1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <sounds.h> |
26 | #include <sounds.h> |
28 | #include <living.h> |
27 | #include <living.h> |
29 | #include <object.h> |
28 | #include <object.h> |
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <skills.h> |
30 | #include <skills.h> |
32 | |
31 | |
33 | #include <algorithm> |
32 | #include <algorithm> |
34 | #include <functional> |
33 | #include <functional> |
35 | |
34 | |
36 | player * |
35 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
41 | return pl; |
|
|
42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
36 | |
46 | void |
37 | void |
47 | display_motd (const object *op) |
38 | display_motd (const object *op) |
48 | { |
39 | { |
49 | char buf[MAX_BUF]; |
40 | char buf[MAX_BUF]; |
… | |
… | |
123 | |
114 | |
124 | news[0] = '\0'; |
115 | news[0] = '\0'; |
125 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
126 | size = 0; |
117 | size = 0; |
127 | |
118 | |
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
129 | { |
120 | { |
130 | if (*buf == '#') |
121 | if (*buf == '#') |
131 | continue; |
122 | continue; |
132 | |
123 | |
133 | if (*buf == '%') |
124 | if (*buf == '%') |
134 | { /* send one news */ |
125 | { /* send one news */ |
135 | if (size > 0) |
126 | if (size > 0) |
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
|
|
129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
|
130 | subject, news); /*send previously read news */ |
|
|
131 | |
137 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
138 | strip_endline (subject); |
133 | strip_endline (subject); |
139 | size = 0; |
134 | size = 0; |
140 | news[0] = '\0'; |
135 | news[0] = '\0'; |
141 | } |
136 | } |
… | |
… | |
150 | size += strlen (buf); |
145 | size += strlen (buf); |
151 | } |
146 | } |
152 | } |
147 | } |
153 | |
148 | |
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
156 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
157 | } |
152 | } |
158 | |
153 | |
159 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
160 | static void |
155 | static void |
… | |
… | |
164 | op->x = -1; |
159 | op->x = -1; |
165 | op->y = -1; |
160 | op->y = -1; |
166 | } |
161 | } |
167 | |
162 | |
168 | void |
163 | void |
169 | player::enter_map () |
164 | player::activate () |
170 | { |
165 | { |
171 | object *tmp = object::create (); |
166 | if (active) |
|
|
167 | return; |
172 | |
168 | |
173 | EXIT_PATH (tmp) = maplevel; |
169 | players.insert (this); |
174 | EXIT_X (tmp) = ob->x; |
170 | ob->remove (); |
175 | EXIT_Y (tmp) = ob->y; |
171 | ob->map = 0; |
176 | ob->enter_exit (tmp); |
172 | ob->activate_recursive (); |
|
|
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
174 | add_friendly_object (ob); |
|
|
175 | } |
177 | |
176 | |
178 | tmp->destroy (); |
177 | void |
|
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178 | player::deactivate () |
|
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179 | { |
|
|
180 | if (!active) |
|
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181 | return; |
|
|
182 | |
|
|
183 | terminate_all_pets (ob); |
|
|
184 | remove_friendly_object (ob); |
|
|
185 | ob->deactivate_recursive (); |
|
|
186 | |
|
|
187 | if (ob->map) |
|
|
188 | maplevel = ob->map->path; |
|
|
189 | |
|
|
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
|
192 | ob->map = 0; |
|
|
193 | party = 0; |
|
|
194 | |
|
|
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
196 | |
|
|
197 | players.erase (this); |
179 | } |
198 | } |
180 | |
199 | |
181 | // connect the player with a specific client |
200 | // connect the player with a specific client |
182 | // also changed, rationalises, and fixes some incorrect settings |
201 | // also changes, rationalises, and fixes some incorrect settings |
183 | void |
202 | void |
184 | player::connect (client *ns) |
203 | player::connect (client *ns) |
185 | { |
204 | { |
186 | this->ns = ns; |
205 | this->ns = ns; |
187 | ns->pl = this; |
206 | ns->pl = this; |
188 | |
207 | |
189 | next = first_player; |
208 | run_on = 0; |
190 | first_player = this; |
209 | fire_on = 0; |
|
|
210 | ob->close_container (); //TODO: client-specific |
191 | |
211 | |
192 | ns->update_look = 0; |
212 | ns->update_look = 0; |
193 | ns->look_position = 0; |
213 | ns->look_position = 0; |
194 | |
214 | |
195 | clear_los (ob); |
215 | clear_los (this); |
|
|
216 | |
|
|
217 | ns->reset_stats (); |
196 | |
218 | |
197 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
198 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
199 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
200 | |
222 | |
201 | if (!legal_range (ob, shoottype)) |
223 | ob->update_weight (); |
202 | shoottype = range_none; |
|
|
203 | |
|
|
204 | ob->carrying = sum_weight (ob); |
|
|
205 | link_player_skills (ob); |
224 | link_skills (); |
206 | |
225 | |
207 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
208 | |
227 | |
209 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
210 | |
|
|
211 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
212 | * from the class, and not race. I don't see any way to get the class information |
|
|
213 | * to then update this. I don't think this will actually break anything - anyone |
|
|
214 | * that can use armour should be able to use a shield. What this may 'break' |
|
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215 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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216 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
217 | */ |
|
|
218 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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219 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
220 | |
229 | |
221 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
222 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
223 | { |
232 | { |
224 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
225 | |
234 | |
226 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
227 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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228 | |
|
|
229 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
230 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
231 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
232 | abil = tmp; |
238 | abil = tmp; |
233 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
234 | skin = tmp; |
240 | skin = tmp; |
235 | |
241 | |
236 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
237 | } |
243 | } |
238 | |
244 | |
239 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
240 | add_friendly_object (ob); |
|
|
241 | |
|
|
242 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
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243 | |
|
|
244 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | |
246 | |
246 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
247 | |
248 | |
248 | ob->update_stats (); |
249 | ob->update_stats (); |
|
|
250 | |
249 | ns->floorbox_update (); |
251 | ns->floorbox_update (); |
250 | |
|
|
251 | esrv_send_inventory (ob, ob); |
252 | esrv_send_inventory (ob, ob); |
252 | esrv_add_spells (this, 0); |
253 | esrv_add_spells (this, 0); |
253 | |
254 | |
254 | ob->activate_recursive (); |
255 | activate (); |
255 | enter_map (); |
|
|
256 | |
256 | |
257 | send_rules (ob); |
257 | send_rules (ob); |
258 | send_news (ob); |
258 | send_news (ob); |
259 | display_motd (ob); |
259 | display_motd (ob); |
260 | |
260 | |
… | |
… | |
264 | |
264 | |
265 | void |
265 | void |
266 | player::disconnect () |
266 | player::disconnect () |
267 | { |
267 | { |
268 | if (ob) |
268 | if (ob) |
269 | ob->deactivate_recursive (); |
269 | { |
|
|
270 | ob->close_container (); //TODO: client-specific |
|
|
271 | ob->drop_unpaid_items (); |
|
|
272 | } |
270 | |
273 | |
271 | //TODO: don't be so harsh and destroy :) |
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272 | if (ns) |
274 | if (ns) |
273 | { |
275 | { |
274 | if (enable_save) |
276 | if (active) |
275 | { |
|
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276 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | save (true); |
|
|
278 | } |
|
|
279 | |
278 | |
280 | INVOKE_PLAYER (DISCONNECT, this); |
279 | INVOKE_PLAYER (DISCONNECT, this); |
281 | |
280 | |
282 | client *ns = this->ns; |
281 | ns->reset_stats (); |
283 | ns->send_packet ("goodbye"); |
|
|
284 | ns->flush (); |
|
|
285 | ns->pl = 0; |
282 | ns->pl = 0; |
286 | this->ns = 0; |
283 | ns = 0; |
287 | |
|
|
288 | ns->destroy (); |
|
|
289 | destroy (); |
|
|
290 | } |
284 | } |
|
|
285 | |
|
|
286 | observe = ob; |
|
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287 | |
|
|
288 | deactivate (); |
291 | } |
289 | } |
292 | |
290 | |
293 | // the need for this function can be explained |
291 | // the need for this function can be explained |
294 | // by load_object not returning the object |
292 | // by load_object not returning the object |
295 | void |
293 | void |
296 | player::set_object (object *op) |
294 | player::set_object (object *op) |
297 | { |
295 | { |
298 | ob = op; |
296 | ob = observe = op; |
299 | ob->contr = this; /* this aren't yet in archetype */ |
297 | ob->contr = this; /* this aren't yet in archetype */ |
300 | |
298 | |
|
|
299 | ob->speed = 1.0f; |
301 | ob->speed_left = 0.5; |
300 | ob->speed_left = 0.5f; |
302 | ob->speed = 1.0; |
301 | |
303 | ob->direction = 5; /* So player faces south */ |
302 | ob->direction = 5; /* So player faces south */ |
304 | ob->stats.wc = 2; |
|
|
305 | ob->run_away = 25; /* Then we panick... */ |
|
|
306 | |
303 | |
307 | ob->roll_stats (); |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
305 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
306 | ob->flag [FLAG_READY_BOW] = false; |
|
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307 | |
|
|
308 | for (object *op = ob->inv; op; op = op->below) |
|
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309 | if (op->flag [FLAG_APPLIED]) |
|
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310 | switch (op->type) |
|
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311 | { |
|
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312 | case SKILL: |
|
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313 | ob->flag [FLAG_APPLIED] = false; |
|
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314 | break; |
|
|
315 | |
|
|
316 | case WAND: |
|
|
317 | case ROD: |
|
|
318 | case HORN: |
|
|
319 | case BOW: |
|
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320 | ranged_ob = op; |
|
|
321 | break; |
|
|
322 | |
|
|
323 | case WEAPON: |
|
|
324 | combat_ob = op; |
|
|
325 | break; |
|
|
326 | } |
|
|
327 | |
|
|
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
329 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
330 | } |
|
|
331 | |
|
|
332 | void |
|
|
333 | player::set_observe (object *op) |
|
|
334 | { |
|
|
335 | observe = op ? op : ob; |
|
|
336 | do_los = 1; |
308 | } |
337 | } |
309 | |
338 | |
310 | player::player () |
339 | player::player () |
311 | { |
340 | { |
312 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
313 | * we deal with that below this point. |
342 | * we deal with that below this point. |
314 | */ |
343 | */ |
315 | outputs_sync = 16; /* Every 2 seconds */ |
344 | outputs_sync = 4; |
316 | outputs_count = 8; /* Keeps present behaviour */ |
345 | outputs_count = 4; |
317 | unapply = unapply_nochoice; |
346 | unapply = unapply_nochoice; |
318 | |
347 | |
319 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
320 | |
349 | |
321 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
322 | last_speed = -1; |
|
|
323 | shoottype = range_none; |
|
|
324 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
325 | petmode = pet_normal; |
352 | petmode = pet_normal; |
326 | listening = 10; |
|
|
327 | usekeys = containers; |
353 | usekeys = containers; |
328 | last_weapon_sp = -1; |
|
|
329 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
330 | do_los = 1; |
355 | do_los = 1; |
331 | |
356 | |
332 | /* we need to clear these to -1 and not zero - otherwise, |
357 | weapon_sp = 1.0f; |
333 | * if a player quits and starts a new character, we wont |
358 | weapon_sp_left = 0.5f; |
334 | * send new values to the client, as things like exp start |
|
|
335 | * at zero. |
|
|
336 | */ |
|
|
337 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
338 | last_skill_exp[i] = -1; |
|
|
339 | |
|
|
340 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
341 | last_resist[i] = -1; |
|
|
342 | |
|
|
343 | last_stats.exp = -1; |
|
|
344 | last_weight = (uint32) - 1; |
|
|
345 | } |
359 | } |
346 | |
360 | |
347 | void |
361 | void |
348 | player::do_destroy () |
362 | player::do_destroy () |
349 | { |
363 | { |
350 | disconnect (); |
364 | disconnect (); |
351 | |
365 | |
352 | save (false); |
|
|
353 | enable_save = false; |
|
|
354 | |
|
|
355 | attachable::do_destroy (); |
366 | attachable::do_destroy (); |
356 | |
367 | |
357 | terminate_all_pets (ob); |
|
|
358 | |
|
|
359 | if (first_player != this) |
|
|
360 | { |
|
|
361 | player *prev = first_player; |
|
|
362 | |
|
|
363 | while (prev && prev->next && prev->next != this) |
|
|
364 | prev = prev->next; |
|
|
365 | |
|
|
366 | if (prev->next != this) |
|
|
367 | { |
|
|
368 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
369 | abort (); |
|
|
370 | } |
|
|
371 | |
|
|
372 | prev->next = next; |
|
|
373 | } |
|
|
374 | else |
|
|
375 | first_player = next; |
|
|
376 | |
|
|
377 | if (ob) |
368 | if (ob) |
378 | { |
369 | { |
379 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
380 | ob->destroy (); |
371 | ob->destroy (true); |
381 | } |
372 | } |
|
|
373 | |
|
|
374 | ob = observe = 0; |
382 | } |
375 | } |
383 | |
376 | |
384 | player::~player () |
377 | player::~player () |
385 | { |
378 | { |
386 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
395 | player::create () |
388 | player::create () |
396 | { |
389 | { |
397 | player *pl = new player; |
390 | player *pl = new player; |
398 | |
391 | |
399 | pl->set_object (arch_to_object (get_player_archetype (0))); |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
393 | |
|
|
394 | pl->ob->roll_stats (); |
|
|
395 | pl->ob->stats.wc = 2; |
|
|
396 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
397 | |
400 | set_first_map (pl->ob); |
398 | set_first_map (pl->ob); |
401 | |
399 | |
402 | return pl; |
400 | return pl; |
403 | } |
401 | } |
404 | |
402 | |
… | |
… | |
408 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
409 | */ |
407 | */ |
410 | archetype * |
408 | archetype * |
411 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
412 | { |
410 | { |
413 | archetype *start = at; |
411 | // archetypes could have been reloaded |
|
|
