1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 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> |
… | |
… | |
32 | #include <algorithm> |
33 | #include <algorithm> |
33 | #include <functional> |
34 | #include <functional> |
34 | |
35 | |
35 | playervec players; |
36 | playervec players; |
36 | |
37 | |
37 | void |
|
|
38 | display_motd (const object *op) |
|
|
39 | { |
|
|
40 | char buf[MAX_BUF]; |
|
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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) |
|
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48 | return; |
|
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49 | |
|
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50 | motd[0] = '\0'; |
|
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51 | size = 0; |
|
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52 | |
|
|
53 | while (fgets (buf, MAX_BUF, fp)) |
|
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54 | { |
|
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55 | if (*buf == '#') |
|
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56 | continue; |
|
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57 | |
|
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
|
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59 | size += strlen (buf); |
|
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60 | } |
|
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61 | |
|
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
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63 | close_and_delete (fp, comp); |
|
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64 | } |
|
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65 | |
|
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66 | void |
|
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67 | send_rules (const object *op) |
|
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68 | { |
|
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69 | char buf[MAX_BUF]; |
|
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70 | char rules[HUGE_BUF]; |
|
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71 | FILE *fp; |
|
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72 | int comp; |
|
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73 | int size; |
|
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74 | |
|
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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77 | return; |
|
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78 | |
|
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79 | rules[0] = '\0'; |
|
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80 | size = 0; |
|
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81 | |
|
|
82 | while (fgets (buf, MAX_BUF, fp)) |
|
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83 | { |
|
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84 | if (*buf == '#') |
|
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85 | continue; |
|
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86 | |
|
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87 | if (size + strlen (buf) >= HUGE_BUF) |
|
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88 | { |
|
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
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90 | break; |
|
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91 | } |
|
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92 | |
|
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
|
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94 | size += strlen (buf); |
|
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95 | } |
|
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96 | |
|
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
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98 | close_and_delete (fp, comp); |
|
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99 | } |
|
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100 | |
|
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101 | void |
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102 | send_news (const object *op) |
|
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103 | { |
|
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104 | char buf[MAX_BUF]; |
|
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105 | char news[HUGE_BUF]; |
|
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106 | char subject[MAX_BUF]; |
|
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107 | FILE *fp; |
|
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108 | int comp; |
|
|
109 | int size; |
|
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110 | |
|
|
111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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113 | return; |
|
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114 | |
|
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115 | news[0] = '\0'; |
|
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116 | subject[0] = '\0'; |
|
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117 | size = 0; |
|
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118 | |
|
|
119 | while (fgets (buf, MAX_BUF, fp)) |
|
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120 | { |
|
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121 | if (*buf == '#') |
|
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122 | continue; |
|
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123 | |
|
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124 | if (*buf == '%') |
|
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125 | { /* send one news */ |
|
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126 | if (size > 0) |
|
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
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130 | subject, news); /*send previously read news */ |
|
|
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 | { |
|
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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, |
|
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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 | |
|
|
154 | /* This loads the first map an puts the player on it. */ |
38 | /* This loads the first map an puts the player on it. */ |
155 | static void |
39 | static void |
156 | set_first_map (object *op) |
40 | set_first_map (object *op) |
157 | { |
41 | { |
158 | op->contr->maplevel = first_map_path; |
42 | op->contr->maplevel = first_map_path; |
… | |
… | |
210 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
211 | |
95 | |
212 | ns->update_look = 0; |
96 | ns->update_look = 0; |
213 | ns->look_position = 0; |
97 | ns->look_position = 0; |
214 | |
98 | |
215 | clear_los (this); |
99 | clear_los (); |
216 | |
100 | |
217 | ns->reset_stats (); |
101 | ns->reset_stats (); |
218 | |
102 | |
219 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
220 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
… | |
… | |
252 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
254 | |
138 | |
255 | activate (); |
139 | activate (); |
256 | |
140 | |
257 | send_rules (ob); |
|
|
258 | send_news (ob); |
