archetype::get ("killer_starvation"); |
2574 | op->contr->killer->destroy (true); |
2495 | op->contr->killer->destroy (); |
2575 | } |
2496 | } |
2576 | } |
2497 | } |
2577 | |
2498 | |
2578 | /* killer should be set here already */ |
2499 | /* killer should be set here already */ |
2579 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2500 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
… | |
… | |
2588 | */ |
2509 | */ |
2589 | void |
2510 | void |
2590 | kill_player (object *op) |
2511 | kill_player (object *op) |
2591 | { |
2512 | { |
2592 | int x, y; |
2513 | int x, y; |
2593 | char buf[MAX_BUF]; |
|
|
2594 | maptile *map; /* this is for resurrection */ |
2514 | maptile *map; /* this is for resurrection */ |
2595 | int will_kill_again; |
2515 | int will_kill_again; |
2596 | archetype *at; |
2516 | archetype *at; |
2597 | object *tmp; |
2517 | object *tmp; |
2598 | |
2518 | |
2599 | if (save_life (op)) |
2519 | if (save_life (op)) |
2600 | return; |
2520 | return; |
|
|
2521 | |
|
|
2522 | dynbuf_text deathtab; |
|
|
2523 | |
|
|
2524 | /* restore player */ |
|
|
2525 | at = archetype::find ("poisoning"); |
|
|
2526 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2527 | { |
|
|
2528 | tmp->destroy (); |
|
|
2529 | deathtab << "Your body feels cleansed...\r"; |
|
|
2530 | } |
|
|
2531 | |
|
|
2532 | at = archetype::find ("confusion"); |
|
|
2533 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2534 | { |
|
|
2535 | tmp->destroy (); |
|
|
2536 | deathtab << "Your mind feels clearer...\r"; |
|
|
2537 | } |
|
|
2538 | |
|
|
2539 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2540 | |
|
|
2541 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2542 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2543 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2544 | |
|
|
2545 | if (op->stats.food <= 0) |
|
|
2546 | op->stats.food = 999; |
|
|
2547 | |
|
|
2548 | // remove all spell effects that are active |
|
|
2549 | // to avoid long-term effects such as word-of-recall |
|
|
2550 | for (object *item = op->inv; item; ) |
|
|
2551 | { |
|
|
2552 | object *next = item->below; |
|
|
2553 | |
|
|
2554 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2555 | item->destroy (); |
|
|
2556 | |
|
|
2557 | item = next; |
|
|
2558 | } |
2601 | |
2559 | |
2602 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2560 | /* 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. |
2561 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2562 | * Look at op_on_battleground() for more info --AndreasV |
2605 | */ |
2563 | */ |
2606 | if (op_on_battleground (op, &x, &y)) |
2564 | if (op_on_battleground (op, &x, &y)) |
2607 | { |
2565 | { |
2608 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2566 | 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 (true); |
|
|
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 (true); |
|
|
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 | |
2567 | |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2568 | /* create a bodypart-trophy to make the winner happy */ |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2569 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2633 | { |
2570 | { |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2571 | tmp->name = format ("%s's finger" , &op->name); |
… | |
… | |
2645 | } |
2582 | } |
2646 | |
2583 | |
2647 | /* teleport defeated player to new destination */ |
2584 | /* teleport defeated player to new destination */ |
2648 | transfer_ob (op, x, y, 0, NULL); |
2585 | transfer_ob (op, x, y, 0, NULL); |
2649 | op->contr->braced = 0; |
2586 | op->contr->braced = 0; |
|
|
2587 | |
|
|
2588 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2650 | return; |
2589 | return; |
2651 | } |
2590 | } |
|
|
2591 | |
|
|
2592 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2593 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2652 | |
2594 | |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2595 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | |
2596 | |
2655 | command_kill_pets (op, 0); |
2597 | command_kill_pets (op, 0); |
2656 | |
2598 | |
… | |
… | |
2690 | |
2632 | |
2691 | lost_a_stat = 0; |
2633 | lost_a_stat = 0; |
2692 | |
2634 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2635 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2636 | { |
2695 | i = RANDOM () % NUM_STATS; |
2637 | i = rndm (NUM_STATS); |
2696 | |
2638 | |
2697 | if (settings.stat_loss_on_death) |
2639 | if (settings.stat_loss_on_death) |
2698 | { |
2640 | { |
2699 | /* Pick a random stat and take a point off it. Tell the player |
2641 | /* Pick a random stat and take a point off it. Tell the player |
2700 | * what he lost. |
2642 | * what he lost. |
… | |
… | |
2751 | } |
2693 | } |
2752 | } |
2694 | } |
2753 | |
2695 | |
2754 | if (lose_this_stat) |
2696 | if (lose_this_stat) |
2755 | { |
2697 | { |
2756 | this_stat = get_attr_value (&(dep->stats), i); |
2698 | this_stat = get_attr_value (&dep->stats, i); |
2757 | /* We could try to do something clever like find another |
2699 | /* We could try to do something clever like find another |
2758 | * stat to reduce if this fails. But chances are, if |
2700 | * stat to reduce if this fails. But chances are, if |
2759 | * stats have been depleted to -50, all are pretty low |
2701 | * stats have been depleted to -50, all are pretty low |
2760 | * and should be roughly the same, so it shouldn't make a |
2702 | * and should be roughly the same, so it shouldn't make a |
2761 | * difference. |
2703 | * difference. |
… | |
… | |
2775 | /* If no stat lost, tell the player. */ |
2717 | /* If no stat lost, tell the player. */ |
2776 | if (!lost_a_stat) |
2718 | if (!lost_a_stat) |
2777 | { |
2719 | { |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2720 | /* determine_god() seems to not work sometimes... why is this? |
2779 | Should I be using something else? GD */ |
2721 | Should I be using something else? GD */ |
2780 | const char *god = determine_god (op); |
2722 | shstr_tmp god = determine_god (op); |
2781 | |
2723 | |
2782 | if (god && (strcmp (god, "none"))) |
2724 | 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); |
2725 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2784 | else |
2726 | else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2727 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2786 | } |
2728 | } |
2787 | #else |
2729 | #else |
2788 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2730 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2789 | #endif |
2731 | #endif |
2790 | |
2732 | |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2733 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | * exp loss on the stone. |
2734 | * exp loss on the stone. |
2793 | */ |
2735 | */ |
… | |
… | |
2800 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2742 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2801 | |
2743 | |
2802 | /**************************************/ |
2744 | /**************************************/ |
2803 | /* */ |
2745 | /* */ |
2804 | /* Subtract the experience points, */ |
2746 | /* Subtract the experience points, */ |
2805 | /* if we died cause of food, give us */ |
|
|
2806 | /* food, and reset HP's... */ |
|
|
2807 | /* */ |
2747 | /* */ |
2808 | /**************************************/ |
2748 | /**************************************/ |
2809 | |
2749 | |
2810 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2811 | /* restore player */ |
|
|
2812 | at = archetype::find ("poisoning"); |
|
|
2813 | tmp = present_arch_in_ob (at, op); |
|
|
2814 | |
|
|
2815 | if (tmp) |
|
|
2816 | { |
|
|
2817 | tmp->destroy (true); |
|
|
2818 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2819 | } |
|
|
2820 | |
|
|
2821 | at = archetype::find ("confusion"); |
|
|
2822 | tmp = present_arch_in_ob (at, op); |
|
|
2823 | if (tmp) |
|
|
2824 | { |
|
|
2825 | tmp->destroy (true); |
|
|
2826 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2827 | } |
|
|
2828 | |
|