412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
413 | |
|
|
414 | if (!nat) |
|
|
415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
414 | |
418 | |
415 | for (;;) |
419 | for (;;) |
416 | { |
420 | { |
417 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
418 | at = first_archetype; |
422 | i = archetypes.begin (); |
419 | else |
423 | else if (*i == at) |
420 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
421 | |
425 | |
422 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
423 | return at; |
427 | return *i; |
424 | |
|
|
425 | if (at == start) |
|
|
426 | { |
|
|
427 | LOG (llevError, "No Player archetypes\n"); |
|
|
428 | exit (-1); |
|
|
429 | } |
|
|
430 | } |
428 | } |
431 | } |
429 | } |
432 | |
430 | |
433 | object * |
431 | object * |
434 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
436 | object *op = NULL; |
434 | object *op = NULL; |
437 | objectlink *ol; |
435 | objectlink *ol; |
438 | unsigned lastdist; |
436 | unsigned lastdist; |
439 | rv_vector rv; |
437 | rv_vector rv; |
440 | |
438 | |
441 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
442 | { |
440 | { |
443 | /* We should not find free objects on this friendly list, but it |
|
|
444 | * does periodically happen. Given that, lets deal with it. |
|
|
445 | * While unlikely, it is possible the next object on the friendly |
|
|
446 | * list is also free, so encapsulate this in a while loop. |
|
|
447 | */ |
|
|
448 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
449 | { |
|
|
450 | object *tmp = ol->ob; |
|
|
451 | |
|
|
452 | /* Can't do much more other than log the fact, because the object |
|
|
453 | * itself will have been cleared. |
|
|
454 | */ |
|
|
455 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
456 | ol = ol->next; |
|
|
457 | remove_friendly_object (tmp); |
|
|
458 | if (!ol) |
|
|
459 | return op; |
|
|
460 | } |
|
|
461 | |
|
|
462 | /* Remove special check for player from this. First, it looks to cause |
|
|
463 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
464 | * complicated method of state checking would be needed in any case - |
|
|
465 | * as it was, a clever player could type quit, and the function would |
|
|
466 | * skip them over while waiting for confirmation. Remove |
|
|
467 | * on_same_map check, as can_detect_enemy also does this |
|
|
468 | */ |
|
|
469 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
470 | continue; |
442 | continue; |
471 | |
443 | |
472 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
473 | { |
445 | { |
… | |
… | |
549 | x = mon->x; |
521 | x = mon->x; |
550 | y = mon->y; |
522 | y = mon->y; |
551 | m = mon->map; |
523 | m = mon->map; |
552 | dir = rv.direction; |
524 | dir = rv.direction; |
553 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
554 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
526 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
527 | |
555 | /* If we can't solve it within the search distance, return now. */ |
528 | /* If we can't solve it within the search distance, return now. */ |
556 | if (diff > max) |
529 | if (diff > max) |
557 | return 0; |
530 | return 0; |
|
|
531 | |
558 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
559 | { |
533 | { |
560 | lastx = x; |
534 | lastx = x; |
561 | lasty = y; |
535 | lasty = y; |
562 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
644 | max--; |
618 | max--; |
645 | lastdir = dir; |
619 | lastdir = dir; |
646 | if (!firstdir) |
620 | if (!firstdir) |
647 | firstdir = dir; |
621 | firstdir = dir; |
648 | } |
622 | } |
|
|
623 | |
649 | if (diff <= 1) |
624 | if (diff <= 1) |
650 | { |
625 | { |
651 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
652 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
653 | */ |
628 | */ |
654 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
655 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
630 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
656 | } |
631 | } |
|
|
632 | |
657 | if (diff > max) |
633 | if (diff > max) |
658 | return 0; |
634 | return 0; |
659 | } |
635 | } |
|
|
636 | |
660 | /* If we reached the max, didn't find a direction in time */ |
637 | /* If we reached the max, didn't find a direction in time */ |
661 | if (!max) |
638 | if (!max) |
662 | return 0; |
639 | return 0; |
663 | |
640 | |
664 | return firstdir; |
641 | return firstdir; |
665 | } |
642 | } |
666 | |
643 | |
667 | void |
644 | void |
668 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
669 | { |
646 | { |
670 | object *op, *next = NULL; |
|
|
671 | |
|
|
672 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
673 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
674 | |
649 | |
675 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
676 | { |
651 | { |
677 | next = op->below; |
652 | next = op->below; |
678 | |
653 | |
679 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
680 | * flag "neutral" set. Sorry but I can't think of a better way |
655 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
685 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
686 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
687 | */ |
662 | */ |
688 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
689 | { |
664 | { |
690 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
691 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
692 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
693 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
694 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
671 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
695 | { |
672 | { |
696 | op->destroy (); |
673 | op->destroy (true); |
697 | continue; |
674 | continue; |
698 | } |
675 | } |
699 | } |
676 | } |
700 | |
677 | |
701 | /* This really needs to be better - we should really give |
678 | /* This really needs to be better - we should really give |
… | |
… | |
712 | if (tmp->type == op->type && tmp->name == op->name) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
713 | break; |
690 | break; |
714 | |
691 | |
715 | if (tmp) |
692 | if (tmp) |
716 | { |
693 | { |
717 | op->destroy (); |
694 | op->destroy (true); |
718 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
719 | continue; |
696 | continue; |
720 | } |
697 | } |
721 | |
698 | |
722 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
723 | op->nrof = 1; |
700 | op->nrof = 1; |
724 | } |
701 | } |
725 | |
702 | |
726 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
727 | { |
|
|
728 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
729 | } |
|
|
730 | |
705 | |
731 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
732 | * items. Just don't identify gold or silver, or it won't be |
707 | * items. Just don't identify gold or silver, or it won't be |
733 | * merged properly. |
708 | * merged properly. |
734 | */ |
709 | */ |
735 | if (need_identify (op)) |
710 | if (need_identify (op)) |
736 | { |
711 | { |
737 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
738 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
739 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
740 | } |
715 | } |
|
|
716 | |
741 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
742 | { |
718 | { |
743 | op->destroy (); |
719 | op->destroy (true); |
744 | continue; |
720 | continue; |
745 | } |
721 | } |
746 | else if (op->type == SKILL) |
722 | else if (op->type == SKILL) |
747 | { |
723 | { |
748 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
749 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
750 | op->level = 1; |
726 | op->level = 1; |
751 | } |
727 | } |
752 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
753 | else |
|
|
754 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
755 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
756 | |
731 | |
757 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
758 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
759 | } |
734 | } |
760 | |
735 | |
761 | void |
736 | void |
762 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
763 | { |
738 | { |
… | |
… | |
778 | roll_stat (void) |
753 | roll_stat (void) |
779 | { |
754 | { |
780 | int a[4], i, j, k; |
755 | int a[4], i, j, k; |
781 | |
756 | |
782 | for (i = 0; i < 4; i++) |
757 | for (i = 0; i < 4; i++) |
783 | a[i] = (int) RANDOM () % 6 + 1; |
758 | a[i] = (int) rndm (6) + 1; |
784 | |
759 | |
785 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
786 | if (a[i] < k) |
761 | if (a[i] < k) |
787 | k = a[i], j = i; |
762 | k = a[i], j = i; |
788 | |
763 | |
… | |
… | |
794 | } |
769 | } |
795 | |
770 | |
796 | void |
771 | void |
797 | object::roll_stats () |
772 | object::roll_stats () |
798 | { |
773 | { |
799 | int statsort [7]; |
774 | int statsort [NUM_STATS]; |
800 | |
775 | |
801 | for (;;) |
776 | for (;;) |
802 | { |
777 | { |
803 | int sum = 0; |
778 | int sum = 0; |
804 | for (int i = 7; i--; ) |
779 | for (int i = NUM_STATS; i--; ) |
805 | sum += statsort [i] = roll_stat (); |
780 | sum += statsort [i] = roll_stat (); |
806 | |
781 | |
807 | if (sum >= 82 && sum <= 116) |
782 | if (sum >= 82 && sum <= 116) |
808 | break; |
783 | break; |
809 | } |
784 | } |
810 | |
785 | |
811 | // Sort the stats so that rerolling is easier... |
786 | // Sort the stats so that rerolling is easier... |
812 | std::sort (statsort, statsort + 7, std::greater<int>()); |
787 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
813 | |
788 | |
|
|
789 | for (int i = 0; i < NUM_STATS; ++i) |
814 | stats.Str = statsort[0]; |
790 | stats.stat (i) = statsort [i]; |
815 | stats.Dex = statsort[1]; |
|
|
816 | stats.Con = statsort[2]; |
|
|
817 | stats.Int = statsort[3]; |
|
|
818 | stats.Wis = statsort[4]; |
|
|
819 | stats.Pow = statsort[5]; |
|
|
820 | stats.Cha = statsort[6]; |
|
|
821 | |
791 | |
822 | stats.exp = 0; |
792 | stats.exp = 0; |
823 | stats.ac = 0; |
793 | stats.ac = 0; |
824 | |
794 | |
825 | stats.hp = stats.maxhp; |
795 | stats.hp = stats.maxhp; |
… | |
… | |
837 | } |
807 | } |
838 | |
808 | |
839 | void |
809 | void |
840 | object::swap_stats (int a, int b) |
810 | object::swap_stats (int a, int b) |
841 | { |
811 | { |
842 | int tmp = get_attr_value (&contr->orig_stats, a); |
812 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
843 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
844 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
845 | |
813 | |
|
|
814 | for (int i = 0; i < NUM_STATS; ++i) |
846 | stats.Str = contr->orig_stats.Str; |
815 | stats.stat (i) = contr->orig_stats.stat (i); |
847 | stats.Dex = contr->orig_stats.Dex; |
|
|
848 | stats.Con = contr->orig_stats.Con; |
|
|
849 | stats.Int = contr->orig_stats.Int; |
|
|
850 | stats.Wis = contr->orig_stats.Wis; |
|
|
851 | stats.Pow = contr->orig_stats.Pow; |
|
|
852 | stats.Cha = contr->orig_stats.Cha; |
|
|
853 | |
816 | |
854 | //TODO: the following code looks so borked and should, at the very least, |
817 | //TODO: the following code looks so borked and should, at the very least, |
855 | // be merged with the similar code in roll_stats |
818 | // be merged with the similar code in roll_stats |
856 | stats.ac = 0; |
819 | stats.ac = 0; |
857 | |
820 | |
… | |
… | |
876 | static void |
839 | static void |
877 | start_info (object *op) |
840 | start_info (object *op) |
878 | { |
841 | { |
879 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
880 | |
843 | |
881 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
882 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
883 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
884 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
885 | } |
846 | } |
886 | |
847 | |
887 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
888 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
889 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
890 | * separate race and class; this actually changes the RACE, |
851 | * separate race and class; this actually changes the RACE, |
891 | * not the class. |
852 | * not the class. |
892 | */ |
853 | */ |
893 | int |
854 | void |
894 | key_change_class (object *op, char key) |
855 | player::chargen_race_done () |
895 | { |
856 | { |
896 | int tmp_loop; |
|
|
897 | |
|
|
898 | if (key == 'd' || key == 'D') |
|
|
899 | { |
|
|
900 | char buf[MAX_BUF]; |
|
|
901 | |
|
|
902 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
903 | esrv_new_player (op->contr, op->weight + op->carrying); |
858 | esrv_new_player (ob->contr); |
904 | |
859 | |
905 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
906 | if (tl) |
861 | if (tl) |
907 | create_treasure (tl, op, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
908 | |
863 | |
909 | INVOKE_PLAYER (BIRTH, op->contr); |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
910 | INVOKE_PLAYER (LOGIN, op->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
911 | |
866 | |
912 | op->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
913 | |
868 | |
914 | if (op->msg) |
869 | if (ob->msg) |
915 | op->msg = NULL; |
870 | ob->msg = 0; |
916 | |
871 | |
917 | /* We create this now because some of the unique maps will need it |
|
|
918 | * to save here. |
|
|
919 | */ |
|
|
920 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
921 | make_path_to_file (buf); |
|
|
922 | |
|
|
923 | #ifdef AUTOSAVE |
|
|
924 | op->contr->last_save_tick = pticks; |
|
|
925 | #endif |
|
|
926 | start_info (op); |
872 | start_info (ob); |
927 | CLEAR_FLAG (op, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
928 | give_initial_items (op, op->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
929 | link_player_skills (op); |
|
|
930 | esrv_send_inventory (op, op); |
875 | esrv_send_inventory (ob, ob); |
931 | op->update_stats (); |
876 | ob->update_stats (); |
932 | |
877 | |
933 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
934 | * is one for this race |
879 | * is one for this race |
935 | */ |
880 | */ |
936 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
937 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
938 | object *tmp; |
|
|
939 | char mapname[MAX_BUF]; |
|
|
940 | |
|
|
941 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
|
|
942 | tmp = object::create (); |
|
|
943 | EXIT_PATH (tmp) = mapname; |
|
|
944 | EXIT_X (tmp) = op->x; |
|
|
945 | EXIT_Y (tmp) = op->y; |
|
|
946 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
947 | * if the map isn't there, then stay on the |
|
|
948 | * default initial map */ |
|
|
949 | tmp->destroy (); |
|
|
950 | } |
|
|
951 | else |
883 | else |
952 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
885 | } |
953 | |
886 | |
954 | return 0; |
887 | void |
955 | } |
888 | player::chargen_race_next () |
956 | |
889 | { |
957 | /* Following actually changes the race - this is the default command |
890 | /* Following actually changes the race - this is the default command |