|
|
259 | display_motd (ob); |
|
|
260 | |
|
|
261 | INVOKE_PLAYER (CONNECT, this); |
141 | INVOKE_PLAYER (CONNECT, this); |
262 | INVOKE_PLAYER (LOGIN, this); |
142 | INVOKE_PLAYER (LOGIN, this); |
263 | } |
143 | } |
264 | |
144 | |
265 | void |
145 | void |
… | |
… | |
281 | ns->reset_stats (); |
161 | ns->reset_stats (); |
282 | ns->pl = 0; |
162 | ns->pl = 0; |
283 | ns = 0; |
163 | ns = 0; |
284 | } |
164 | } |
285 | |
165 | |
286 | observe = ob; |
166 | // this is important for the player scheduler to get the correct refcount |
|
|
167 | // when ns = 0 |
|
|
168 | observe = viewpoint = ob; |
287 | |
169 | |
288 | deactivate (); |
170 | deactivate (); |
289 | } |
171 | } |
290 | |
172 | |
291 | // the need for this function can be explained |
173 | // the need for this function can be explained |
292 | // by load_object not returning the object |
174 | // by load_object not returning the object |
293 | void |
175 | void |
294 | player::set_object (object *op) |
176 | player::set_object (object *op) |
295 | { |
177 | { |
296 | ob = observe = op; |
178 | ob = observe = viewpoint = op; |
297 | ob->contr = this; /* this aren't yet in archetype */ |
179 | ob->contr = this; /* this aren't yet in archetype */ |
298 | |
180 | |
299 | ob->speed = 1.0f; |
181 | ob->speed = 1.0f; |
300 | ob->speed_left = 0.5f; |
182 | ob->speed_left = 0.5f; |
301 | |
183 | |
… | |
… | |
330 | } |
212 | } |
331 | |
213 | |
332 | void |
214 | void |
333 | player::set_observe (object *op) |
215 | player::set_observe (object *op) |
334 | { |
216 | { |
335 | observe = op ? op : ob; |
217 | observe = viewpoint = op ? op : ob; |
|
|
218 | do_los = 1; |
|
|
219 | } |
|
|
220 | |
|
|
221 | void |
|
|
222 | player::set_viewpoint (object *op) |
|
|
223 | { |
|
|
224 | viewpoint = op ? op : (object *)observe; |
336 | do_los = 1; |
225 | do_los = 1; |
337 | } |
226 | } |
338 | |
227 | |
339 | player::player () |
228 | player::player () |
340 | { |
229 | { |
… | |
… | |
366 | attachable::do_destroy (); |
255 | attachable::do_destroy (); |
367 | |
256 | |
368 | if (ob) |
257 | if (ob) |
369 | { |
258 | { |
370 | ob->destroy_inv (false); |
259 | ob->destroy_inv (false); |
371 | ob->destroy (true); |
260 | ob->destroy (); |
372 | } |
261 | } |
373 | |
262 | |
374 | ob = observe = 0; |
263 | ob = observe = viewpoint = 0; |
375 | } |
264 | } |
376 | |
265 | |
377 | player::~player () |
266 | player::~player () |
378 | { |
267 | { |
379 | /* Clear item stack */ |
268 | /* Clear item stack */ |
… | |
… | |
668 | || op->type == CLOAK || op->type == HELMET |
557 | || op->type == CLOAK || op->type == HELMET |
669 | || op->type == SHIELD || op->type == GLOVES |
558 | || op->type == SHIELD || op->type == GLOVES |
670 | || op->type == BRACERS || op->type == GIRDLE)) |
559 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
560 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | { |
561 | { |
673 | op->destroy (true); |
562 | op->destroy (); |
674 | continue; |
563 | continue; |
675 | } |
564 | } |
676 | } |
565 | } |
677 | |
566 | |
678 | /* This really needs to be better - we should really give |
567 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
568 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
569 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
570 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
571 | if (op->type == SKILL) |
685 | { |
572 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
573 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
574 | if (tmp->type == op->type && tmp->name == op->name) |
|
|
575 | { |
|
|
576 | op->destroy (); |
|
|
577 | LOG (llevError, |
|
|
578 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
690 | break; |
579 | 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 | } |
580 | } |
698 | |
581 | |
699 | if (op->nrof > 1) |
582 | if (op->nrof > 1) |
700 | op->nrof = 1; |
583 | op->nrof = 1; |
701 | } |
584 | } |
702 | |
585 | |
… | |
… | |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
597 | CLEAR_FLAG (op, FLAG_DAMNED); |
715 | } |
598 | } |
716 | |
599 | |
717 | if (op->type == SPELL) |
600 | if (op->type == SPELL) |
718 | { |
601 | { |
719 | op->destroy (true); |
602 | op->destroy (); |
720 | continue; |
603 | continue; |
721 | } |
604 | } |
722 | else if (op->type == SKILL) |
605 | else if (op->type == SKILL) |
723 | { |
606 | { |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
607 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
… | |
… | |
931 | LOG (llevDebug, "Fleeing player is dead.\n"); |
814 | LOG (llevDebug, "Fleeing player is dead.\n"); |
932 | CLEAR_FLAG (op, FLAG_SCARED); |
815 | CLEAR_FLAG (op, FLAG_SCARED); |
933 | return; |
816 | return; |
934 | } |
817 | } |
935 | |
818 | |
936 | if (op->enemy == NULL) |
819 | if (!op->enemy) |
937 | { |
820 | { |
938 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
821 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
939 | CLEAR_FLAG (op, FLAG_SCARED); |
822 | CLEAR_FLAG (op, FLAG_SCARED); |
940 | return; |
823 | return; |
941 | } |
824 | } |
942 | |
825 | |
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)) |
826 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
955 | { |
827 | { |
956 | op->enemy = NULL; |
828 | op->enemy = NULL; |
957 | CLEAR_FLAG (op, FLAG_SCARED); |
829 | CLEAR_FLAG (op, FLAG_SCARED); |
958 | return; |
830 | return; |
… | |
… | |
961 | get_rangevector (op, op->enemy, &rv, 0); |
833 | get_rangevector (op, op->enemy, &rv, 0); |
962 | |
834 | |
963 | dir = absdir (4 + rv.direction); |
835 | dir = absdir (4 + rv.direction); |
964 | for (diff = 0; diff < 3; diff++) |
836 | for (diff = 0; diff < 3; diff++) |
965 | { |
837 | { |
966 | int m = 1 - (RANDOM () & 2); |
838 | int m = 1 - rndm (2) * 2; |
967 | |
839 | |
968 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
840 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
969 | return; |
841 | return; |
970 | } |
842 | } |
971 | |
843 | |
… | |
… | |
982 | check_pick (object *op) |
854 | check_pick (object *op) |
983 | { |
855 | { |
984 | object *tmp, *next; |
856 | object *tmp, *next; |
985 | int stop = 0; |
857 | int stop = 0; |
986 | int wvratio; |
858 | int wvratio; |
987 | char putstring[128]; |
|
|
988 | |
859 | |
989 | /* if you're flying, you cna't pick up anything */ |
860 | /* if you're flying, you cna't pick up anything */ |
990 | if (op->move_type & MOVE_FLYING) |
861 | if (op->move_type & MOVE_FLYING) |
991 | return 1; |
862 | return 1; |
992 | |
863 | |
… | |
… | |
1016 | |
887 | |
1017 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
888 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1018 | { |
889 | { |
1019 | if (item_matched_string (op, tmp, op->contr->search_str)) |
890 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1020 | CHK_PICK_PICKUP; |
891 | CHK_PICK_PICKUP; |
|
|
892 | |
1021 | continue; |
893 | continue; |
1022 | } |
894 | } |
1023 | |
895 | |
1024 | /* high not bit set? We're using the old autopickup model */ |
896 | /* pickup handling */ |
|
|
897 | if (op->contr->mode & PU_DEBUG) |
|
|
898 | { |
|
|
899 | /* some debugging code to figure out item information */ |
|
|
900 | const char *str = tmp->name |
|
|
901 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
902 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