|
2829 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2830 | |
|
|
2831 | // remove all spell effects that are active |
|
|
2832 | // to avoid long-term effects such as word-of-recall |
|
|
2833 | for (object *item = op->inv; item; ) |
|
|
2834 | { |
|
|
2835 | object *next = item->below; |
|
|
2836 | |
|
|
2837 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2838 | item->destroy (true); |
|
|
2839 | |
|
|
2840 | item = next; |
|
|
2841 | } |
|
|
2842 | |
|
|
2843 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2750 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2844 | apply_death_exp_penalty (op); |
2751 | apply_death_exp_penalty (op); |
2845 | |
|
|
2846 | if (op->stats.food < 100) |
|
|
2847 | op->stats.food = 900; |
|
|
2848 | |
|
|
2849 | op->stats.hp = op->stats.maxhp; |
|
|
2850 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2851 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2852 | |
2752 | |
2853 | /* |
2753 | /* |
2854 | * Check to see if the player has any unpaid items. If so, remove them |
2754 | * Check to see if the player has any unpaid items. If so, remove them |
2855 | * and put them back in the map. |
2755 | * and put them back in the map. |
2856 | */ |
2756 | */ |
… | |
… | |
2893 | |
2793 | |
2894 | insert_ob_in_ob (force, op); |
2794 | insert_ob_in_ob (force, op); |
2895 | op->update_stats (); |
2795 | op->update_stats (); |
2896 | } |
2796 | } |
2897 | |
2797 | |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2798 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2899 | } |
2799 | } |
2900 | |
2800 | |
2901 | void |
2801 | void |
2902 | loot_object (object *op) |
2802 | loot_object (object *op) |
2903 | { /* Grab and destroy some treasure */ |
2803 | { /* Grab and destroy some treasure */ |
… | |
… | |
2924 | { |
2824 | { |
2925 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2825 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2926 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2826 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2927 | } |
2827 | } |
2928 | else |
2828 | else |
2929 | tmp->destroy (true); |
2829 | tmp->destroy (); |
2930 | } |
2830 | } |
2931 | else |
2831 | else |
2932 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2832 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2933 | } |
2833 | } |
2934 | } |
2834 | } |
… | |
… | |
2995 | if (op->type == PLAYER) |
2895 | if (op->type == PLAYER) |
2996 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2896 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2997 | |
2897 | |
2998 | cast_spell (op, throw_ob, dir, spob, NULL); |
2898 | cast_spell (op, throw_ob, dir, spob, NULL); |
2999 | |
2899 | |
3000 | throw_ob->destroy (true); |
2900 | throw_ob->destroy (); |
3001 | } |
2901 | } |
3002 | |
2902 | |
3003 | void |
2903 | void |
3004 | make_visible (object *op) |
2904 | make_visible (object *op) |
3005 | { |
2905 | { |
3006 | op->hide = 0; |
2906 | op->flag [FLAG_HIDDEN] = 0; |
3007 | op->invisible = 0; |
2907 | op->invisible = 0; |
3008 | |
2908 | |
3009 | if (op->type == PLAYER) |
2909 | if (op->type == PLAYER) |
3010 | { |
2910 | { |
3011 | op->contr->tmp_invis = 0; |
2911 | op->contr->tmp_invis = 0; |
… | |
… | |
3036 | |
2936 | |
3037 | if (!ob || !ob->map) |
2937 | if (!ob || !ob->map) |
3038 | return 0; |
2938 | return 0; |
3039 | |
2939 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2940 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2941 | level = ob->map->darklevel () - 2; |
3042 | |
2942 | |
3043 | /* this also picks up whether the object is glowing. |
2943 | /* this also picks up whether the object is glowing. |
3044 | * If you carry a light on a non-dark map, its not |
2944 | * If you carry a light on a non-dark map, its not |
3045 | * as bad as carrying a light on a pitch dark map */ |