958 | * if we don't match with one of the options above. |
891 | * if we don't match with one of the options above. |
959 | */ |
892 | */ |
960 | |
893 | |
961 | tmp_loop = 0; |
894 | do |
962 | while (!tmp_loop) |
|
|
963 | { |
895 | { |
964 | shstr name = op->name; |
896 | shstr name = ob->name; |
965 | int x = op->x, y = op->y; |
897 | int x = ob->x, y = ob->y; |
966 | |
898 | |
967 | op->remove_statbonus (); |
899 | ob->remove_statbonus (); |
968 | op->remove (); |
900 | ob->remove (); |
969 | op->arch = get_player_archetype (op->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
970 | op->arch->clone.copy_to (op); |
902 | ob->arch->copy_to (ob); |
971 | op->instantiate (); |
903 | ob->instantiate (); |
972 | op->stats = op->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
973 | op->name = op->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
974 | op->x = x; |
906 | ob->x = x; |
975 | op->y = y; |
907 | ob->y = y; |
976 | SET_ANIMATION (op, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
977 | insert_ob_in_map (op, op->map, op, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
978 | assign (op->contr->title, op->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
979 | op->add_statbonus (); |
911 | ob->add_statbonus (); |
980 | tmp_loop = allowed_class (op); |
|
|
981 | } |
912 | } |
|
|
913 | while (!allowed_class (ob)); |
982 | |
914 | |
983 | update_object (op, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
984 | esrv_update_item (UPD_FACE, op, op); |
916 | esrv_update_item (UPD_FACE, ob, ob); |
985 | op->update_stats (); |
917 | ob->update_stats (); |
986 | op->stats.hp = op->stats.maxhp; |
918 | ob->stats.hp = ob->stats.maxhp; |
987 | op->stats.sp = op->stats.maxsp; |
919 | ob->stats.sp = ob->stats.maxsp; |
988 | op->stats.grace = 0; |
920 | ob->stats.grace = 0; |
989 | |
|
|
990 | if (op->msg) |
|
|
991 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
992 | |
|
|
993 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
994 | return 0; |
|
|
995 | } |
|
|
996 | |
|
|
997 | int |
|
|
998 | key_confirm_quit (object *op, char key) |
|
|
999 | { |
|
|
1000 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
1001 | { |
|
|
1002 | op->contr->ns->state = ST_PLAYING; |
|
|
1003 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
1004 | return 1; |
|
|
1005 | } |
|
|
1006 | |
|
|
1007 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
1008 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
1009 | |
|
|
1010 | op->contr->enable_save = false; |
|
|
1011 | |
|
|
1012 | terminate_all_pets (op); |
|
|
1013 | op->remove (); |
|
|
1014 | op->direction = 0; |
|
|
1015 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
1016 | |
|
|
1017 | strcpy (op->contr->killer, "quit"); |
|
|
1018 | check_score (op); |
|
|
1019 | op->contr->party = 0; |
|
|
1020 | op->contr->own_title[0] = '\0'; |
|
|
1021 | op->contr->destroy (); |
|
|
1022 | |
|
|
1023 | return 1; |
|
|
1024 | } |
921 | } |
1025 | |
922 | |
1026 | void |
923 | void |
1027 | flee_player (object *op) |
924 | flee_player (object *op) |
1028 | { |
925 | { |
… | |
… | |
1075 | /* Cornered, get rid of scared */ |
972 | /* Cornered, get rid of scared */ |
1076 | CLEAR_FLAG (op, FLAG_SCARED); |
973 | CLEAR_FLAG (op, FLAG_SCARED); |
1077 | op->enemy = NULL; |
974 | op->enemy = NULL; |
1078 | } |
975 | } |
1079 | |
976 | |
1080 | |
|
|
1081 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
977 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1082 | * IT returns 1 if the player should keep on moving, 0 if he should |
978 | * It returns 1 if the player should keep on moving, 0 if he should |
1083 | * stop. |
979 | * stop. |
1084 | */ |
980 | */ |
1085 | int |
981 | int |
1086 | check_pick (object *op) |
982 | check_pick (object *op) |
1087 | { |
983 | { |
1088 | object *tmp, *next; |
984 | object *tmp, *next; |
1089 | int stop = 0; |
985 | int stop = 0; |
1090 | int j, k, wvratio; |
986 | int wvratio; |
1091 | char putstring[128], tmpstr[16]; |
987 | char putstring[128]; |
1092 | |
988 | |
1093 | /* if you're flying, you cna't pick up anything */ |
989 | /* if you're flying, you cna't pick up anything */ |
1094 | if (op->move_type & MOVE_FLYING) |
990 | if (op->move_type & MOVE_FLYING) |
1095 | return 1; |
991 | return 1; |
1096 | |
992 | |
1097 | next = op->below; |
993 | next = op->below; |
1098 | |
994 | |
|
|
995 | int cnt = MAX_ITEM_PER_DROP; |
|
|
996 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
997 | |
1099 | /* loop while there are items on the floor that are not marked as |
998 | /* loop while there are items on the floor that are not marked as |
1100 | * destroyed */ |
999 | * destroyed */ |
1101 | while (next && !next->destroyed ()) |
1000 | while (next && !next->destroyed ()) |
1102 | { |
1001 | { |
1103 | tmp = next; |
1002 | tmp = next; |
1104 | next = tmp->below; |
1003 | next = tmp->below; |
1105 | |
1004 | |
|
|
1005 | if (cnt <= 0) |
|
|
1006 | { |
|
|
1007 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1008 | return 0; |
|
|
1009 | } |
|
|
1010 | |
1106 | if (op->destroyed ()) |
1011 | if (op->destroyed ()) |
1107 | return 0; |
1012 | return 0; |
1108 | |
1013 | |
1109 | if (!can_pick (op, tmp)) |
1014 | if (!can_pick (op, tmp)) |
1110 | continue; |
1015 | continue; |
1111 | |
1016 | |
1112 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1017 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1113 | { |
1018 | { |
1114 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1019 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1115 | pick_up (op, tmp); |
1020 | CHK_PICK_PICKUP; |
1116 | continue; |
1021 | continue; |
1117 | } |
1022 | } |
1118 | |
1023 | |
1119 | /* high not bit set? We're using the old autopickup model */ |
1024 | /* high not bit set? We're using the old autopickup model */ |
1120 | if (!(op->contr->mode & PU_NEWMODE)) |
1025 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1122 | switch (op->contr->mode) |
1027 | switch (op->contr->mode) |
1123 | { |
1028 | { |
1124 | case 0: |
1029 | case 0: |
1125 | return 1; /* don't pick up */ |
1030 | return 1; /* don't pick up */ |
1126 | case 1: |
1031 | case 1: |
1127 | pick_up (op, tmp); |
1032 | CHK_PICK_PICKUP; |
1128 | return 1; |
1033 | return 1; |
1129 | case 2: |
1034 | case 2: |
1130 | pick_up (op, tmp); |
1035 | CHK_PICK_PICKUP; |
1131 | return 0; |
1036 | return 0; |
1132 | case 3: |
1037 | case 3: |
1133 | return 0; /* stop before pickup */ |
1038 | return 0; /* stop before pickup */ |
1134 | case 4: |
1039 | case 4: |
1135 | pick_up (op, tmp); |
1040 | CHK_PICK_PICKUP; |
1136 | break; |
1041 | break; |
1137 | case 5: |
1042 | case 5: |
1138 | pick_up (op, tmp); |
1043 | CHK_PICK_PICKUP; |
1139 | stop = 1; |
1044 | stop = 1; |
1140 | break; |
1045 | break; |
1141 | case 6: |
1046 | case 6: |
1142 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1047 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1143 | pick_up (op, tmp); |
1048 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1049 | CHK_PICK_PICKUP; |
1144 | break; |
1050 | break; |
1145 | |
1051 | |
1146 | case 7: |
1052 | case 7: |
1147 | if (tmp->type == MONEY || tmp->type == GEM) |
1053 | if (tmp->type == MONEY || tmp->type == GEM) |
1148 | pick_up (op, tmp); |
1054 | CHK_PICK_PICKUP; |
1149 | break; |
1055 | break; |
1150 | |
1056 | |
1151 | default: |
1057 | default: |
1152 | /* use value density */ |
1058 | /* use value density */ |
1153 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1059 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1154 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1060 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
1155 | pick_up (op, tmp); |
1061 | CHK_PICK_PICKUP; |
1156 | } |
1062 | } |
1157 | } |
1063 | } |
1158 | else |
1064 | else |
1159 | { /* old model */ |
1065 | { /* old model */ |
1160 | /* NEW pickup handling */ |
1066 | /* NEW pickup handling */ |
… | |
… | |
1164 | if (tmp->name != NULL) |
1070 | if (tmp->name != NULL) |
1165 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1071 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1166 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1072 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1167 | else |
1073 | else |
1168 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1074 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1169 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1075 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1170 | |
1076 | |
1171 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1077 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1172 | } |
1078 | } |
1173 | |
1079 | |
1174 | /* philosophy: |
1080 | /* philosophy: |
… | |
… | |
1215 | /* all food and drink if desired */ |
1121 | /* all food and drink if desired */ |
1216 | /* question: don't pick up known-poisonous stuff? */ |
1122 | /* question: don't pick up known-poisonous stuff? */ |
1217 | if (op->contr->mode & PU_FOOD) |
1123 | if (op->contr->mode & PU_FOOD) |
1218 | if (tmp->type == FOOD) |
1124 | if (tmp->type == FOOD) |
1219 | { |
1125 | { |
1220 | pick_up (op, tmp); |
1126 | CHK_PICK_PICKUP; |
1221 | continue; |
1127 | continue; |
1222 | } |
1128 | } |
1223 | |
1129 | |
1224 | if (op->contr->mode & PU_DRINK) |
1130 | if (op->contr->mode & PU_DRINK) |
1225 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1131 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1226 | { |
1132 | { |
1227 | pick_up (op, tmp); |
1133 | CHK_PICK_PICKUP; |
1228 | continue; |
1134 | continue; |
1229 | } |
1135 | } |
1230 | |
1136 | |
1231 | if (op->contr->mode & PU_POTION) |
1137 | if (op->contr->mode & PU_POTION) |
1232 | if (tmp->type == POTION) |
1138 | if (tmp->type == POTION) |
1233 | { |
1139 | { |
1234 | pick_up (op, tmp); |
1140 | CHK_PICK_PICKUP; |
1235 | continue; |
1141 | continue; |
1236 | } |
1142 | } |
1237 | |
1143 | |
1238 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1144 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1239 | if (op->contr->mode & PU_SPELLBOOK) |
1145 | if (op->contr->mode & PU_SPELLBOOK) |
1240 | if (tmp->type == SPELLBOOK) |
1146 | if (tmp->type == SPELLBOOK) |
1241 | { |
1147 | { |
1242 | pick_up (op, tmp); |
1148 | CHK_PICK_PICKUP; |
1243 | continue; |
1149 | continue; |
1244 | } |
1150 | } |
1245 | |
1151 | |
1246 | if (op->contr->mode & PU_SKILLSCROLL) |
1152 | if (op->contr->mode & PU_SKILLSCROLL) |
1247 | if (tmp->type == SKILLSCROLL) |
1153 | if (tmp->type == SKILLSCROLL) |
1248 | { |
1154 | { |
1249 | pick_up (op, tmp); |
1155 | CHK_PICK_PICKUP; |
1250 | continue; |
1156 | continue; |
1251 | } |
1157 | } |
1252 | |
1158 | |
1253 | if (op->contr->mode & PU_READABLES) |
1159 | if (op->contr->mode & PU_READABLES) |
1254 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1160 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1255 | { |
1161 | { |
1256 | pick_up (op, tmp); |
1162 | CHK_PICK_PICKUP; |
1257 | continue; |
1163 | continue; |
1258 | } |
1164 | } |
1259 | |
1165 | |
1260 | /* wands/staves/rods/horns */ |
1166 | /* wands/staves/rods/horns */ |
1261 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1167 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1262 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1168 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1263 | { |
1169 | { |
1264 | pick_up (op, tmp); |
1170 | CHK_PICK_PICKUP; |
1265 | continue; |
1171 | continue; |
1266 | } |
1172 | } |
1267 | |
1173 | |
1268 | /* pick up all magical items */ |
1174 | /* pick up all magical items */ |
1269 | if (op->contr->mode & PU_MAGICAL) |
1175 | if (op->contr->mode & PU_MAGICAL) |
1270 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1176 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1271 | { |
1177 | { |
1272 | pick_up (op, tmp); |
1178 | CHK_PICK_PICKUP; |
1273 | continue; |
1179 | continue; |
1274 | } |
1180 | } |
1275 | |
1181 | |
1276 | if (op->contr->mode & PU_VALUABLES) |
1182 | if (op->contr->mode & PU_VALUABLES) |
1277 | { |
1183 | { |
1278 | if (tmp->type == MONEY || tmp->type == GEM) |
1184 | if (tmp->type == MONEY || tmp->type == GEM) |
1279 | { |
1185 | { |
1280 | pick_up (op, tmp); |
1186 | CHK_PICK_PICKUP; |
1281 | continue; |
1187 | continue; |
1282 | } |
1188 | } |
1283 | } |
1189 | } |
1284 | |
1190 | |
1285 | /* rings & amulets - talismans seems to be typed AMULET */ |
1191 | /* rings & amulets - talismans seems to be typed AMULET */ |
1286 | if (op->contr->mode & PU_JEWELS) |
1192 | if (op->contr->mode & PU_JEWELS) |
1287 | if (tmp->type == RING || tmp->type == AMULET) |
1193 | if (tmp->type == RING || tmp->type == AMULET) |
1288 | { |
1194 | { |
1289 | pick_up (op, tmp); |
1195 | CHK_PICK_PICKUP; |
1290 | continue; |
1196 | continue; |
1291 | } |
1197 | } |
1292 | |
1198 | |
1293 | /* we don't forget dragon food */ |
1199 | /* we don't forget dragon food */ |
1294 | if (op->contr->mode & PU_FLESH) |
1200 | if (op->contr->mode & PU_FLESH) |
1295 | if (tmp->type == FLESH) |
1201 | if (tmp->type == FLESH) |
1296 | { |
1202 | { |
1297 | pick_up (op, tmp); |
1203 | CHK_PICK_PICKUP; |
1298 | continue; |
1204 | continue; |
1299 | } |
1205 | } |
1300 | |
1206 | |
1301 | /* bows and arrows. Bows are good for selling! */ |
1207 | /* bows and arrows. Bows are good for selling! */ |
1302 | if (op->contr->mode & PU_BOW) |
1208 | if (op->contr->mode & PU_BOW) |
1303 | if (tmp->type == BOW) |
1209 | if (tmp->type == BOW) |
1304 | { |
1210 | { |
1305 | pick_up (op, tmp); |
1211 | CHK_PICK_PICKUP; |
1306 | continue; |
1212 | continue; |
1307 | } |
1213 | } |
1308 | |
1214 | |
1309 | if (op->contr->mode & PU_ARROW) |
1215 | if (op->contr->mode & PU_ARROW) |
1310 | if (tmp->type == ARROW) |
1216 | if (tmp->type == ARROW) |
1311 | { |
1217 | { |
1312 | pick_up (op, tmp); |
1218 | CHK_PICK_PICKUP; |
1313 | continue; |
1219 | continue; |
1314 | } |
1220 | } |
1315 | |
1221 | |
1316 | /* all kinds of armor etc. */ |
1222 | /* all kinds of armor etc. */ |
1317 | if (op->contr->mode & PU_ARMOUR) |
1223 | if (op->contr->mode & PU_ARMOUR) |
1318 | if (tmp->type == ARMOUR) |
1224 | if (tmp->type == ARMOUR) |
1319 | { |
1225 | { |
1320 | pick_up (op, tmp); |
1226 | CHK_PICK_PICKUP; |
1321 | continue; |
1227 | continue; |
1322 | } |
1228 | } |
1323 | |
1229 | |
1324 | if (op->contr->mode & PU_HELMET) |
1230 | if (op->contr->mode & PU_HELMET) |
1325 | if (tmp->type == HELMET) |
1231 | if (tmp->type == HELMET) |
1326 | { |
1232 | { |
1327 | pick_up (op, tmp); |
1233 | CHK_PICK_PICKUP; |
1328 | continue; |
1234 | continue; |
1329 | } |
1235 | } |
1330 | |
1236 | |
1331 | if (op->contr->mode & PU_SHIELD) |
1237 | if (op->contr->mode & PU_SHIELD) |
1332 | if (tmp->type == SHIELD) |
1238 | if (tmp->type == SHIELD) |
1333 | { |