903 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
904 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
905 | |
|
|
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
907 | } |
|
|
908 | |
|
|
909 | if (op->contr->mode & PU_INHIBIT) |
|
|
910 | return 1; |
|
|
911 | |
|
|
912 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
913 | return 1; |
|
|
914 | |
|
|
915 | /* philosophy: |
|
|
916 | * It's easy to grab an item type from a pile, as long as it's |
|
|
917 | * generic. This takes no game-time. For more detailed pickups |
|
|
918 | * and selections, select-items should be used. This is a |
|
|
919 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
920 | * example. |
|
|
921 | * The drawback: right now it has no frontend, so you need to |
|
|
922 | * stick the bits you want into a calculator in hex mode and then |
|
|
923 | * convert to decimal and then 'pickup <#> |
|
|
924 | */ |
|
|
925 | |
|
|
926 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
927 | * STOP then we stop. All the rest are applied sequentially, |
|
|
928 | * meaning if any test passes, the item gets picked up. */ |
|
|
929 | |
|
|
930 | /* if mode is set to pick nothing up, return */ |
|
|
931 | if (op->contr->mode == PU_NOTHING) |
|
|
932 | return 1; |
|
|
933 | |
|
|
934 | /* if mode is set to stop when encountering objects, return */ |
|
|
935 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
936 | * anything up */ |
|
|
937 | if (op->contr->mode & PU_STOP) |
|
|
938 | return 0; |
|
|
939 | |
|
|
940 | /* useful for going into stores and not losing your settings... */ |
|
|
941 | /* and for battles wher you don't want to get loaded down while |
|
|
942 | * fighting */ |
|
|
943 | if (op->contr->mode & PU_INHIBIT) |
|
|
944 | return 1; |
|
|
945 | |
|
|
946 | /* prevent us from turning into auto-thieves :) */ |
|
|
947 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
948 | continue; |
|
|
949 | |
|
|
950 | /* ignore known cursed objects */ |
|
|
951 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
952 | continue; |
|
|
953 | |
|
|
954 | /* all food and drink if desired */ |
|
|
955 | /* question: don't pick up known-poisonous stuff? */ |
1025 | if (!(op->contr->mode & PU_NEWMODE)) |
956 | if (op->contr->mode & PU_FOOD) |
|
|
957 | if (tmp->type == FOOD) |
1026 | { |
958 | { |
1027 | switch (op->contr->mode) |
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_DRINK) |
|
|
964 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (op->contr->mode & PU_POTION) |
|
|
971 | if (tmp->type == POTION) |
|
|
972 | { |
|
|
973 | CHK_PICK_PICKUP; |
|
|
974 | continue; |
|
|
975 | } |
|
|
976 | |
|
|
977 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
978 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
979 | if (tmp->type == SPELLBOOK) |
|
|
980 | { |
|
|
981 | CHK_PICK_PICKUP; |
|
|
982 | continue; |
|
|
983 | } |
|
|
984 | |
|
|
985 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
986 | if (tmp->type == SKILLSCROLL) |
|
|
987 | { |
|
|
988 | CHK_PICK_PICKUP; |
|
|
989 | continue; |
|
|
990 | } |
|
|
991 | |
|
|
992 | if (op->contr->mode & PU_READABLES) |
|
|
993 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
994 | { |
|
|
995 | CHK_PICK_PICKUP; |
|
|
996 | continue; |
|
|
997 | } |
|
|
998 | |
|
|
999 | /* wands/staves/rods/horns */ |
|
|
1000 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1001 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1002 | { |
|
|
1003 | CHK_PICK_PICKUP; |
|
|
1004 | continue; |
|
|
1005 | } |
|
|
1006 | |
|
|
1007 | /* pick up all magical items */ |
|
|
1008 | if (op->contr->mode & PU_MAGICAL) |
|
|
1009 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1010 | { |
|
|
1011 | CHK_PICK_PICKUP; |
|
|
1012 | continue; |
|
|
1013 | } |
|
|
1014 | |
|
|
1015 | if (op->contr->mode & PU_VALUABLES) |
|
|
1016 | { |
|
|
1017 | if (tmp->type == MONEY || tmp->type == GEM) |
1028 | { |
1018 | { |
1029 | case 0: |
|
|
1030 | return 1; /* don't pick up */ |
|
|
1031 | case 1: |
|
|
1032 | CHK_PICK_PICKUP; |
1019 | CHK_PICK_PICKUP; |
1033 | return 1; |
1020 | 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 | } |
1021 | } |
1063 | } |
1022 | } |
1064 | else |
1023 | |
1065 | { /* old model */ |
1024 | /* rings & amulets - talismans seems to be typed AMULET */ |
1066 | /* NEW pickup handling */ |
|
|
1067 | if (op->contr->mode & PU_DEBUG) |
1025 | if (op->contr->mode & PU_JEWELS) |
|
|
1026 | if (tmp->type == RING || tmp->type == AMULET) |
1068 | { |
1027 | { |
1069 | /* some debugging code to figure out item information */ |
1028 | 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; |
1029 | continue; |
|
|
1030 | } |
1116 | |
1031 | |
1117 | /* ignore known cursed objects */ |
1032 | /* we don't forget dragon food */ |
1118 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1033 | if (op->contr->mode & PU_FLESH) |
|
|
1034 | if (tmp->type == FLESH) |
|
|
1035 | { |
|
|
1036 | CHK_PICK_PICKUP; |
1119 | continue; |
1037 | continue; |
|
|
1038 | } |
1120 | |
1039 | |
1121 | /* all food and drink if desired */ |
1040 | /* bows and arrows. Bows are good for selling! */ |
1122 | /* question: don't pick up known-poisonous stuff? */ |
1041 | if (op->contr->mode & PU_BOW) |
|
|
1042 | if (tmp->type == BOW) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_ARROW) |
|
|
1049 | if (tmp->type == ARROW) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
|
|
1055 | /* all kinds of armor etc. */ |
|
|
1056 | if (op->contr->mode & PU_ARMOUR) |
|
|
1057 | if (tmp->type == ARMOUR) |
|
|
1058 | { |
|
|
1059 | CHK_PICK_PICKUP; |
|
|
1060 | continue; |
|
|
1061 | } |
|
|
1062 | |
|
|
1063 | if (op->contr->mode & PU_HELMET) |
|
|
1064 | if (tmp->type == HELMET) |
|
|
1065 | { |
|
|
1066 | CHK_PICK_PICKUP; |
|
|
1067 | continue; |
|
|
1068 | } |
|
|
1069 | |
|
|
1070 | if (op->contr->mode & PU_SHIELD) |
|
|
1071 | if (tmp->type == SHIELD) |
|
|
1072 | { |
|
|
1073 | CHK_PICK_PICKUP; |
|
|
1074 | continue; |
|
|
1075 | } |
|
|
1076 | |
1123 | if (op->contr->mode & PU_FOOD) |
1077 | if (op->contr->mode & PU_BOOTS) |
1124 | if (tmp->type == FOOD) |
1078 | if (tmp->type == BOOTS) |
|
|
1079 | { |
|
|
1080 | CHK_PICK_PICKUP; |
|
|
1081 | continue; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | if (op->contr->mode & PU_GLOVES) |
|
|
1085 | if (tmp->type == GLOVES) |
|
|
1086 | { |
|
|
1087 | CHK_PICK_PICKUP; |
|
|
1088 | continue; |
|
|
1089 | } |
|
|
1090 | |
|
|
1091 | if (op->contr->mode & PU_CLOAK) |
|
|
1092 | if (tmp->type == CLOAK) |
|
|
1093 | { |
|
|
1094 | CHK_PICK_PICKUP; |
|
|
1095 | continue; |
|
|
1096 | } |
|
|
1097 | |
|
|
1098 | /* hoping to catch throwing daggers here */ |
|
|
1099 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1100 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1101 | { |
|
|
1102 | CHK_PICK_PICKUP; |
|
|
1103 | continue; |
|
|
1104 | } |
|
|
1105 | |
|
|
1106 | /* careful: chairs and tables are weapons! */ |
|
|
1107 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1108 | { |
|
|
1109 | if (tmp->type == WEAPON) |
|
|
1110 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1125 | { |
1111 | { |
1126 | CHK_PICK_PICKUP; |
1112 | CHK_PICK_PICKUP; |
1127 | continue; |
1113 | continue; |
1128 | } |
1114 | } |
|
|
1115 | } |
1129 | |
1116 | |
|
|