2945 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2946 | if (ob->has_carried_lights ()) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2947 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2948 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2949 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2950 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2951 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2952 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3199 | while (op) |
3099 | while (op) |
3200 | { |
3100 | { |
3201 | dx = rv.distance_x + op->arch->x; |
3101 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
3102 | dy = rv.distance_y + op->arch->y; |
3203 | |
3103 | |
3204 | /* only the viewable area the player sees is updated by LOS |
3104 | 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; |
3105 | return 1; |
3212 | |
3106 | |
3213 | op = op->more; |
3107 | op = op->more; |
3214 | } |
3108 | } |
3215 | |
3109 | |
3216 | return 0; |
3110 | return 0; |
3217 | } |
3111 | } |
3218 | |
3112 | |
3219 | /* routine for both players and monsters. We call this when |
3113 | /* routine for both players and monsters. We call this when |
3220 | * there is a possibility for our action distrubing our hiding |
3114 | * there is a possibility for our action distrubing our hiding |
3221 | * place or invisiblity spell. Artefact invisiblity is not |
3115 | * place or invisiblity spell. Artefact invisiblity causes |
3222 | * effected by this. If we arent invisible to begin with, we |
3116 | * "noise" instead. If we arent invisible to begin with, we |
3223 | * return 0. |
3117 | * return 0. |
3224 | */ |
3118 | */ |
3225 | int |
3119 | int |
3226 | action_makes_visible (object *op) |
3120 | action_makes_visible (object *op) |
3227 | { |
3121 | { |
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3122 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | { |
3123 | { |
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3124 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3125 | { |
|
|
3126 | // artefact invisibility is permanent, but we still make noise |
|
|
3127 | // this is important for game-balance. |
|
|
3128 | if (op->contr) |
|
|
3129 | op->make_noise (); |
|
|
3130 | |
3231 | return 0; |
3131 | return 0; |
|
|
3132 | } |
3232 | |
3133 | |
3233 | if (op->contr && op->contr->tmp_invis == 0) |
3134 | if (op->contr && op->contr->tmp_invis == 0) |
3234 | return 0; |
3135 | return 0; |
3235 | |
3136 | |
3236 | /* If monsters, they should become visible */ |
3137 | /* If monsters, they should become visible */ |
3237 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3138 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3238 | { |
3139 | { |
3239 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3140 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3240 | return 1; |
3141 | return 1; |
3241 | } |
3142 | } |
3242 | } |
3143 | } |
3243 | |
3144 | |
3244 | return 0; |
3145 | return 0; |
… | |
… | |
3472 | if (pl->ranged_ob == ob) |
3373 | if (pl->ranged_ob == ob) |
3473 | pl->ranged_ob = 0; |
3374 | pl->ranged_ob = 0; |
3474 | } |
3375 | } |
3475 | |
3376 | |
3476 | sint8 |
3377 | sint8 |
3477 | player::visibility_at (maptile *map, int x, int y) const |
3378 | player::darkness_at (maptile *map, int x, int y) const |
3478 | { |
3379 | { |
3479 | if (!ns) |
3380 | if (!ns) |
3480 | return 0; |
3381 | return LOS_BLOCKED; |
3481 | |
3382 | |
3482 | int dx, dy; |
3383 | int dx, dy; |
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3384 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3484 | return 0; |
3385 | return LOS_BLOCKED; |
3485 | |
3386 | |
3486 | x += dx - ns->current_x + ns->mapx / 2; |
3387 | x += dx - ns->current_x; |
3487 | y += dy - ns->current_y + ns->mapy / 2; |
3388 | y += dy - ns->current_y; |
3488 | |
3389 | |
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]; |
3390 | return blocked_los (x, y); |
3493 | } |
3391 | } |
3494 | |
3392 | |
3495 | void |
3393 | void |
3496 | player::infobox (const char *title, const char *msg, int color) |
3394 | player::infobox (const char *title, const char *msg, int color) |
3497 | { |
3395 | { |