1239 | { |
1334 | pick_up (op, tmp); |
1240 | CHK_PICK_PICKUP; |
1335 | continue; |
1241 | continue; |
1336 | } |
1242 | } |
1337 | |
1243 | |
1338 | if (op->contr->mode & PU_BOOTS) |
1244 | if (op->contr->mode & PU_BOOTS) |
1339 | if (tmp->type == BOOTS) |
1245 | if (tmp->type == BOOTS) |
1340 | { |
1246 | { |
1341 | pick_up (op, tmp); |
1247 | CHK_PICK_PICKUP; |
1342 | continue; |
1248 | continue; |
1343 | } |
1249 | } |
1344 | |
1250 | |
1345 | if (op->contr->mode & PU_GLOVES) |
1251 | if (op->contr->mode & PU_GLOVES) |
1346 | if (tmp->type == GLOVES) |
1252 | if (tmp->type == GLOVES) |
1347 | { |
1253 | { |
1348 | pick_up (op, tmp); |
1254 | CHK_PICK_PICKUP; |
1349 | continue; |
1255 | continue; |
1350 | } |
1256 | } |
1351 | |
1257 | |
1352 | if (op->contr->mode & PU_CLOAK) |
1258 | if (op->contr->mode & PU_CLOAK) |
1353 | if (tmp->type == CLOAK) |
1259 | if (tmp->type == CLOAK) |
1354 | { |
1260 | { |
1355 | pick_up (op, tmp); |
1261 | CHK_PICK_PICKUP; |
1356 | continue; |
1262 | continue; |
1357 | } |
1263 | } |
1358 | |
1264 | |
1359 | /* hoping to catch throwing daggers here */ |
1265 | /* hoping to catch throwing daggers here */ |
1360 | if (op->contr->mode & PU_MISSILEWEAPON) |
1266 | if (op->contr->mode & PU_MISSILEWEAPON) |
1361 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1267 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1362 | { |
1268 | { |
1363 | pick_up (op, tmp); |
1269 | CHK_PICK_PICKUP; |
1364 | continue; |
1270 | continue; |
1365 | } |
1271 | } |
1366 | |
1272 | |
1367 | /* careful: chairs and tables are weapons! */ |
1273 | /* careful: chairs and tables are weapons! */ |
1368 | if (op->contr->mode & PU_ALLWEAPON) |
1274 | if (op->contr->mode & PU_ALLWEAPON) |
1369 | { |
1275 | { |
1370 | if (tmp->type == WEAPON && tmp->name != NULL) |
1276 | if (tmp->type == WEAPON && tmp->name != NULL) |
1371 | { |
1277 | { |
1372 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
1278 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
1373 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1279 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1374 | { |
1280 | { |
1375 | pick_up (op, tmp); |
1281 | CHK_PICK_PICKUP; |
1376 | continue; |
1282 | continue; |
1377 | } |
1283 | } |
1378 | } |
1284 | } |
1379 | |
1285 | |
1380 | if (tmp->type == WEAPON && tmp->name == NULL) |
1286 | if (tmp->type == WEAPON && tmp->name == NULL) |
1381 | { |
1287 | { |
1382 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
1288 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
1383 | { |
1289 | { |
1384 | pick_up (op, tmp); |
1290 | CHK_PICK_PICKUP; |
1385 | continue; |
1291 | continue; |
1386 | } |
1292 | } |
1387 | } |
1293 | } |
1388 | } |
1294 | } |
1389 | |
1295 | |
1390 | /* misc stuff that's useful */ |
1296 | /* misc stuff that's useful */ |
1391 | if (op->contr->mode & PU_KEY) |
1297 | if (op->contr->mode & PU_KEY) |
1392 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1298 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1393 | { |
1299 | { |
1394 | pick_up (op, tmp); |
1300 | CHK_PICK_PICKUP; |
1395 | continue; |
1301 | continue; |
1396 | } |
1302 | } |
1397 | |
1303 | |
1398 | /* any of the last 4 bits set means we use the ratio for value |
1304 | /* any of the last 4 bits set means we use the ratio for value |
1399 | * pickups */ |
1305 | * pickups */ |
1400 | if (op->contr->mode & PU_RATIO) |
1306 | if (op->contr->mode & PU_RATIO) |
1401 | { |
1307 | { |
1402 | /* use value density to decide what else to grab */ |
1308 | /* use value density to decide what else to grab */ |
1403 | /* >=7 was >= op->contr->mode */ |
1309 | /* >=7 was >= op->contr->mode */ |
1404 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1310 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1405 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1311 | */ |
1406 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1312 | wvratio = op->contr->mode & PU_RATIO; |
1407 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
1313 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1408 | { |
1314 | { |
1409 | pick_up (op, tmp); |
1315 | CHK_PICK_PICKUP; |
1410 | #if 0 |
1316 | #if 0 |
1411 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1317 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1412 | if (tmp->name != NULL) |
1318 | if (tmp->name != NULL) |
1413 | { |
1319 | { |
1414 | fprintf (stderr, "%s", tmp->name); |
1320 | fprintf (stderr, "%s", tmp->name); |
1415 | } |
1321 | } |
1416 | else |
1322 | else |
1417 | fprintf (stderr, "%s", tmp->arch->name); |
1323 | fprintf (stderr, "%s", tmp->arch->archname); |
1418 | fprintf (stderr, ",%d] = ", tmp->type); |
1324 | fprintf (stderr, ",%d] = ", tmp->type); |
1419 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1325 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1420 | #endif |
1326 | #endif |
1421 | continue; |
1327 | continue; |
1422 | } |
1328 | } |
… | |
… | |
1433 | * found object is returned. |
1339 | * found object is returned. |
1434 | */ |
1340 | */ |
1435 | object * |
1341 | object * |
1436 | find_arrow (object *op, const char *type) |
1342 | find_arrow (object *op, const char *type) |
1437 | { |
1343 | { |
1438 | object *tmp = NULL; |
|
|
1439 | |
|
|
1440 | for (op = op->inv; op; op = op->below) |
1344 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1441 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1442 | tmp = find_arrow (op, type); |
|
|
1443 | else if (op->type == ARROW && op->race == type) |
1345 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1346 | return splay (tmp); |
|
|
1347 | |
|
|
1348 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1349 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1350 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1351 | { |
|
|
1352 | splay (tmp); |
1444 | return op; |
1353 | return arrow; |
|
|
1354 | } |
|
|
1355 | |
1445 | return tmp; |
1356 | return 0; |
1446 | } |
1357 | } |
1447 | |
1358 | |
1448 | /* |
1359 | /* |
1449 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1360 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1450 | * against the target. A full test is not performed, simply a basic test |
1361 | * against the target. A full test is not performed, simply a basic test |
1451 | * of resistances. The archer is making a quick guess at what he sees down |
1362 | * of resistances. The archer is making a quick guess at what he sees down |
1452 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1363 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1453 | */ |
1364 | */ |
1454 | |
|
|
1455 | object * |
1365 | object * |
1456 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1366 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1457 | { |
1367 | { |
1458 | object *tmp = NULL, *arrow, *ntmp; |
1368 | object *tmp = NULL, *arrow, *ntmp; |
1459 | int attacknum, attacktype, betterby = 0, i; |
1369 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1474 | } |
1384 | } |
1475 | } |
1385 | } |
1476 | else if (arrow->type == ARROW && arrow->race == type) |
1386 | else if (arrow->type == ARROW && arrow->race == type) |
1477 | { |
1387 | { |
1478 | /* allways prefer assasination/slaying */ |
1388 | /* allways prefer assasination/slaying */ |
1479 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1389 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1480 | { |
1390 | { |
1481 | if (arrow->attacktype & AT_DEATH) |
1391 | if (arrow->attacktype & AT_DEATH) |
1482 | { |
1392 | { |
1483 | *better = 100; |
1393 | *better = 100; |
1484 | return arrow; |
1394 | return arrow; |
… | |
… | |
1492 | else |
1402 | else |
1493 | { |
1403 | { |
1494 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1404 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1495 | { |
1405 | { |
1496 | attacktype = 1 << attacknum; |
1406 | attacktype = 1 << attacknum; |
1497 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1407 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1498 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1408 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1499 | { |
1409 | { |
1500 | tmp = arrow; |
1410 | tmp = arrow; |
1501 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1411 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1502 | } |
1412 | } |
1503 | } |
1413 | } |
1504 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1414 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1505 | { |
1415 | { |
1506 | tmp = arrow; |
1416 | tmp = arrow; |
… | |
… | |
1512 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1422 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1513 | } |
1423 | } |
1514 | } |
1424 | } |
1515 | } |
1425 | } |
1516 | } |
1426 | } |
|
|
1427 | |
1517 | if (tmp == NULL && arrow == NULL) |
1428 | if (tmp == NULL && arrow == NULL) |
1518 | return find_arrow (op, type); |
1429 | return find_arrow (op, type); |
1519 | |
1430 | |
1520 | *better = betterby; |
1431 | *better = betterby; |
1521 | return tmp; |
1432 | return tmp; |
… | |
… | |
1525 | * find_better_arrow to find a decent arrow to use. |
1436 | * find_better_arrow to find a decent arrow to use. |
1526 | * op = the shooter |
1437 | * op = the shooter |
1527 | * type = bow->race |
1438 | * type = bow->race |
1528 | * dir = fire direction |
1439 | * dir = fire direction |
1529 | */ |
1440 | */ |
1530 | |
|
|
1531 | object * |
1441 | object * |
1532 | pick_arrow_target (object *op, const char *type, int dir) |
1442 | pick_arrow_target (object *op, const char *type, int dir) |
1533 | { |
1443 | { |
1534 | object *tmp = NULL; |
1444 | object *tmp = NULL; |
1535 | maptile *m; |
1445 | maptile *m; |
… | |
… | |
1600 | */ |
1510 | */ |
1601 | int |
1511 | int |
1602 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1512 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1603 | { |
1513 | { |
1604 | object *left, *bow; |
1514 | object *left, *bow; |
1605 | int bowspeed, mflags; |
1515 | int mflags; |
1606 | maptile *m; |
1516 | maptile *m; |
1607 | |
1517 | |
1608 | if (!dir) |
1518 | if (!dir) |
1609 | { |
1519 | { |
1610 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1520 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1611 | return 0; |
1521 | return 0; |
1612 | } |
1522 | } |
1613 | |
1523 | |
1614 | if (op->type == PLAYER) |
1524 | if (op->contr) |
1615 | bow = op->contr->ranges[range_bow]; |
1525 | bow = op->current_weapon; |
1616 | else |
1526 | else |
1617 | { |
1527 | { |
1618 | for (bow = op->inv; bow; bow = bow->below) |
1528 | for (bow = op->inv; bow; bow = bow->below) |
1619 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1529 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1620 | * don't need to switch back and forth between bows and weapons. |
1530 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1625 | if (!bow) |
1535 | if (!bow) |
1626 | { |
1536 | { |
1627 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1537 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1628 | return 0; |
1538 | return 0; |
1629 | } |
1539 | } |
|
|
1540 | |
|
|
1541 | // optimisation: move object to top so we will find it quickly again |
|
|
1542 | if (bow->below) |
|
|
1543 | { |
|
|
1544 | bow->remove (); |
|
|
1545 | op->insert (bow); |
|
|
1546 | } |
|
|
1547 | |
1630 | } |
1548 | } |
1631 | |
1549 | |
1632 | if (!bow->race || !bow->skill) |
1550 | if (!bow->race || !bow->skill) |
1633 | { |
1551 | { |
1634 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1552 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1635 | return 0; |
1553 | return 0; |
1636 | } |
1554 | } |
1637 | |
|
|
1638 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1639 | |
|
|
1640 | /* penalize ROF for bestarrow */ |
|
|
1641 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1642 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1643 | |
|
|
1644 | if (bowspeed < 1) |
|
|
1645 | bowspeed = 1; |
|
|
1646 | |
1555 | |
1647 | if (arrow == NULL) |
1556 | if (arrow == NULL) |
1648 | { |
1557 | { |
1649 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1558 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1650 | { |
1559 | { |
1651 | if (op->type == PLAYER) |
1560 | if (op->type == PLAYER) |
1652 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1561 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1653 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1562 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1654 | else |
1563 | else |
1655 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1564 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1565 | |
1656 | return 0; |
1566 | return 0; |
1657 | } |
1567 | } |
1658 | } |
1568 | } |
1659 | |
1569 | |
1660 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1570 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1668 | } |
1578 | } |
1669 | |
1579 | |
1670 | /* this should not happen, but sometimes does */ |
1580 | /* this should not happen, but sometimes does */ |
1671 | if (arrow->nrof == 0) |
1581 | if (arrow->nrof == 0) |
1672 | { |
1582 | { |
|
|
1583 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1673 | arrow->destroy (); |
1584 | arrow->destroy (true); |
1674 | return 0; |
1585 | return 0; |
1675 | } |
1586 | } |
1676 | |
1587 | |
1677 | left = arrow; /* these are arrows left to the player */ |
1588 | left = arrow; /* these are arrows left to the player */ |
1678 | arrow = get_split_ob (arrow, 1); |
1589 | arrow = arrow->split (); |
1679 | if (!arrow) |
1590 | if (!arrow) |
1680 | { |
1591 | { |
1681 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1682 | return 0; |
1593 | return 0; |
1683 | } |
1594 | } |
1684 | |
1595 | |
1685 | arrow->set_owner (op); |
1596 | arrow->set_owner (op); |
1686 | arrow->skill = bow->skill; |
1597 | arrow->skill = bow->skill; |
1687 | arrow->direction = dir; |
1598 | arrow->direction = dir; |
1688 | |
1599 | |
|
|
1600 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1601 | arrow->stats.hp = arrow->stats.dam; |
|
|
1602 | arrow->stats.grace = arrow->attacktype; |
|
|
1603 | |
|
|
1604 | if (arrow->slaying) |
|
|
1605 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1606 | |
|
|
1607 | #if 0 |
|
|
1608 | if (player *pl = op->contr) |
|
|
1609 | { |
|
|
1610 | float speed = pl->weapon_sp; |
|
|
1611 | |
|
|
1612 | /* penalize ROF for bestarrow */ |
|
|
1613 | if (pl->bowtype == bow_bestarrow) |
|
|
1614 | speed *= .9f; |
|
|
1615 | else |
|
|
1616 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1617 | |
|
|
1618 | op->speed_left += speed - op->speed; |
|
|
1619 | } |
|
|
1620 | #endif |
|
|
1621 | |
|
|
1622 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1623 | |
|
|
1624 | /* update the speed */ |
|
|
1625 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1626 | + bow->stats.dam / 7.f; |