1117 | /* misc stuff that's useful */ |
1130 | if (op->contr->mode & PU_DRINK) |
1118 | if (op->contr->mode & PU_KEY) |
1131 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1119 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1132 | { |
1120 | { |
1133 | CHK_PICK_PICKUP; |
1121 | CHK_PICK_PICKUP; |
1134 | continue; |
1122 | continue; |
1135 | } |
1123 | } |
1136 | |
1124 | |
|
|
1125 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1126 | * pickups */ |
1137 | if (op->contr->mode & PU_POTION) |
1127 | if (op->contr->mode & PU_RATIO) |
1138 | if (tmp->type == POTION) |
1128 | { |
|
|
1129 | /* use value density to decide what else to grab */ |
|
|
1130 | /* >=7 was >= op->contr->mode */ |
|
|
1131 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1139 | { |
1132 | */ |
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) |
1133 | wvratio = op->contr->mode & PU_RATIO; |
1176 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1134 | 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 | { |
1135 | { |
1184 | if (tmp->type == MONEY || tmp->type == GEM) |
1136 | #if 0 |
|
|
1137 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1138 | if (tmp->name != NULL) |
1185 | { |
1139 | { |
1186 | CHK_PICK_PICKUP; |
1140 | fprintf (stderr, "%s", tmp->name); |
1187 | continue; |
|
|
1188 | } |
1141 | } |
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 |
1142 | else |
1323 | fprintf (stderr, "%s", tmp->arch->archname); |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1324 | fprintf (stderr, ",%d] = ", tmp->type); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1325 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1145 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1326 | #endif |
1146 | #endif |
|
|
1147 | CHK_PICK_PICKUP; |
1327 | continue; |
1148 | continue; |
1328 | } |
|
|
1329 | } |
1149 | } |
1330 | } /* the new pickup model */ |
1150 | } /* the new pickup model */ |
1331 | } |
1151 | } |
1332 | |
1152 | |
1333 | return !stop; |
1153 | return !stop; |
… | |
… | |
1361 | * against the target. A full test is not performed, simply a basic test |
1181 | * 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 |
1182 | * 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. |
1183 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1364 | */ |
1184 | */ |
1365 | object * |
1185 | object * |
1366 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1367 | { |
1187 | { |
1368 | object *tmp = NULL, *arrow, *ntmp; |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1369 | int attacknum, attacktype, betterby = 0, i; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1370 | |
1190 | |
1371 | if (!type) |
1191 | if (!type) |
… | |
… | |
1375 | { |
1195 | { |
1376 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1196 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1377 | { |
1197 | { |
1378 | i = 0; |
1198 | i = 0; |
1379 | ntmp = find_better_arrow (arrow, target, type, &i); |
1199 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1200 | |
1380 | if (i > betterby) |
1201 | if (i > betterby) |
1381 | { |
1202 | { |
1382 | tmp = ntmp; |
1203 | tmp = ntmp; |
1383 | betterby = i; |
1204 | betterby = i; |
1384 | } |
1205 | } |
1385 | } |
1206 | } |
1386 | else if (arrow->type == ARROW && arrow->race == type) |
1207 | else if (arrow->type == ARROW && arrow->race == type) |
1387 | { |
1208 | { |
1388 | /* allways prefer assasination/slaying */ |
1209 | /* allways prefer assasination/slaying */ |
1389 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1210 | if (target->race && arrow->slaying.contains (target->race)) |
1390 | { |
1211 | { |
1391 | if (arrow->attacktype & AT_DEATH) |
1212 | if (arrow->attacktype & AT_DEATH) |
1392 | { |
1213 | { |
1393 | *better = 100; |
1214 | *better = 100; |
1394 | return arrow; |
1215 | return arrow; |
… | |
… | |
1409 | { |
1230 | { |
1410 | tmp = arrow; |
1231 | tmp = arrow; |
1411 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1232 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1412 | } |
1233 | } |
1413 | } |
1234 | } |
|
|
1235 | |
1414 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1236 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1415 | { |
1237 | { |
1416 | tmp = arrow; |
1238 | tmp = arrow; |
1417 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1239 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1418 | } |
1240 | } |
|
|
1241 | |
1419 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1242 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1420 | { |
1243 | { |
1421 | tmp = arrow; |
1244 | tmp = arrow; |
1422 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1245 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1423 | } |
1246 | } |
… | |
… | |
1437 | * op = the shooter |
1260 | * op = the shooter |
1438 | * type = bow->race |
1261 | * type = bow->race |
1439 | * dir = fire direction |
1262 | * dir = fire direction |
1440 | */ |
1263 | */ |
1441 | object * |
1264 | object * |
1442 | pick_arrow_target (object *op, const char *type, int dir) |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1443 | { |
1266 | { |
1444 | object *tmp = NULL; |
1267 | object *tmp = NULL; |
1445 | maptile *m; |
1268 | maptile *m; |
1446 | int i, mflags, found, number; |
1269 | int i, mflags, found, number; |
1447 | sint16 x, y; |
1270 | sint16 x, y; |
… | |
… | |
1462 | for (i = 0, found = 0; i < 20; i++) |
1285 | for (i = 0, found = 0; i < 20; i++) |
1463 | { |
1286 | { |
1464 | x += freearr_x[dir]; |
1287 | x += freearr_x[dir]; |
1465 | y += freearr_y[dir]; |
1288 | y += freearr_y[dir]; |
1466 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1289 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1290 | |
1467 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1291 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1468 | { |
1292 | { |
1469 | tmp = NULL; |
1293 | tmp = 0; |
1470 | break; |
1294 | break; |
1471 | } |
1295 | } |
1472 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1296 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1473 | { |
1297 | { |
1474 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1298 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1475 | * perhaps a bad assumption. |
1299 | * perhaps a bad assumption. |
1476 | */ |
1300 | */ |
1477 | tmp = NULL; |
1301 | tmp = 0; |
1478 | break; |
1302 | break; |
1479 | } |
1303 | } |
|
|
1304 | |
1480 | if (mflags & P_IS_ALIVE) |
1305 | if (mflags & P_IS_ALIVE) |
1481 | { |
|
|
1482 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1306 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1483 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1307 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1484 | { |
|
|
1485 | found++; |
|
|
1486 | break; |
|
|
1487 | } |
|
|
1488 | if (found) |
|
|
1489 | break; |
1308 | break; |
1490 | } |
|
|
1491 | } |
1309 | } |
1492 | if (tmp == NULL) |
1310 | |
|
|
1311 | if (!tmp) |
1493 | return find_arrow (op, type); |
1312 | return find_arrow (op, type); |
1494 | |
1313 | |
1495 | if (tmp->head) |
1314 | if (tmp->head) |
1496 | tmp = tmp->head; |
1315 | tmp = tmp->head; |
1497 | |
1316 | |
… | |
… | |
1537 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1356 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1538 | return 0; |
1357 | return 0; |
1539 | } |
1358 | } |
1540 | |
1359 | |
1541 | // optimisation: move object to top so we will find it quickly again |
1360 | // optimisation: move object to top so we will find it quickly again |
1542 | if (bow->below) |
1361 | splay (bow); |
1543 | { |
|
|
1544 | bow->remove (); |
|
|
1545 | op->insert (bow); |
|
|
1546 | } |
|
|
1547 | |
|
|
1548 | } |
1362 | } |
1549 | |
1363 | |
1550 | if (!bow->race || !bow->skill) |
1364 | if (!bow->race || !bow->skill) |
1551 | { |
1365 | { |
1552 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1366 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1579 | |
1393 | |
1580 | /* this should not happen, but sometimes does */ |
1394 | /* this should not happen, but sometimes does */ |
1581 | if (arrow->nrof == 0) |
1395 | if (arrow->nrof == 0) |
1582 | { |
1396 | { |
1583 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1397 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1584 | arrow->destroy (true); |
1398 | arrow->destroy (); |
1585 | return 0; |
1399 | return 0; |
1586 | } |
1400 | } |
1587 | |
1401 | |
1588 | left = arrow; /* these are arrows left to the player */ |
1402 | left = arrow; /* these are arrows left to the player */ |
1589 | arrow = arrow->split (); |
1403 | arrow = arrow->split (); |
… | |
… | |
1598 | arrow->direction = dir; |
1412 | arrow->direction = dir; |
1599 | |
1413 | |
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1414 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1601 | arrow->stats.hp = arrow->stats.dam; |
1415 | arrow->stats.hp = arrow->stats.dam; |
1602 | arrow->stats.grace = arrow->attacktype; |
1416 | arrow->stats.grace = arrow->attacktype; |
1603 | |
1417 | arrow->custom_name = arrow->slaying; |
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
1418 | |
1607 | #if 0 |
1419 | #if 0 |
1608 | if (player *pl = op->contr) |
1420 | if (player *pl = op->contr) |
1609 | { |
1421 | { |
1610 | float speed = pl->weapon_sp; |
1422 | float speed = pl->weapon_sp; |
… | |
… | |
1675 | * hence the function name. |
1487 | * hence the function name. |
1676 | */ |
1488 | */ |
1677 | int |
1489 | int |
1678 | player_fire_bow (object *op, int dir) |
1490 | player_fire_bow (object *op, int dir) |
1679 | { |
1491 | { |
1680 | int ret = 0, wcmod = 0; |
1492 | int ret; |
1681 | |
1493 | |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1683 | { |
1495 | { |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1496 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1685 | } |
1497 | } |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1498 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1687 | { |
1499 | { |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1500 | 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); |
1501 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1692 | } |
1502 | } |
1693 | else if (op->contr->bowtype == bow_threewide) |
1503 | else if (op->contr->bowtype == bow_threewide) |
1694 | { |
1504 | { |
1695 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1505 | 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)]); |
1506 | 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)]); |
1507 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1698 | } |
1508 | } |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1509 | else if (op->contr->bowtype == bow_spreadshot) |
1700 | { |
1510 | { |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1511 | 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); |
1512 | 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); |
1513 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1704 | } |
1514 | } |
1705 | else |
1515 | else |
1706 | { |
1516 | { |
… | |
… | |
1763 | } |
1573 | } |
1764 | } |
1574 | } |
1765 | |
1575 | |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1576 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1767 | { |
1577 | { |
1768 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1578 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1579 | |
1769 | if (item->type == WAND) |
1580 | if (item->type == WAND) |
1770 | { |
1581 | { |
1771 | if (!(--item->stats.food)) |
1582 | if (!(--item->stats.food)) |
1772 | { |
1583 | { |
1773 | object *tmp; |
1584 | object *tmp; |
… | |
… | |
1793 | bool |
1604 | bool |
1794 | fire (object *op, int dir) |
1605 | fire (object *op, int dir) |
1795 | { |
1606 | { |
1796 | int spellcost = 0; |
1607 | int spellcost = 0; |
1797 | |
1608 | |
1798 | /* check for loss of invisiblity/hide */ |
|
|
1799 | if (action_makes_visible (op)) |
|
|
1800 | make_visible (op); |
|
|
1801 | |
|
|
1802 | player *pl = op->contr; |
1609 | player *pl = op->contr; |
1803 | |
1610 | |
1804 | if (pl->golem) |
1611 | if (pl->golem) |
1805 | { |
1612 | { |
1806 | control_golem (op->contr->golem, dir); |
1613 | control_golem (op->contr->golem, dir); |
… | |
… | |
1808 | } |
1615 | } |
1809 | |
1616 | |
1810 | object *ob = pl->ranged_ob; |
1617 | object *ob = pl->ranged_ob; |
1811 | |
1618 | |
1812 | if (!ob) |
1619 | if (!ob) |
1813 | return false; |
|
|
1814 | |
|
|
1815 | if (!op->change_weapon (ob)) |
|
|
1816 | return false; |
1620 | return false; |
1817 | |
1621 | |
1818 | if (op->speed_left > 0.f) |
1622 | if (op->speed_left > 0.f) |
1819 | --op->speed_left; |
1623 | --op->speed_left; |
1820 | else |
1624 | else |
1821 | return false; |
1625 | return false; |
1822 | |
1626 | |
|
|
1627 | if (!op->change_weapon (ob)) |
|
|
1628 | return false; |
|
|
1629 | |
|
|
1630 | /* check for loss of invisiblity/hide */ |
|
|
1631 | if (action_makes_visible (op)) |
|
|
1632 | make_visible (op); |
|
|
1633 | |
1823 | switch (ob->type) |
1634 | switch (ob->type) |
1824 | { |
1635 | { |
1825 | case BOW: |
1636 | case BOW: |
1826 | player_fire_bow (op, dir); |
1637 | player_fire_bow (op, dir); |
1827 | break; |
1638 | break; |
1828 | |
1639 | |
1829 | case SPELL: |
1640 | case SPELL: |
1830 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1641 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1831 | break; |
1642 | break; |
1832 | |
1643 | |
1833 | case BUILDER: |
1644 | case BUILDER: |
1834 | apply_map_builder (op, dir); |
1645 | apply_map_builder (op, dir); |
1835 | break; |
1646 | break; |
… | |
… | |
1868 | /* First, lets try to find a key in the top level inventory */ |
1679 | /* First, lets try to find a key in the top level inventory */ |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1680 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1870 | { |
1681 | { |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1682 | if (door->type == DOOR && tmp->type == KEY) |
1872 | break; |
1683 | break; |
|
|
1684 | |
1873 | /* For sanity, we should really check door type, but other stuff |
1685 | /* For sanity, we should really check door type, but other stuff |
1874 | * (like containers) can be locked with special keys |
1686 | * (like containers) can be locked with special keys |
1875 | */ |
1687 | */ |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1688 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1877 | break; |
1689 | break; |
… | |
… | |
1883 | * a key, return |
1695 | * a key, return |
1884 | */ |
1696 | */ |
1885 | if (!tmp) |
1697 | if (!tmp) |
1886 | { |