|
|
1627 | |
|
|
1628 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1629 | arrow->speed_left = 0; |
|
|
1630 | |
|
|
1631 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1632 | |
1689 | if (op->type == PLAYER) |
1633 | if (op->type == PLAYER) |
1690 | { |
1634 | { |
1691 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1692 | op->update_stats (); |
|
|
1693 | } |
|
|
1694 | |
|
|
1695 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1696 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1697 | arrow->stats.hp = arrow->stats.dam; |
|
|
1698 | arrow->stats.grace = arrow->attacktype; |
|
|
1699 | if (arrow->slaying != NULL) |
|
|
1700 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1701 | |
|
|
1702 | /* Note that this was different for monsters - they got their level |
|
|
1703 | * added to the damage. I think the strength bonus is more proper. |
|
|
1704 | */ |
|
|
1705 | |
|
|
1706 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1707 | |
|
|
1708 | /* update the speed */ |
|
|
1709 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1710 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1711 | |
|
|
1712 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1713 | arrow->speed_left = 0; |
|
|
1714 | |
|
|
1715 | if (op->type == PLAYER) |
|
|
1716 | { |
|
|
1717 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1718 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1719 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1720 | |
|
|
1721 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1635 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1636 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1637 | |
|
|
1638 | if (!arrow->slaying) |
|
|
1639 | arrow->slaying = op->slaying; |
|
|
1640 | |
|
|
1641 | arrow->attacktype |= op->attacktype; |
1722 | } |
1642 | } |
1723 | else |
1643 | else |
1724 | { |
1644 | { |
1725 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1726 | arrow->level = op->level; |
1645 | arrow->level = op->level; |
1727 | } |
1646 | arrow->stats.wc -= bow->magic; |
1728 | |
1647 | |
1729 | if (arrow->attacktype == AT_PHYSICAL) |
1648 | if (!arrow->slaying) |
|
|
1649 | arrow->slaying = bow->slaying; |
|
|
1650 | |
1730 | arrow->attacktype |= bow->attacktype; |
1651 | arrow->attacktype |= bow->attacktype; |
|
|
1652 | } |
1731 | |
1653 | |
1732 | if (bow->slaying) |
1654 | wc -= arrow->level; |
1733 | arrow->slaying = bow->slaying; |
1655 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1734 | |
1656 | |
|
|
1657 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1735 | arrow->move_type = MOVE_FLY_LOW; |
1658 | arrow->move_type = MOVE_FLY_LOW; |
1736 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1659 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1737 | |
1660 | |
1738 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1661 | op->play_sound (sound_find ("fire_arrow")); |
1739 | m->insert (arrow, sx, sy, op); |
1662 | m->insert (arrow, sx, sy, op); |
1740 | |
1663 | |
1741 | if (!arrow->destroyed ()) |
1664 | if (!arrow->destroyed ()) |
1742 | move_arrow (arrow); |
1665 | move_arrow (arrow); |
1743 | |
|
|
1744 | if (op->type == PLAYER) |
|
|
1745 | { |
|
|
1746 | if (left->destroyed ()) |
|
|
1747 | esrv_del_item (op->contr, left->count); |
|
|
1748 | else |
|
|
1749 | esrv_send_item (op, left); |
|
|
1750 | } |
|
|
1751 | |
1666 | |
1752 | return 1; |
1667 | return 1; |
1753 | } |
1668 | } |
1754 | |
1669 | |
1755 | /* Special fire code for players - this takes into |
1670 | /* Special fire code for players - this takes into |
… | |
… | |
1764 | { |
1679 | { |
1765 | int ret = 0, wcmod = 0; |
1680 | int ret = 0, wcmod = 0; |
1766 | |
1681 | |
1767 | if (op->contr->bowtype == bow_bestarrow) |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1768 | { |
1683 | { |
1769 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1684 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1770 | } |
1685 | } |
1771 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1686 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1772 | { |
1687 | { |
1773 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1774 | wcmod = -1; |
1689 | wcmod = -1; |
… | |
… | |
1784 | else if (op->contr->bowtype == bow_spreadshot) |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1785 | { |
1700 | { |
1786 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1701 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1787 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1702 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1788 | 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); |
1789 | |
|
|
1790 | } |
1704 | } |
1791 | else |
1705 | else |
1792 | { |
1706 | { |
1793 | /* Simple case */ |
1707 | /* Simple case */ |
1794 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1708 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1795 | } |
1709 | } |
|
|
1710 | |
1796 | return ret; |
1711 | return ret; |
1797 | } |
1712 | } |
1798 | |
|
|
1799 | |
1713 | |
1800 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1714 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1801 | * Broken apart from 'fire' to keep it more readable. |
1715 | * Broken apart from 'fire' to keep it more readable. |
1802 | */ |
1716 | */ |
1803 | void |
1717 | void |
1804 | fire_misc_object (object *op, int dir) |
1718 | fire_misc_object (object *op, int dir) |
1805 | { |
1719 | { |
1806 | object *item; |
1720 | object *item = op->contr->ranged_ob; |
1807 | |
1721 | |
1808 | if (!op->contr->ranges[range_misc]) |
1722 | if (!item) |
1809 | { |
1723 | { |
1810 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1724 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1811 | return; |
1725 | return; |
1812 | } |
1726 | } |
1813 | |
1727 | |
1814 | item = op->contr->ranges[range_misc]; |
|
|
1815 | if (!item->inv) |
1728 | if (!item->inv) |
1816 | { |
1729 | { |
1817 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1730 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1818 | return; |
1731 | return; |
1819 | } |
1732 | } |
|
|
1733 | |
|
|
1734 | if (!op->change_weapon (item)) |
|
|
1735 | return; |
|
|
1736 | |
1820 | if (item->type == WAND) |
1737 | if (item->type == WAND) |
1821 | { |
1738 | { |
1822 | if (item->stats.food <= 0) |
1739 | if (item->stats.food <= 0) |
1823 | { |
1740 | { |
1824 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1741 | op->contr->play_sound (sound_find ("wand_poof")); |
1825 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1742 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1743 | |
1826 | return; |
1744 | return; |
1827 | } |
1745 | } |
1828 | } |
1746 | } |
1829 | else if (item->type == ROD || item->type == HORN) |
1747 | else if (item->type == ROD || item->type == HORN) |
1830 | { |
1748 | { |
1831 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1749 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1750 | |
|
|
1751 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1752 | // for a rod or horn, this fixes some broken rods. |
|
|
1753 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1832 | { |
1754 | { |
1833 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1755 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1756 | |
1834 | if (item->type == ROD) |
1757 | if (item->type == ROD) |
1835 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1758 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1836 | else |
1759 | else |
1837 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1760 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1761 | |
1838 | return; |
1762 | return; |
1839 | } |
1763 | } |
1840 | } |
1764 | } |
1841 | |
1765 | |
1842 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1849 | object *tmp; |
1773 | object *tmp; |
1850 | |
1774 | |
1851 | if (item->arch) |
1775 | if (item->arch) |
1852 | { |
1776 | { |
1853 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1777 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1854 | item->face = item->arch->clone.face; |
1778 | item->face = item->arch->face; |
1855 | item->set_speed (0); |
1779 | item->set_speed (0); |
1856 | } |
1780 | } |
1857 | |
1781 | |
1858 | if ((tmp = item->in_player ())) |
1782 | if (object *pl = item->visible_to ()) |
1859 | esrv_update_item (UPD_ANIM, tmp, item); |
1783 | esrv_update_item (UPD_ANIM, pl, item); |
1860 | } |
1784 | } |
1861 | } |
1785 | } |
1862 | else if (item->type == ROD || item->type == HORN) |
1786 | else if (item->type == ROD || item->type == HORN) |
1863 | drain_rod_charge (item); |
1787 | drain_rod_charge (item); |
1864 | } |
1788 | } |
1865 | } |
1789 | } |
1866 | |
1790 | |
1867 | /* Received a fire command for the player - go and do it. |
1791 | /* Received a fire command for the player - go and do it. |
1868 | */ |
1792 | */ |
1869 | void |
1793 | bool |
1870 | fire (object *op, int dir) |
1794 | fire (object *op, int dir) |
1871 | { |
1795 | { |
1872 | int spellcost = 0; |
1796 | int spellcost = 0; |
1873 | |
1797 | |
1874 | /* check for loss of invisiblity/hide */ |
1798 | /* check for loss of invisiblity/hide */ |
1875 | if (action_makes_visible (op)) |
1799 | if (action_makes_visible (op)) |
1876 | make_visible (op); |
1800 | make_visible (op); |
1877 | |
1801 | |
1878 | switch (op->contr->shoottype) |
1802 | player *pl = op->contr; |
|
|
1803 | |
|
|
1804 | if (pl->golem) |
|
|
1805 | { |
|
|
1806 | control_golem (op->contr->golem, dir); |
|
|
1807 | return false; |
1879 | { |
1808 | } |
1880 | case range_none: |
|
|
1881 | return; |
|
|
1882 | |
1809 | |
1883 | case range_bow: |
1810 | object *ob = pl->ranged_ob; |
|
|
1811 | |
|
|
1812 | if (!ob) |
|
|
1813 | return false; |
|
|
1814 | |
|
|
1815 | if (!op->change_weapon (ob)) |
|
|
1816 | return false; |
|
|
1817 | |
|
|
1818 | if (op->speed_left > 0.f) |
|
|
1819 | --op->speed_left; |
|
|
1820 | else |
|
|
1821 | return false; |
|
|
1822 | |
|
|
1823 | switch (ob->type) |
|
|
1824 | { |
|
|
1825 | case BOW: |
1884 | player_fire_bow (op, dir); |
1826 | player_fire_bow (op, dir); |
1885 | return; |
1827 | break; |
1886 | |
1828 | |
1887 | case range_magic: /* Casting spells */ |
1829 | case SPELL: |
1888 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1830 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1889 | return; |
1831 | break; |
1890 | |
1832 | |
1891 | case range_misc: |
1833 | case BUILDER: |
|
|
1834 | apply_map_builder (op, dir); |
|
|
1835 | break; |
|
|
1836 | |
|
|
1837 | case SKILL: |
|
|
1838 | do_skill (op, op, ob, dir, 0); |
|
|
1839 | break; |
|
|
1840 | |
|
|
1841 | default: |
1892 | fire_misc_object (op, dir); |
1842 | fire_misc_object (op, dir); |
1893 | return; |
1843 | break; |
1894 | |
|
|
1895 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1896 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1897 | { |
|
|
1898 | op->contr->ranges[range_golem] = 0; |
|
|
1899 | op->contr->shoottype = range_none; |
|
|
1900 | } |
|
|
1901 | else |
|
|
1902 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1903 | return; |
|
|
1904 | |
|
|
1905 | case range_skill: |
|
|
1906 | if (!op->chosen_skill) |
|
|
1907 | { |
|
|
1908 | if (op->type == PLAYER) |
|
|
1909 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1910 | return; |
|
|
1911 | } |
|
|
1912 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1913 | return; |
|
|
1914 | case range_builder: |
|
|
1915 | apply_map_builder (op, dir); |
|
|
1916 | return; |
|
|
1917 | default: |
|
|
1918 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1919 | return; |
|
|
1920 | } |
1844 | } |
1921 | } |
|
|
1922 | |
1845 | |
1923 | |
1846 | return true; |
|
|
1847 | } |
1924 | |
1848 | |
1925 | /* find_key |
1849 | /* find_key |
1926 | * We try to find a key for the door as passed. If we find a key |
1850 | * We try to find a key for the door as passed. If we find a key |
1927 | * and successfully use it, we return the key, otherwise NULL |
1851 | * and successfully use it, we return the key, otherwise NULL |
1928 | * This function merges both normal and locked door, since the logic |
1852 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1930 | * pl is the player, |
1854 | * pl is the player, |
1931 | * inv is the objects inventory to searched |
1855 | * inv is the objects inventory to searched |
1932 | * door is the door we are trying to match against. |
1856 | * door is the door we are trying to match against. |
1933 | * This function can be called recursively to search containers. |
1857 | * This function can be called recursively to search containers. |
1934 | */ |
1858 | */ |
1935 | |
|
|
1936 | object * |
1859 | object * |
1937 | find_key (object *pl, object *container, object *door) |
1860 | find_key (object *pl, object *container, object *door) |
1938 | { |
1861 | { |
1939 | object *tmp, *key; |
1862 | object *tmp, *key; |
1940 | |
1863 | |
1941 | /* Should not happen, but sanity checking is never bad */ |
1864 | /* Should not happen, but sanity checking is never bad */ |
1942 | if (container->inv == NULL) |
1865 | if (!container->inv) |
1943 | return NULL; |
1866 | return 0; |
1944 | |
1867 | |
1945 | /* First, lets try to find a key in the top level inventory */ |
1868 | /* First, lets try to find a key in the top level inventory */ |
1946 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1947 | { |
1870 | { |
1948 | if (door->type == DOOR && tmp->type == KEY) |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1949 | break; |
1872 | break; |
1950 | /* For sanity, we should really check door type, but other stuff |
1873 | /* For sanity, we should really check door type, but other stuff |
1951 | * (like containers) can be locked with special keys |
1874 | * (like containers) can be locked with special keys |
1952 | */ |
1875 | */ |
1953 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1954 | break; |
1877 | break; |
1955 | } |
1878 | } |
|
|
1879 | |
1956 | /* No key found - lets search inventories now */ |
1880 | /* No key found - lets search inventories now */ |
1957 | /* If we find and use a key in an inventory, return at that time. |
1881 | /* If we find and use a key in an inventory, return at that time. |
1958 | * otherwise, if we search all the inventories and still don't find |
1882 | * otherwise, if we search all the inventories and still don't find |
1959 | * a key, return |
1883 | * a key, return |
1960 | */ |
1884 | */ |
1961 | if (!tmp) |
1885 | if (!tmp) |
1962 | { |
1886 | { |
1963 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1964 | { |
1888 | { |
1965 | /* No reason to search empty containers */ |
1889 | /* No reason to search empty containers */ |
1966 | if (tmp->type == CONTAINER && tmp->inv) |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1967 | { |
1891 | { |