1698 | { |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1699 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1888 | { |
|
|
1889 | /* No reason to search empty containers */ |
1700 | /* No reason to search empty containers */ |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1701 | if (tmp->type == CONTAINER && tmp->inv) |
1891 | { |
|
|
1892 | if ((key = find_key (pl, tmp, door))) |
1702 | if ((key = find_key (pl, tmp, door))) |
1893 | return key; |
1703 | return key; |
1894 | } |
|
|
1895 | } |
|
|
1896 | |
1704 | |
1897 | if (!tmp) |
1705 | if (!tmp) |
1898 | return NULL; |
1706 | return 0; |
1899 | } |
1707 | } |
1900 | |
1708 | |
1901 | /* We get down here if we have found a key. Now if its in a container, |
1709 | /* 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 |
1710 | * see if we actually want to use it |
1903 | */ |
1711 | */ |
1904 | if (pl != container) |
1712 | if (pl != container) |
1905 | { |
1713 | { |
1906 | /* Only let players use keys in containers */ |
1714 | /* Only let players use keys in containers */ |
1907 | if (!pl->contr) |
1715 | if (!pl->contr) |
1908 | return NULL; |
1716 | return 0; |
|
|
1717 | |
1909 | /* cases where this fails: |
1718 | /* cases where this fails: |
1910 | * If we only search the player inventory, return now since we |
1719 | * If we only search the player inventory, return now since we |
1911 | * are not in the players inventory. |
1720 | * are not in the players inventory. |
1912 | * If the container is not active, return now since only active |
1721 | * If the container is not active, return now since only active |
1913 | * containers can be used. |
1722 | * containers can be used. |
… | |
… | |
1919 | * Change the color so that the message doesn't disappear with |
1728 | * Change the color so that the message doesn't disappear with |
1920 | * all the others. |
1729 | * all the others. |
1921 | */ |
1730 | */ |
1922 | if (pl->contr->usekeys == key_inventory || |
1731 | if (pl->contr->usekeys == key_inventory || |
1923 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1732 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1924 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1733 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1925 | { |
1734 | { |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1735 | 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)); |
1736 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1928 | return NULL; |
1737 | return NULL; |
1929 | } |
1738 | } |
… | |
… | |
1987 | * going to try and move (not fire weapons). |
1796 | * going to try and move (not fire weapons). |
1988 | */ |
1797 | */ |
1989 | bool |
1798 | bool |
1990 | move_player_attack (object *op, int dir) |
1799 | move_player_attack (object *op, int dir) |
1991 | { |
1800 | { |
|
|
1801 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1802 | { |
|
|
1803 | --op->speed_left; |
|
|
1804 | return true; |
|
|
1805 | } |
|
|
1806 | |
1992 | int on_battleground; |
1807 | int on_battleground; |
1993 | |
1808 | |
1994 | sint16 nx = freearr_x[dir] + op->x; |
1809 | sint16 nx = freearr_x[dir] + op->x; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
1810 | sint16 ny = freearr_y[dir] + op->y; |
1996 | |
1811 | |
1997 | on_battleground = op_on_battleground (op, 0, 0); |
1812 | on_battleground = op_on_battleground (op, 0, 0); |
1998 | |
1813 | |
1999 | if (out_of_map (op->map, nx, ny)) |
1814 | if (out_of_map (op->map, nx, ny)) |
2000 | return false; |
1815 | 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 | |
1816 | |
2008 | /* If braced, or can't move to the square, and it is not out of the |
1817 | /* 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 |
1818 | * 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 |
1819 | * 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 |
1820 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2071 | --op->speed_left; |
1880 | --op->speed_left; |
2072 | |
1881 | |
2073 | op->play_sound (sound_find ("push_player")); |
1882 | op->play_sound (sound_find ("push_player")); |
2074 | push_ob (mon, dir, op); |
1883 | push_ob (mon, dir, op); |
2075 | |
1884 | |
2076 | if (op->contr->tmp_invis || op->hide) |
1885 | if (action_makes_visible (op)) |
2077 | make_visible (op); |
1886 | make_visible (op); |
2078 | |
1887 | |
2079 | return true; |
1888 | return true; |
2080 | } |
1889 | } |
2081 | else |
1890 | else |
… | |
… | |
2103 | push_ob (mon, dir, op); |
1912 | push_ob (mon, dir, op); |
2104 | } |
1913 | } |
2105 | else |
1914 | else |
2106 | op->statusmsg ("You withhold your attack"); |
1915 | op->statusmsg ("You withhold your attack"); |
2107 | |
1916 | |
2108 | if (op->contr->tmp_invis || op->hide) |
1917 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2109 | make_visible (op); |
1918 | make_visible (op); |
2110 | |
1919 | |
2111 | return true; |
1920 | return true; |
2112 | } |
1921 | } |
2113 | } |
1922 | } |
… | |
… | |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
1980 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1981 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2173 | |
1982 | |
2174 | op->facing = dir; |
1983 | op->facing = dir; |
2175 | |
1984 | |
2176 | if (op->hide) |
1985 | if (op->flag [FLAG_HIDDEN]) |
2177 | do_hidden_move (op); |
1986 | do_hidden_move (op); |
2178 | |
1987 | |
2179 | bool retval; |
1988 | bool retval; |
2180 | |
1989 | |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
1990 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2253 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2062 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2254 | { |
2063 | { |
2255 | op->play_sound (sound_find ("ob_evaporate")); |
2064 | 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)); |
2065 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2257 | |
2066 | |
2258 | tmp->destroy (true); |
2067 | tmp->destroy (); |
2259 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2068 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2260 | |
2069 | |
2261 | if (op->stats.hp < 0) |
2070 | if (op->stats.hp < 0) |
2262 | op->stats.hp = op->stats.maxhp; |
2071 | op->stats.hp = op->stats.maxhp; |
2263 | |
2072 | |
… | |
… | |
2499 | { |
2308 | { |
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2309 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2501 | |
2310 | |
2502 | if (over_hp > 0) |
2311 | if (over_hp > 0) |
2503 | { |
2312 | { |
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2313 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2505 | op->last_heal = 0; |
2314 | op->last_heal = 0; |
2506 | } |
2315 | } |
2507 | else |
2316 | else |
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2317 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2509 | } |
2318 | } |
… | |
… | |
2569 | op->stats.food = 0; |
2378 | op->stats.food = 0; |
2570 | |
2379 | |
2571 | if (op->stats.hp < 0) |
2380 | if (op->stats.hp < 0) |
2572 | { |
2381 | { |
2573 | op->contr->killer = archetype::get ("killer_starvation"); |
2382 | op->contr->killer = archetype::get ("killer_starvation"); |
2574 | op->contr->killer->destroy (true); |
2383 | op->contr->killer->destroy (); |
2575 | } |
2384 | } |
2576 | } |
2385 | } |
2577 | |
2386 | |
2578 | /* killer should be set here already */ |