1968 | if ((key = find_key (pl, tmp, door)) != NULL) |
1892 | if ((key = find_key (pl, tmp, door))) |
1969 | return key; |
1893 | return key; |
1970 | } |
1894 | } |
1971 | } |
1895 | } |
|
|
1896 | |
1972 | if (!tmp) |
1897 | if (!tmp) |
1973 | return NULL; |
1898 | return NULL; |
1974 | } |
1899 | } |
|
|
1900 | |
1975 | /* We get down here if we have found a key. Now if its in a container, |
1901 | /* We get down here if we have found a key. Now if its in a container, |
1976 | * see if we actually want to use it |
1902 | * see if we actually want to use it |
1977 | */ |
1903 | */ |
1978 | if (pl != container) |
1904 | if (pl != container) |
1979 | { |
1905 | { |
… | |
… | |
2000 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
2001 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1927 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
2002 | return NULL; |
1928 | return NULL; |
2003 | } |
1929 | } |
2004 | } |
1930 | } |
|
|
1931 | |
2005 | return tmp; |
1932 | return tmp; |
2006 | } |
1933 | } |
2007 | |
1934 | |
2008 | /* moved door processing out of move_player_attack. |
1935 | /* moved door processing out of move_player_attack. |
2009 | * returns 1 if player has opened the door with a key |
1936 | * returns 1 if player has opened the door with a key |
… | |
… | |
2011 | * 0 otherwise |
1938 | * 0 otherwise |
2012 | */ |
1939 | */ |
2013 | static int |
1940 | static int |
2014 | player_attack_door (object *op, object *door) |
1941 | player_attack_door (object *op, object *door) |
2015 | { |
1942 | { |
2016 | /* If its a door, try to find a use a key. If we do destroy the door, |
1943 | /* If its a door, try to find a key. If we do destroy the door, |
2017 | * might as well return immediately as there is nothing more to do - |
1944 | * might as well return immediately as there is nothing more to do - |
2018 | * otherwise, we fall through to the rest of the code. |
1945 | * otherwise, we fall through to the rest of the code. |
2019 | */ |
1946 | */ |
2020 | object *key = find_key (op, op, door); |
1947 | object *key = find_key (op, op, door); |
2021 | |
1948 | |
2022 | /* IF we found a key, do some extra work */ |
1949 | /* If we found a key, do some extra work */ |
2023 | if (key) |
1950 | if (key) |
2024 | { |
1951 | { |
2025 | object *container = key->env; |
1952 | object *container = key->env; |
2026 | |
1953 | |
2027 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2028 | if (action_makes_visible (op)) |
1954 | if (action_makes_visible (op)) |
2029 | make_visible (op); |
1955 | make_visible (op); |
|
|
1956 | |
2030 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1957 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2031 | spring_trap (door->inv, op); |
1958 | spring_trap (door->inv, op); |
|
|
1959 | |
2032 | if (door->type == DOOR) |
1960 | if (door->type == DOOR) |
2033 | { |
|
|
2034 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1961 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2035 | } |
|
|
2036 | else if (door->type == LOCKED_DOOR) |
1962 | else if (door->type == LOCKED_DOOR) |
2037 | { |
1963 | { |
2038 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1964 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2039 | remove_door2 (door); /* remove door without violence ;-) */ |
1965 | remove_door2 (door); /* remove door without violence ;-) */ |
2040 | } |
1966 | } |
|
|
1967 | |
2041 | /* Do this after we print the message */ |
1968 | /* Do this after we print the message */ |
2042 | decrease_ob (key); /* Use up one of the keys */ |
1969 | key->decrease (); /* Use up one of the keys */ |
2043 | /* Need to update the weight the container the key was in */ |
1970 | |
2044 | if (container != op) |
|
|
2045 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2046 | return 1; /* Nothing more to do below */ |
1971 | return 1; /* Nothing more to do below */ |
2047 | } |
1972 | } |
2048 | else if (door->type == LOCKED_DOOR) |
1973 | else if (door->type == LOCKED_DOOR) |
2049 | { |
1974 | { |
2050 | /* Might as well return now - no other way to open this */ |
1975 | /* Might as well return now - no other way to open this */ |
2051 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1976 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2052 | return 1; |
1977 | return 1; |
2053 | } |
1978 | } |
|
|
1979 | |
2054 | return 0; |
1980 | return 0; |
2055 | } |
1981 | } |
2056 | |
1982 | |
2057 | /* This function is just part of a breakup from move_player. |
1983 | /* This function is just part of a breakup from move_player. |
2058 | * It should keep the code cleaner. |
1984 | * It should keep the code cleaner. |
2059 | * When this is called, the players direction has been updated |
1985 | * When this is called, the players direction has been updated |
2060 | * (taking into account confusion.) The player is also actually |
1986 | * (taking into account confusion.) The player is also actually |
2061 | * going to try and move (not fire weapons). |
1987 | * going to try and move (not fire weapons). |
2062 | */ |
1988 | */ |
2063 | void |
1989 | bool |
2064 | move_player_attack (object *op, int dir) |
1990 | move_player_attack (object *op, int dir) |
2065 | { |
1991 | { |
2066 | object *tmp, *mon; |
|
|
2067 | sint16 nx, ny; |
|
|
2068 | int on_battleground; |
1992 | int on_battleground; |
2069 | maptile *m; |
|
|
2070 | |
1993 | |
2071 | nx = freearr_x[dir] + op->x; |
1994 | sint16 nx = freearr_x[dir] + op->x; |
2072 | ny = freearr_y[dir] + op->y; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
2073 | |
1996 | |
2074 | on_battleground = op_on_battleground (op, 0, 0); |
1997 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1998 | |
|
|
1999 | if (out_of_map (op->map, nx, ny)) |
|
|
2000 | 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 | } |
2075 | |
2007 | |
2076 | /* If braced, or can't move to the square, and it is not out of the |
2008 | /* If braced, or can't move to the square, and it is not out of the |
2077 | * map, attack it. Note order of if statement is important - don't |
2009 | * map, attack it. Note order of if statement is important - don't |
2078 | * want to be calling move_ob if braced, because move_ob will move the |
2010 | * want to be calling move_ob if braced, because move_ob will move the |
2079 | * player. This is a pretty nasty hack, because if we could |
2011 | * player. This is a pretty nasty hack, because if we could |
2080 | * move to some space, it then means that if we are braced, we should |
2012 | * move to some space, it then means that if we are braced, we should |
2081 | * do nothing at all. As it is, if we are braced, we go through |
2013 | * do nothing at all. As it is, if we are braced, we go through |
2082 | * quite a bit of processing. However, it probably is less than what |
2014 | * quite a bit of processing. However, it probably is less than what |
2083 | * move_ob uses. |
2015 | * move_ob uses. |
2084 | */ |
2016 | */ |
2085 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2086 | { |
|
|
2087 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2088 | { |
|
|
2089 | m = op->map->xy_find (nx, ny); |
2017 | maptile *m = op->map->xy_find (nx, ny); |
2090 | if (!m) |
|
|
2091 | return; /* Don't think this should happen */ |
|
|
2092 | } |
|
|
2093 | else |
|
|
2094 | m = op->map; |
|
|
2095 | |
2018 | |
2096 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2097 | return; |
|
|
2098 | |
|
|
2099 | mon = 0; |
|
|
2100 | /* Go through all the objects, and find ones of interest. Only stop if |
2019 | /* Go through all the objects, and find ones of interest. Only stop if |
2101 | * we find a monster - that is something we know we want to attack. |
2020 | * we find a monster - that is something we know we want to attack. |
2102 | * if its a door or barrel (can roll) see if there may be monsters |
2021 | * if its a door or barrel (can roll) see if there may be monsters |
2103 | * on the space |
2022 | * on the space |
2104 | */ |
2023 | */ |
2105 | while (tmp) |
2024 | object *mon; |
2106 | { |
2025 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2107 | if (tmp == op) |
2026 | { |
2108 | { |
2027 | if ((mon->flag [FLAG_ALIVE] |
2109 | tmp = tmp->above; |
2028 | || mon->type == LOCKED_DOOR |
2110 | continue; |
2029 | || mon->flag [FLAG_CAN_ROLL]) |
2111 | } |
|
|
2112 | |
|
|
2113 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2114 | { |
|
|
2115 | mon = tmp; |
2030 | && mon != op) |
2116 | break; |
2031 | break; |
2117 | } |
2032 | } |
2118 | |
2033 | |
2119 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2120 | mon = tmp; |
|
|
2121 | |
|
|
2122 | tmp = tmp->above; |
|
|
2123 | } |
|
|
2124 | |
|
|
2125 | if (!mon) /* This happens anytime the player tries to move */ |
2034 | if (!mon) /* This happens anytime the player tries to move */ |
2126 | return; /* into a wall */ |
2035 | return false; /* into a wall */ |
2127 | |
2036 | |
2128 | if (mon->head) |
|
|
2129 | mon = mon->head; |
2037 | mon = mon->head_ (); |
2130 | |
2038 | |
2131 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
2039 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2040 | if (op->contr->weapon_sp_left > 0.f) |
2132 | if (player_attack_door (op, mon)) |
2041 | if (player_attack_door (op, mon)) |
|
|
2042 | { |
|
|
2043 | --op->contr->weapon_sp_left; |
2133 | return; |
2044 | return true; |
|
|
2045 | } |
2134 | |
2046 | |
2135 | /* The following deals with possibly attacking peaceful |
2047 | /* The following deals with possibly attacking peaceful |
2136 | * or frienddly creatures. Basically, all players are considered |
2048 | * or friendly creatures. Basically, all players are considered |
2137 | * unaggressive. If the moving player has peaceful set, then the |
2049 | * unaggressive. If the moving player has peaceful set, then the |
2138 | * object should be pushed instead of attacked. It is assumed that |
2050 | * object should be pushed instead of attacked. It is assumed that |
2139 | * if you are braced, you will not attack friends accidently, |
2051 | * if you are braced, you will not attack friends accidently, |
2140 | * and thus will not push them. |
2052 | * and thus will not push them. |
2141 | */ |
2053 | */ |
2142 | |
2054 | |
2143 | /* If the creature is a pet, push it even if the player is not |
2055 | /* If the creature is a pet, push it even if the player is not |
2144 | * peaceful. Our assumption is the creature is a pet if the |
2056 | * peaceful. Our assumption is the creature is a pet if the |
2145 | * player owns it and it is either friendly or unagressive. |
2057 | * player owns it and it is either friendly or unagressive. |
2146 | */ |
2058 | */ |
2147 | if ((op->type == PLAYER) |
2059 | if (op->type == PLAYER |
2148 | #if COZY_SERVER |
|
|
2149 | && |
|
|
2150 | ((mon->owner && mon->owner->contr |
2060 | && ((mon->owner && mon->owner->contr |
2151 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2061 | && same_party (mon->owner->contr->party, op->contr->party)) |
2152 | #else |
|
|
2153 | && mon->owner == op |
2062 | || mon->owner == op) |
2154 | #endif |
|
|
2155 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2063 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2156 | { |
2064 | { |
2157 | /* If we're braced, we don't want to switch places with it */ |
2065 | /* If we're braced, we don't want to switch places with it */ |
2158 | if (op->contr->braced) |
2066 | if (op->contr->braced) |
2159 | return; |
2067 | return false; |
2160 | |
2068 | |
2161 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2069 | if (op->speed_left > 0.f) |
|
|
2070 | { |
|
|
2071 | --op->speed_left; |
|
|
2072 | |
|
|
2073 | op->play_sound (sound_find ("push_player")); |
2162 | (void) push_ob (mon, dir, op); |
2074 | push_ob (mon, dir, op); |
|
|
2075 | |
2163 | if (op->contr->tmp_invis || op->hide) |
2076 | if (op->contr->tmp_invis || op->hide) |
2164 | make_visible (op); |
2077 | make_visible (op); |
2165 | |
2078 | |
2166 | return; |
2079 | return true; |
2167 | } |
2080 | } |
|
|
2081 | else |
|
|
2082 | return false; |
|
|
2083 | } |
2168 | |
2084 | |
2169 | /* in certain circumstances, you shouldn't attack friendly |
2085 | /* in certain circumstances, you shouldn't attack friendly |
2170 | * creatures. Note that if you are braced, you can't push |
2086 | * creatures. Note that if you are braced, you can't push |
2171 | * someone, but put it inside this loop so that you won't |
2087 | * someone, but put it inside this loop so that you won't |
2172 | * attack them either. |
2088 | * attack them either. |
2173 | */ |
2089 | */ |
2174 | if ((mon->type == PLAYER || mon->enemy != op) && |
2090 | if ((mon->type == PLAYER || mon->enemy != op) |
2175 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
2091 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2176 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2177 | (op->contr->peaceful |
2092 | && ((op->contr->peaceful |
2178 | || (mon->type == PLAYER |
2093 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2179 | && mon->contr-> |
|
|
2180 | peaceful)) && |
|
|
2181 | #else |
|
|
2182 | op->contr->peaceful && |
|
|
2183 | #endif |
|
|
2184 | !on_battleground)) |
2094 | && !on_battleground)) |
|
|
2095 | { |
|
|
2096 | if (op->speed_left > 0.f) |
2185 | { |
2097 | { |
|
|
2098 | --op->speed_left; |
|
|
2099 | |
2186 | if (!op->contr->braced) |
2100 | if (!op->contr->braced) |
2187 | { |
2101 | { |
2188 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | op->play_sound (sound_find ("push_player")); |
2189 | push_ob (mon, dir, op); |
2103 | push_ob (mon, dir, op); |
2190 | } |
2104 | } |
2191 | else |
2105 | else |
2192 | new_draw_info (0, 0, op, "You withhold your attack"); |
2106 | op->statusmsg ("You withhold your attack"); |
2193 | |
2107 | |
2194 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2195 | make_visible (op); |
2109 | make_visible (op); |
2196 | } |
|
|
2197 | |
2110 | |
|
|
2111 | return true; |
|
|
2112 | } |
|
|
2113 | } |
2198 | /* If the object is a boulder or other rollable object, then |
2114 | /* If the object is a boulder or other rollable object, then |
2199 | * roll it if not braced. You can't roll it if you are braced. |
2115 | * roll it if not braced. You can't roll it if you are braced. |
2200 | */ |
2116 | */ |
2201 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2117 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
2118 | { |
|
|
2119 | if (op->speed_left > 0.f) |
2202 | { |
2120 | { |
|
|
2121 | --op->speed_left; |
|
|
2122 | |
2203 | recursive_roll (mon, dir, op); |
2123 | recursive_roll (mon, dir, op); |
2204 | if (action_makes_visible (op)) |
2124 | if (action_makes_visible (op)) |
2205 | make_visible (op); |
2125 | make_visible (op); |
2206 | } |
|
|
2207 | |
2126 | |
|
|
2127 | return true; |
|
|
2128 | } |
|
|
2129 | } |
2208 | /* Any generic living creature. Including things like doors. |
2130 | /* Any generic living creature. Including things like doors. |
2209 | * Way it works is like this: First, it must have some hit points |
2131 | * Way it works is like this: First, it must have some hit points |
2210 | * and be living. Then, it must be one of the following: |
2132 | * and be living. Then, it must be one of the following: |
2211 | * 1) Not a player, 2) A player, but of a different party. Note |
2133 | * 1) Not a player, 2) A player, but of a different party. Note |
2212 | * that party_number -1 is no party, so attacks can still happen. |
2134 | * that party_number -1 is no party, so attacks can still happen. |
2213 | */ |
2135 | */ |
2214 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2136 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2215 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2137 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2216 | { |
2138 | { |
2217 | |
2139 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2218 | /* If the player hasn't hit something this tick, and does |
|
|
2219 | * so, give them speed boost based on weapon speed. Doing |
|
|
2220 | * it here is better than process_players2, which basically |
|
|
2221 | * incurred a 1 tick offset. |
|
|
2222 | */ |
|
|
2223 | if (!op->contr->has_hit) |
|
|
2224 | { |
2140 | { |
2225 | op->speed_left += op->speed / op->contr->weapon_sp; |
2141 | --op->contr->weapon_sp_left; |
2226 | |
|
|
2227 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2228 | } |
|
|
2229 | |
2142 | |
2230 | skill_attack (mon, op, 0, 0, 0); |
2143 | skill_attack (mon, op, 0, 0, 0); |
2231 | |
|
|
2232 | /* If attacking another player, that player gets automatic |
|
|
2233 | * hitback, and doesn't loose luck either. |
|
|
2234 | * Disable hitback on the battleground or if the target is |
|
|
2235 | * the wiz. |
|
|
2236 | */ |
|
|
2237 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2238 | { |
|
|
2239 | short luck = mon->stats.luck; |
|
|
2240 | |
|
|
2241 | mon->contr->has_hit = 1; |
|
|
2242 | skill_attack (op, mon, 0, 0, 0); |
|
|
2243 | mon->stats.luck = luck; |
|
|
2244 | } |
|
|
2245 | |
2144 | |
2246 | if (action_makes_visible (op)) |
2145 | if (action_makes_visible (op)) |
2247 | make_visible (op); |
2146 | make_visible (op); |
2248 | } |
|
|
2249 | } /* if player should attack something */ |
|
|
2250 | } |
|
|
2251 | |
2147 | |
2252 | int |
2148 | return true; |
|
|
2149 | } |
|
|
2150 | } |
|
|
2151 | |
|
|
2152 | return false; |
|
|
2153 | } |
|
|
2154 | |
|
|
2155 | bool |
2253 | move_player (object *op, int dir) |
2156 | move_player (object *op, int dir) |
2254 | { |
2157 | { |
2255 | int pick; |
2158 | int pick; |
2256 | |
2159 | |
2257 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2160 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2258 | return 0; |
2161 | return 0; |
2259 | |
2162 | |
2260 | /* Sanity check: make sure dir is valid */ |
2163 | /* Sanity check: make sure dir is valid */ |
2261 | if ((dir < 0) || (dir >= 9)) |
2164 | if ((dir < 0) || (dir >= 9)) |
2262 | { |
2165 | { |
… | |
… | |
2264 | return 0; |
2167 | return 0; |
2265 | } |
2168 | } |
2266 | |
2169 | |
2267 | /* peterm: added following line */ |
2170 | /* peterm: added following line */ |
2268 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2269 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2270 | |
2173 | |
2271 | op->facing = dir; |
2174 | op->facing = dir; |
2272 | |
2175 | |
2273 | if (op->hide) |
2176 | if (op->hide) |
2274 | do_hidden_move (op); |
2177 | do_hidden_move (op); |
2275 | |
2178 | |
|
|
2179 | bool retval; |
|
|
2180 | |
2276 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2277 | /*nop */ ; |
2182 | retval = RESULT_INT (0); |
2278 | else if (op->contr->fire_on) |
2183 | else if (op->contr->fire_on) |
2279 | fire (op, dir); |
2184 | retval = fire (op, dir); |
2280 | else |
2185 | else |
2281 | { |
2186 | { |
2282 | move_player_attack (op, dir); |
2187 | retval = move_player_attack (op, dir); |
2283 | pick = check_pick (op); |
2188 | pick = check_pick (op); |
2284 | } |
2189 | } |
2285 | |
2190 | |
2286 | /* Add special check for newcs players and fire on - this way, the |
2191 | /* Add special check for newcs players and fire on - this way, the |
2287 | * server can handle repeat firing. |
2192 | * server can handle repeat firing. |
… | |
… | |
2294 | /* Update how the player looks. Use the facing, so direction may |
2199 | /* Update how the player looks. Use the facing, so direction may |
2295 | * get reset to zero. This allows for full animation capabilities |
2200 | * get reset to zero. This allows for full animation capabilities |
2296 | * for players. |
2201 | * for players. |
2297 | */ |
2202 | */ |
2298 | animate_object (op, op->facing); |
2203 | animate_object (op, op->facing); |
2299 | return 0; |
2204 | |
|
|
2205 | return retval; |
2300 | } |
2206 | } |
2301 | |
2207 | |
2302 | /* This is similar to handle_player, below, but is only used by the |
2208 | /* This is similar to handle_player, below, but is only used by the |
2303 | * new client/server stuff. |
2209 | * new client/server stuff. |
2304 | * This is sort of special, in that the new client/server actually uses |
2210 | * This is sort of special, in that the new client/server actually uses |
2305 | * the new speed values for commands. |
2211 | * the new speed values for commands. |
2306 | * |
2212 | * |
2307 | * Returns true if there are more actions we can do. |
2213 | * Returns true if there are more actions we can do. Should not do |
|
|
2214 | * many actions in a row, as that would be too unfair to other |
|
|
2215 | * players. |
2308 | */ |
2216 | */ |
2309 | int |
2217 | bool |
2310 | handle_newcs_player (object *op) |
2218 | handle_newcs_player (object *op) |
2311 | { |
2219 | { |
2312 | if (op->contr->hidden) |
|
|
2313 | { |
|
|
2314 | op->invisible = 1000; |
|
|
2315 | /* the socket code flashes the player visible/invisible |
|
|
2316 | * depending on the value of invisible, so we need to |
|
|
2317 | * alternate it here for it to work correctly. |
|
|
2318 | */ |
|
|
2319 | if (pticks & 2) |
|
|
2320 | op->invisible--; |
|
|
2321 | } |
|
|
2322 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2323 | { |
|
|
2324 | op->invisible--; |
|
|
2325 | if (!op->invisible) |
|
|
2326 | { |
|
|
2327 | make_visible (op); |
|
|
2328 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2329 | } |
|
|
2330 | } |
|
|
2331 | |
|
|
2332 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2220 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2333 | { |
2221 | { |
2334 | flee_player (op); |
2222 | if (op->speed_left > 0.f) |
2335 | /* If player is still scared, that is his action for this tick */ |
|
|
2336 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2337 | { |
2223 | { |
2338 | op->speed_left--; |
2224 | --op->speed_left; |
|
|
2225 | flee_player (op); |
|
|
2226 | |
2339 | return 0; |
2227 | return true; |
2340 | } |
2228 | } |
|
|
2229 | else |
|
|
2230 | return false; |
2341 | } |
2231 | } |
2342 | |
|
|
2343 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2344 | * the player object still points to the defunct golem. The code that |
|
|
2345 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2346 | * put this in a a workaround to clean up the golem pointer. |
|
|
2347 | */ |
|
|
2348 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2349 | op->contr->ranges[range_golem] = 0; |
|
|
2350 | |
2232 | |
2351 | /* call this here - we also will call this in do_ericserver, but |
2233 | /* call this here - we also will call this in do_ericserver, but |
2352 | * the players time has been increased when doericserver has been |
2234 | * the players time has been increased when doericserver has been |
2353 | * called, so we recheck it here. |
2235 | * called, so we recheck it here. |
2354 | */ |
2236 | */ |
2355 | if (op->contr->ns->handle_command ()) |
2237 | if (op->contr->ns->handle_command ()) |
2356 | return 1; |
2238 | return true; |
2357 | |
2239 | |
2358 | if (op->speed_left > 0) |
|
|
2359 | { |
|
|
2360 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2240 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2361 | { |
|
|
2362 | /* All move commands take 1 tick, at least for now */ |
|
|
2363 | op->speed_left--; |
|
|
2364 | |
|
|
2365 | /* Instead of all the stuff below, let move_player take care |
|
|
2366 | * of it. Also, some of the skill stuff is only put in |
|
|
2367 | * there, as well as the confusion stuff. |
|
|
2368 | */ |
|
|
2369 | move_player (op, op->direction); |
2241 | return move_player (op, op->direction); |
2370 | |
2242 | |
2371 | return op->speed_left > 0; |
|
|
2372 | } |
|
|
2373 | } |
|
|
2374 | |
|
|
2375 | return 0; |
2243 | return false; |
2376 | } |
2244 | } |
2377 | |
2245 | |
2378 | int |
2246 | int |
2379 | save_life (object *op) |
2247 | save_life (object *op) |
2380 | { |
2248 | { |
… | |
… | |
2382 | return 0; |
2250 | return 0; |
2383 | |
2251 | |
2384 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2252 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2385 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2253 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2386 | { |
2254 | { |
2387 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2255 | op->play_sound (sound_find ("ob_evaporate")); |
2388 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2256 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2389 | |
2257 | |
2390 | if (op->contr) |
|
|
2391 | esrv_del_item (op->contr, tmp->count); |
|
|
2392 | |
|
|
2393 | tmp->destroy (); |
2258 | tmp->destroy (true); |
2394 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2259 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2395 | |
2260 | |
2396 | if (op->stats.hp < 0) |
2261 | if (op->stats.hp < 0) |
2397 | op->stats.hp = op->stats.maxhp; |
2262 | op->stats.hp = op->stats.maxhp; |
2398 | |
2263 | |
… | |
… | |
2409 | return 0; |
2274 | return 0; |
2410 | } |
2275 | } |
2411 | |
2276 | |
2412 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2277 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2413 | * back in the map (location and map determined by values of env). This |
2278 | * back in the map (location and map determined by values of env). This |
2414 | * function will descend into containers. op is the object to start the search |
2279 | * function will descend into containers. op is the object to start the search |
2415 | * from. |
2280 | * from. |
2416 | */ |
2281 | */ |
|
|
2282 | static void |
|
|
2283 | drop_unpaid_items (object *op, object *env) |
|
|
2284 | { |
|
|
2285 | while (op) |
|
|
2286 | { |
|
|
2287 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2288 | |
|
|
2289 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2290 | op->insert_at (env); |
|
|
2291 | else if (op->inv) |
|
|
2292 | drop_unpaid_items (op->inv, env); |
|
|
2293 | |
|
|
2294 | op = next; |
|
|
2295 | } |
|
|
2296 | } |
|
|
2297 | |
2417 | void |
2298 | void |
2418 | remove_unpaid_objects (object *op, object *env) |
2299 | object::drop_unpaid_items () |
2419 | { |
2300 | { |
2420 | object *next; |
2301 | if (!flag [FLAG_REMOVED]) |
2421 | |
2302 | ::drop_unpaid_items (inv, this); |
2422 | while (op) |
|
|
2423 | { |
|
|
2424 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2425 | |
|
|
2426 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2427 | { |
|
|
2428 | if (env->type == PLAYER) |
|
|
2429 | esrv_del_item (env->contr, op->count); |
|
|
2430 | |
|
|
2431 | op->insert_at (env); |
|
|
2432 | } |
|
|
2433 | else if (op->inv) |
|
|
2434 | remove_unpaid_objects (op->inv, env); |
|
|
2435 | |
|
|
2436 | op = next; |
|
|
2437 | } |
|
|
2438 | } |
2303 | } |
2439 | |
2304 | |
2440 | /* |
2305 | /* |
2441 | * Returns pointer a static string containing gravestone text |
2306 | * Returns pointer a static string containing gravestone text |
2442 | * Moved from apply.c to player.c - player.c is what |
2307 | * Moved from apply.c to player.c - player.c is what |
2443 | * actually uses this function. player.c may not be quite the |
2308 | * actually uses this function. player.c may not be quite the |
2444 | * best, a misc file for object actions is probably better, |
2309 | * best, a misc file for object actions is probably better, |
2445 | * but there isn't one in the server directory. |
2310 | * but there isn't one in the server directory. |
2446 | */ |
2311 | */ |
2447 | char * |
2312 | const char * |
2448 | gravestone_text (object *op) |
2313 | gravestone_text (object *op) |
2449 | { |
2314 | { |
2450 | static char buf2[MAX_BUF]; |
2315 | static dynbuf_text buf; |
2451 | char buf[MAX_BUF]; |
|
|
2452 | time_t now = time (NULL); |
|
|
2453 | |
2316 | |
2454 | strcpy (buf2, " R.I.P.\n\n"); |
2317 | buf << "---- R.I.P. ----\n\n" |
|
|
2318 | << op->name; |
|
|
2319 | |
2455 | if (op->type == PLAYER) |
2320 | if (op->type == PLAYER) |
2456 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2321 | buf << " the " << op->contr->title; |
2457 | else |
|
|
2458 | sprintf (buf, "%s\n", &op->name); |
|
|
2459 | |
2322 | |
2460 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2323 | buf << "\n\n"; |
2461 | strcat (buf2, buf); |
2324 | |
|
|
2325 | buf << "who was level "; |
|
|
2326 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2327 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2328 | |
2462 | if (op->type == PLAYER) |
2329 | if (op->type == PLAYER) |
2463 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2330 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2464 | else |
|
|
2465 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2466 | |
2331 | |
2467 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2468 | strcat (buf2, buf); |
|
|
2469 | if (op->type == PLAYER) |
|
|
2470 | { |
2332 | { |
2471 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2333 | static char buf2[128]; |
2472 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2334 | time_t now = time (NULL); |
2473 | strcat (buf2, buf); |
|
|
2474 | } |
|
|
2475 | |
|
|
2476 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2335 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2477 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2336 | buf << buf2; |
2478 | strcat (buf2, buf); |
2337 | } |
2479 | |
2338 | |
2480 | return buf2; |
2339 | return buf; |
2481 | } |
2340 | } |
2482 | |
2341 | |
2483 | void |
2342 | void |
2484 | do_some_living (object *op) |
2343 | do_some_living (object *op) |
2485 | { |
2344 | { |
… | |
… | |
2492 | int rate_grace = 2000; |
2351 | int rate_grace = 2000; |
2493 | const int max_hp = 1; |
2352 | const int max_hp = 1; |
2494 | const int max_sp = 1; |
2353 | const int max_sp = 1; |