2387 | /* killer should be set here already */ |
2579 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2388 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
… | |
… | |
2588 | */ |
2397 | */ |
2589 | void |
2398 | void |
2590 | kill_player (object *op) |
2399 | kill_player (object *op) |
2591 | { |
2400 | { |
2592 | int x, y; |
2401 | int x, y; |
2593 | char buf[MAX_BUF]; |
|
|
2594 | maptile *map; /* this is for resurrection */ |
2402 | maptile *map; /* this is for resurrection */ |
2595 | int will_kill_again; |
2403 | int will_kill_again; |
2596 | archetype *at; |
2404 | archetype *at; |
2597 | object *tmp; |
2405 | object *tmp; |
2598 | |
2406 | |
2599 | if (save_life (op)) |
2407 | if (save_life (op)) |
2600 | return; |
2408 | return; |
|
|
2409 | |
|
|
2410 | dynbuf_text deathtab; |
|
|
2411 | |
|
|
2412 | /* restore player */ |
|
|
2413 | at = archetype::find ("poisoning"); |
|
|
2414 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2415 | { |
|
|
2416 | tmp->destroy (); |
|
|
2417 | deathtab << "Your body feels cleansed...\r"; |
|
|
2418 | } |
|
|
2419 | |
|
|
2420 | at = archetype::find ("confusion"); |
|
|
2421 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2422 | { |
|
|
2423 | tmp->destroy (); |
|
|
2424 | deathtab << "Your mind feels clearer...\r"; |
|
|
2425 | } |
|
|
2426 | |
|
|
2427 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2428 | |
|
|
2429 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2430 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2431 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2432 | |
|
|
2433 | if (op->stats.food <= 0) |
|
|
2434 | op->stats.food = 999; |
|
|
2435 | |
|
|
2436 | // remove all spell effects that are active |
|
|
2437 | // to avoid long-term effects such as word-of-recall |
|
|
2438 | for (object *item = op->inv; item; ) |
|
|
2439 | { |
|
|
2440 | object *next = item->below; |
|
|
2441 | |
|
|
2442 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2443 | item->destroy (); |
|
|
2444 | |
|
|
2445 | item = next; |
|
|
2446 | } |
2601 | |
2447 | |
2602 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2448 | /* 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. |
2449 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2450 | * Look at op_on_battleground() for more info --AndreasV |
2605 | */ |
2451 | */ |
2606 | if (op_on_battleground (op, &x, &y)) |
2452 | if (op_on_battleground (op, &x, &y)) |
2607 | { |
2453 | { |
2608 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2454 | 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 | |
2455 | |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2456 | /* create a bodypart-trophy to make the winner happy */ |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2457 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2633 | { |
2458 | { |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2459 | tmp->name = format ("%s's finger" , &op->name); |
… | |
… | |
2645 | } |
2470 | } |
2646 | |
2471 | |
2647 | /* teleport defeated player to new destination */ |
2472 | /* teleport defeated player to new destination */ |
2648 | transfer_ob (op, x, y, 0, NULL); |
2473 | transfer_ob (op, x, y, 0, NULL); |
2649 | op->contr->braced = 0; |
2474 | op->contr->braced = 0; |
|
|
2475 | |
|
|
2476 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2650 | return; |
2477 | return; |
2651 | } |
2478 | } |
|
|
2479 | |
|
|
2480 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2481 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2652 | |
2482 | |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2483 | INVOKE_PLAYER (DEATH, op->contr); |
2654 | |
2484 | |
2655 | command_kill_pets (op, 0); |
2485 | command_kill_pets (op, 0); |
2656 | |
2486 | |
… | |
… | |
2690 | |
2520 | |
2691 | lost_a_stat = 0; |
2521 | lost_a_stat = 0; |
2692 | |
2522 | |
2693 | for (z = 0; z < num_stats_lose; z++) |
2523 | for (z = 0; z < num_stats_lose; z++) |
2694 | { |
2524 | { |
2695 | i = RANDOM () % NUM_STATS; |
2525 | i = rndm (NUM_STATS); |
2696 | |
2526 | |
2697 | if (settings.stat_loss_on_death) |
2527 | if (settings.stat_loss_on_death) |
2698 | { |
2528 | { |
2699 | /* Pick a random stat and take a point off it. Tell the player |
2529 | /* Pick a random stat and take a point off it. Tell the player |
2700 | * what he lost. |
2530 | * what he lost. |
… | |
… | |
2751 | } |
2581 | } |
2752 | } |
2582 | } |
2753 | |
2583 | |
2754 | if (lose_this_stat) |
2584 | if (lose_this_stat) |
2755 | { |
2585 | { |
2756 | this_stat = get_attr_value (&(dep->stats), i); |
2586 | this_stat = get_attr_value (&dep->stats, i); |
2757 | /* We could try to do something clever like find another |
2587 | /* We could try to do something clever like find another |
2758 | * stat to reduce if this fails. But chances are, if |
2588 | * stat to reduce if this fails. But chances are, if |
2759 | * stats have been depleted to -50, all are pretty low |
2589 | * stats have been depleted to -50, all are pretty low |
2760 | * and should be roughly the same, so it shouldn't make a |
2590 | * and should be roughly the same, so it shouldn't make a |
2761 | * difference. |
2591 | * difference. |
… | |
… | |
2775 | /* If no stat lost, tell the player. */ |
2605 | /* If no stat lost, tell the player. */ |
2776 | if (!lost_a_stat) |
2606 | if (!lost_a_stat) |
2777 | { |
2607 | { |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2608 | /* determine_god() seems to not work sometimes... why is this? |
2779 | Should I be using something else? GD */ |
2609 | Should I be using something else? GD */ |
2780 | const char *god = determine_god (op); |
2610 | shstr_tmp god = determine_god (op); |
2781 | |
2611 | |
2782 | if (god && (strcmp (god, "none"))) |
2612 | 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); |
2613 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2784 | else |
2614 | else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2615 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2786 | } |
2616 | } |
2787 | #else |
2617 | #else |
2788 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2618 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2789 | #endif |
2619 | #endif |
2790 | |
2620 | |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2621 | /* Put a gravestone up where the character 'almost' died. List the |
2792 | * exp loss on the stone. |
2622 | * exp loss on the stone. |
2793 | */ |
2623 | */ |
… | |
… | |
2800 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2630 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2801 | |
2631 | |
2802 | /**************************************/ |
2632 | /**************************************/ |
2803 | /* */ |
2633 | /* */ |
2804 | /* Subtract the experience points, */ |
2634 | /* Subtract the experience points, */ |
2805 | /* if we died cause of food, give us */ |
|
|
2806 | /* food, and reset HP's... */ |
|
|
2807 | /* */ |
2635 | /* */ |
2808 | /**************************************/ |
2636 | /**************************************/ |
2809 | |
2637 | |
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)); */ |
2638 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2844 | apply_death_exp_penalty (op); |
2639 | 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 | |
2640 | |
2853 | /* |
2641 | /* |
2854 | * Check to see if the player has any unpaid items. If so, remove them |
2642 | * Check to see if the player has any unpaid items. If so, remove them |
2855 | * and put them back in the map. |
2643 | * and put them back in the map. |
2856 | */ |
2644 | */ |
… | |
… | |
2893 | |
2681 | |
2894 | insert_ob_in_ob (force, op); |
2682 | insert_ob_in_ob (force, op); |
2895 | op->update_stats (); |
2683 | op->update_stats (); |
2896 | } |
2684 | } |
2897 | |
2685 | |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2686 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2899 | } |
2687 | } |
2900 | |
2688 | |
2901 | void |
2689 | void |
2902 | loot_object (object *op) |
2690 | loot_object (object *op) |
2903 | { /* Grab and destroy some treasure */ |
2691 | { /* Grab and destroy some treasure */ |
… | |
… | |
2924 | { |
2712 | { |
2925 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2713 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2926 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2714 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2927 | } |
2715 | } |
2928 | else |
2716 | else |
2929 | tmp->destroy (true); |
2717 | tmp->destroy (); |
2930 | } |
2718 | } |
2931 | else |
2719 | else |
2932 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2720 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2933 | } |
2721 | } |
2934 | } |
2722 | } |
… | |
… | |
2995 | if (op->type == PLAYER) |
2783 | if (op->type == PLAYER) |
2996 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2784 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2997 | |
2785 | |
2998 | cast_spell (op, throw_ob, dir, spob, NULL); |
2786 | cast_spell (op, throw_ob, dir, spob, NULL); |
2999 | |
2787 | |
3000 | throw_ob->destroy (true); |
2788 | throw_ob->destroy (); |
3001 | } |
2789 | } |
3002 | |
2790 | |
3003 | void |
2791 | void |
3004 | make_visible (object *op) |
2792 | make_visible (object *op) |
3005 | { |
2793 | { |
3006 | op->hide = 0; |
2794 | op->flag [FLAG_HIDDEN] = 0; |
3007 | op->invisible = 0; |
2795 | op->invisible = 0; |
3008 | |
2796 | |
3009 | if (op->type == PLAYER) |
2797 | if (op->type == PLAYER) |
3010 | { |
2798 | { |
3011 | op->contr->tmp_invis = 0; |
2799 | op->contr->tmp_invis = 0; |
… | |
… | |
3036 | |
2824 | |
3037 | if (!ob || !ob->map) |
2825 | if (!ob || !ob->map) |
3038 | return 0; |
2826 | return 0; |
3039 | |
2827 | |
3040 | /* so, on normal lighted maps, its hard to hide */ |
2828 | /* so, on normal lighted maps, its hard to hide */ |
3041 | level = ob->map->darkness - 2; |
2829 | level = ob->map->darklevel () - 2; |
3042 | |
2830 | |
3043 | /* this also picks up whether the object is glowing. |
2831 | /* this also picks up whether the object is glowing. |
3044 | * If you carry a light on a non-dark map, its not |
2832 | * If you carry a light on a non-dark map, its not |
3045 | * as bad as carrying a light on a pitch dark map */ |
2833 | * as bad as carrying a light on a pitch dark map */ |
3046 | if (has_carried_lights (ob)) |
2834 | if (ob->has_carried_lights ()) |
3047 | level = -(10 + (2 * ob->map->darkness)); |
2835 | level = -(10 + (2 * ob->map->darklevel ())); |
3048 | |
2836 | |
3049 | /* scan through all nearby squares for terrain to hide in */ |
2837 | /* scan through all nearby squares for terrain to hide in */ |
3050 | for (i = 0, x = ob->x, y = ob->y; |
2838 | for (i = 0, x = ob->x, y = ob->y; |
3051 | i <= SIZEOFFREE1; |
2839 | i <= SIZEOFFREE1; |
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2840 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3199 | while (op) |
2987 | while (op) |
3200 | { |
2988 | { |
3201 | dx = rv.distance_x + op->arch->x; |
2989 | dx = rv.distance_x + op->arch->x; |
3202 | dy = rv.distance_y + op->arch->y; |
2990 | dy = rv.distance_y + op->arch->y; |
3203 | |
2991 | |
3204 | /* only the viewable area the player sees is updated by LOS |
2992 | 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; |
2993 | return 1; |
3212 | |
2994 | |
3213 | op = op->more; |
2995 | op = op->more; |
3214 | } |
2996 | } |
3215 | |
2997 | |
3216 | return 0; |
2998 | return 0; |
3217 | } |
2999 | } |
3218 | |
3000 | |
3219 | /* routine for both players and monsters. We call this when |
3001 | /* routine for both players and monsters. We call this when |
3220 | * there is a possibility for our action distrubing our hiding |
3002 | * there is a possibility for our action distrubing our hiding |
3221 | * place or invisiblity spell. Artefact invisiblity is not |
3003 | * place or invisiblity spell. Artefact invisiblity causes |
3222 | * effected by this. If we arent invisible to begin with, we |
3004 | * "noise" instead. If we arent invisible to begin with, we |
3223 | * return 0. |
3005 | * return 0. |
3224 | */ |
3006 | */ |
3225 | int |
3007 | int |
3226 | action_makes_visible (object *op) |
3008 | action_makes_visible (object *op) |
3227 | { |
3009 | { |
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3010 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3229 | { |
3011 | { |
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3012 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3013 | { |
|
|
3014 | // artefact invisibility is permanent, but we still make noise |
|
|
3015 | // this is important for game-balance. |
|
|
3016 | if (op->contr) |
|
|
3017 | op->make_noise (); |
|
|
3018 | |
3231 | return 0; |
3019 | return 0; |
|
|
3020 | } |
3232 | |
3021 | |
3233 | if (op->contr && op->contr->tmp_invis == 0) |
3022 | if (op->contr && op->contr->tmp_invis == 0) |
3234 | return 0; |
3023 | return 0; |
3235 | |
3024 | |
3236 | /* If monsters, they should become visible */ |
3025 | /* If monsters, they should become visible */ |
3237 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3026 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3238 | { |
3027 | { |
3239 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3028 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3240 | return 1; |
3029 | return 1; |
3241 | } |
3030 | } |
3242 | } |
3031 | } |
3243 | |
3032 | |
3244 | return 0; |
3033 | return 0; |
… | |
… | |
3472 | if (pl->ranged_ob == ob) |
3261 | if (pl->ranged_ob == ob) |
3473 | pl->ranged_ob = 0; |
3262 | pl->ranged_ob = 0; |
3474 | } |
3263 | } |
3475 | |
3264 | |
3476 | sint8 |
3265 | sint8 |
3477 | player::visibility_at (maptile *map, int x, int y) const |
3266 | player::darkness_at (maptile *map, int x, int y) const |
3478 | { |
3267 | { |
3479 | if (!ns) |
3268 | if (!ns) |
3480 | return 0; |
3269 | return LOS_BLOCKED; |
3481 | |
3270 | |
3482 | int dx, dy; |
3271 | int dx, dy; |
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3272 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3484 | return 0; |
3273 | return LOS_BLOCKED; |
3485 | |
3274 | |
3486 | x += dx - ns->current_x + ns->mapx / 2; |
3275 | x += dx - ns->current_x; |
3487 | y += dy - ns->current_y + ns->mapy / 2; |
3276 | y += dy - ns->current_y; |
3488 | |
3277 | |
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]; |
3278 | return blocked_los (x, y); |
3493 | } |
3279 | } |
3494 | |
3280 | |
3495 | void |
3281 | void |
3496 | player::infobox (const char *title, const char *msg, int color) |
3282 | player::infobox (const char *title, const char *msg, int color) |
3497 | { |
3283 | { |