2495 | const int max_grace = 1; |
2354 | const int max_grace = 1; |
2496 | |
2355 | |
2497 | if (op->contr->outputs_sync) |
2356 | if (op->contr->hidden) |
|
|
2357 | { |
|
|
2358 | op->invisible = 1000; |
|
|
2359 | /* the socket code flashes the player visible/invisible |
|
|
2360 | * depending on the value of invisible, so we need to |
|
|
2361 | * alternate it here for it to work correctly. |
|
|
2362 | */ |
|
|
2363 | if (pticks & 2) |
|
|
2364 | op->invisible--; |
2498 | { |
2365 | } |
2499 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2366 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2500 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2367 | { |
2501 | flush_output_element (op, &op->contr->outputs[i]); |
2368 | if (!op->invisible--) |
|
|
2369 | { |
|
|
2370 | make_visible (op); |
|
|
2371 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2372 | } |
2502 | } |
2373 | } |
2503 | |
2374 | |
2504 | if (op->contr->ns->state == ST_PLAYING) |
2375 | if (op->contr->ns->state == ST_PLAYING) |
2505 | { |
2376 | { |
2506 | /* these next three if clauses make it possible to SLOW DOWN |
2377 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2525 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2396 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2526 | else |
2397 | else |
2527 | { |
2398 | { |
2528 | gen_grace = op->stats.maxgrace; |
2399 | gen_grace = op->stats.maxgrace; |
2529 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2400 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2530 | } |
|
|
2531 | |
|
|
2532 | /* Regenerate Spell Points */ |
|
|
2533 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2534 | { |
|
|
2535 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2536 | if (op->stats.sp < op->stats.maxsp) |
|
|
2537 | { |
|
|
2538 | op->stats.sp++; |
|
|
2539 | /* dms do not consume food */ |
|
|
2540 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2541 | { |
|
|
2542 | op->stats.food--; |
|
|
2543 | if (op->contr->digestion < 0) |
|
|
2544 | op->stats.food += op->contr->digestion; |
|
|
2545 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2546 | op->stats.food = last_food; |
|
|
2547 | } |
|
|
2548 | } |
|
|
2549 | |
|
|
2550 | if (max_sp > 1) |
|
|
2551 | { |
|
|
2552 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2553 | if (over_sp > 0) |
|
|
2554 | { |
|
|
2555 | if (op->stats.sp < op->stats.maxsp) |
|
|
2556 | { |
|
|
2557 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2558 | |
|
|
2559 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2560 | op->stats.sp--; |
|
|
2561 | |
|
|
2562 | if (op->stats.sp > op->stats.maxsp) |
|
|
2563 | op->stats.sp = op->stats.maxsp; |
|
|
2564 | } |
|
|
2565 | op->last_sp = 0; |
|
|
2566 | } |
|
|
2567 | else |
|
|
2568 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2569 | } |
|
|
2570 | else |
|
|
2571 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2572 | } |
2401 | } |
2573 | |
2402 | |
2574 | /* Regenerate Grace */ |
2403 | /* Regenerate Grace */ |
2575 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2404 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2576 | if (--op->last_grace < 0) |
2405 | if (--op->last_grace < 0) |
… | |
… | |
2597 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2426 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2598 | } |
2427 | } |
2599 | /* wearing stuff doesn't detract from grace generation. */ |
2428 | /* wearing stuff doesn't detract from grace generation. */ |
2600 | } |
2429 | } |
2601 | |
2430 | |
|
|
2431 | if (op->stats.food > 0) |
|
|
2432 | { |
2602 | /* Regenerate Hit Points */ |
2433 | /* Regenerate Spell Points */ |
2603 | if (--op->last_heal < 0) |
2434 | if (!op->contr->golem && --op->last_sp < 0) |
2604 | { |
|
|
2605 | if (op->stats.hp < op->stats.maxhp) |
|
|
2606 | { |
2435 | { |
2607 | op->stats.hp++; |
2436 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2608 | /* dms do not consume food */ |
2437 | |
2609 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2438 | if (op->stats.sp < op->stats.maxsp) |
2610 | { |
2439 | { |
|
|
2440 | op->stats.sp++; |
|
|
2441 | |
|
|
2442 | /* dms do not consume food */ |
|
|
2443 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2444 | { |
2611 | op->stats.food--; |
2445 | op->stats.food--; |
|
|
2446 | |
2612 | if (op->contr->digestion < 0) |
2447 | if (op->contr->digestion < 0) |
2613 | op->stats.food += op->contr->digestion; |
2448 | op->stats.food += op->contr->digestion; |
2614 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2449 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2615 | op->stats.food = last_food; |
2450 | op->stats.food = last_food; |
|
|
2451 | } |
2616 | } |
2452 | } |
2617 | } |
|
|
2618 | |
2453 | |
2619 | if (max_hp > 1) |
2454 | if (max_sp > 1) |
2620 | { |
|
|
2621 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2622 | if (over_hp > 0) |
|
|
2623 | { |
2455 | { |
2624 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2456 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2457 | if (over_sp > 0) |
|
|
2458 | { |
|
|
2459 | if (op->stats.sp < op->stats.maxsp) |
|
|
2460 | { |
|
|
2461 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2462 | |
|
|
2463 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2464 | op->stats.sp--; |
|
|
2465 | |
|
|
2466 | if (op->stats.sp > op->stats.maxsp) |
|
|
2467 | op->stats.sp = op->stats.maxsp; |
|
|
2468 | } |
|
|
2469 | |
2625 | op->last_heal = 0; |
2470 | op->last_sp = 0; |
|
|
2471 | } |
|
|
2472 | else |
|
|
2473 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2626 | } |
2474 | } |
2627 | else |
2475 | else |
|
|
2476 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2477 | } |
|
|
2478 | |
|
|
2479 | /* Regenerate Hit Points */ |
|
|
2480 | if (--op->last_heal < 0) |
|
|
2481 | { |
|
|
2482 | if (op->stats.hp < op->stats.maxhp) |
2628 | { |
2483 | { |
2629 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2484 | op->stats.hp++; |
|
|
2485 | |
|
|
2486 | /* dms do not consume food */ |
|
|
2487 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2488 | { |
|
|
2489 | op->stats.food--; |
|
|
2490 | |
|
|
2491 | if (op->contr->digestion < 0) |
|
|
2492 | op->stats.food += op->contr->digestion; |
|
|
2493 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2494 | op->stats.food = last_food; |
|
|
2495 | } |
2630 | } |
2496 | } |
|
|
2497 | |
|
|
2498 | if (max_hp > 1) |
|
|
2499 | { |
|
|
2500 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2501 | |
|
|
2502 | if (over_hp > 0) |
|
|
2503 | { |
|
|
2504 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2505 | op->last_heal = 0; |
|
|
2506 | } |
|
|
2507 | else |
|
|
2508 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2631 | } |
2509 | } |
2632 | else |
2510 | else |
2633 | { |
|
|
2634 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2511 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2635 | } |
2512 | } |
2636 | } |
2513 | } |
2637 | |
2514 | |
2638 | /* Digestion */ |
2515 | /* Digestion */ |
2639 | if (--op->last_eat < 0) |
2516 | if (--op->last_eat < 0) |
2640 | { |
2517 | { |
2641 | #ifdef COZY_SERVER |
2518 | int bonus = max (0, op->contr->digestion), |
2642 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2519 | penalty = max (0, -op->contr->digestion); |
2643 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2644 | #else |
|
|
2645 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2646 | #endif |
|
|
2647 | |
2520 | |
2648 | if (op->contr->gen_hp > 0) |
|
|
2649 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2521 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2650 | else |
|
|
2651 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2652 | |
2522 | |
2653 | /* dms do not consume food */ |
2523 | /* dms do not consume food */ |
2654 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2524 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2655 | op->stats.food--; |
2525 | op->stats.food--; |
2656 | } |
2526 | } |
2657 | |
2527 | |
2658 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2528 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2659 | { |
2529 | { |
2660 | object *tmp, *flesh = 0; |
2530 | object *flesh = 0; |
2661 | |
2531 | |
2662 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2532 | for_inv_removable (op, tmp) |
2663 | { |
2533 | { |
2664 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2534 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2535 | continue; |
|
|
2536 | |
|
|
2537 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2665 | { |
2538 | { |
2666 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2539 | op->statusmsg ("You blindly grab for a bite of food. " |
2667 | { |
2540 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2668 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2669 | manual_apply (op, tmp, 0); |
2541 | manual_apply (op, tmp, 0); |
|
|
2542 | |
2670 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2543 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2671 | break; |
2544 | break; |
2672 | } |
2545 | } |
2673 | else if (tmp->type == FLESH) |
2546 | else if (tmp->type == FLESH) |
2674 | flesh = tmp; |
2547 | flesh = tmp; |
2675 | } /* End if paid for object */ |
2548 | } |
2676 | } /* end of for loop */ |
|
|
2677 | |
2549 | |
2678 | /* If player is still starving, it means they don't have any food, so |
2550 | /* If player is still starving, it means they don't have any food, so |
2679 | * eat flesh instead. |
2551 | * eat flesh instead. |
2680 | */ |
2552 | */ |
2681 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2553 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2682 | { |
2554 | { |
2683 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2555 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2556 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2684 | manual_apply (op, flesh, 0); |
2557 | manual_apply (op, flesh, 0); |
2685 | } |
2558 | } |
|
|
2559 | |
|
|
2560 | // If player is still starving, alert him! |
|
|
2561 | if (op->stats.food < 0) |
|
|
2562 | op->failmsg ("You are starving! " |
|
|
2563 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2564 | } |
|
|
2565 | |
|
|
2566 | if (op->stats.food < 0) |
2686 | } |
2567 | { |
|
|
2568 | op->stats.hp += op->stats.food; |
|
|
2569 | op->stats.food = 0; |
2687 | |
2570 | |
2688 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2571 | if (op->stats.hp < 0) |
2689 | op->stats.food++, op->stats.hp--; |
2572 | { |
|
|
2573 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2574 | op->contr->killer->destroy (true); |
|
|
2575 | } |
|
|
2576 | } |
2690 | |
2577 | |
|
|
2578 | /* killer should be set here already */ |
2691 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2579 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2692 | kill_player (op); |
2580 | kill_player (op); |
2693 | } |
2581 | } |
2694 | } |
2582 | } |
2695 | |
2583 | |
… | |
… | |
2699 | * file. |
2587 | * file. |
2700 | */ |
2588 | */ |
2701 | void |
2589 | void |
2702 | kill_player (object *op) |
2590 | kill_player (object *op) |
2703 | { |
2591 | { |
|
|
2592 | int x, y; |
2704 | char buf[MAX_BUF]; |
2593 | char buf[MAX_BUF]; |
2705 | int x, y; |
|
|
2706 | |
|
|
2707 | //int i; |
|
|
2708 | maptile *map; /* this is for resurrection */ |
2594 | maptile *map; /* this is for resurrection */ |
2709 | |
|
|
2710 | /* int z; |
|
|
2711 | int num_stats_lose; |
|
|
2712 | int lost_a_stat; |
|
|
2713 | int lose_this_stat; |
|
|
2714 | int this_stat; */ |
|
|
2715 | int will_kill_again; |
2595 | int will_kill_again; |
2716 | archetype *at; |
2596 | archetype *at; |
2717 | object *tmp; |
2597 | object *tmp; |
2718 | |
2598 | |
2719 | if (save_life (op)) |
2599 | if (save_life (op)) |
2720 | return; |
2600 | return; |
2721 | |
|
|
2722 | |
2601 | |
2723 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2602 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2724 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2603 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2725 | * Look at op_on_battleground() for more info --AndreasV |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2726 | */ |
2605 | */ |
… | |
… | |
2731 | |
2610 | |
2732 | /* restore player */ |
2611 | /* restore player */ |
2733 | at = archetype::find ("poisoning"); |
2612 | at = archetype::find ("poisoning"); |
2734 | if (object *tmp = present_arch_in_ob (at, op)) |
2613 | if (object *tmp = present_arch_in_ob (at, op)) |
2735 | { |
2614 | { |
2736 | tmp->destroy (); |
2615 | tmp->destroy (true); |
2737 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2616 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2738 | } |
2617 | } |
2739 | |
2618 | |
2740 | at = archetype::find ("confusion"); |
2619 | at = archetype::find ("confusion"); |
2741 | if (object *tmp = present_arch_in_ob (at, op)) |
2620 | if (object *tmp = present_arch_in_ob (at, op)) |
2742 | { |
2621 | { |
2743 | tmp->destroy (); |
2622 | tmp->destroy (true); |
2744 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2623 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2745 | } |
2624 | } |
2746 | |
2625 | |
2747 | cure_disease (op, 0); /* remove any disease */ |
2626 | cure_disease (op, 0, 0); /* remove any disease */ |
2748 | op->stats.hp = op->stats.maxhp; |
2627 | op->stats.hp = op->stats.maxhp; |
2749 | if (op->stats.food <= 0) |
2628 | if (op->stats.food <= 0) |
2750 | op->stats.food = 999; |
2629 | op->stats.food = 999; |
2751 | |
2630 | |
2752 | /* create a bodypart-trophy to make the winner happy */ |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2753 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2754 | { |
2633 | { |
2755 | sprintf (buf, "%s's finger", &op->name); |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2756 | tmp->name = buf; |
2635 | tmp->name_pl = format ("%s's fingers", &op->name); |
2757 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2758 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2759 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2760 | tmp->msg = buf; |
2636 | tmp->msg = format ( |
|
|
2637 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2638 | &op->name, op->contr->title, |
|
|
2639 | (int)op->level, |
|
|
2640 | op->contr->killer_name () |
|
|
2641 | ); |
2761 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2642 | tmp->value = 0, tmp->type = 0; |
2762 | tmp->materialname = NULL; |
2643 | tmp->materialname = "organics"; |
2763 | op->insert_at (tmp, op); |
2644 | tmp->insert_at (op, tmp); |
2764 | } |
2645 | } |
2765 | |
2646 | |
2766 | /* teleport defeated player to new destination */ |
2647 | /* teleport defeated player to new destination */ |
2767 | transfer_ob (op, x, y, 0, NULL); |
2648 | transfer_ob (op, x, y, 0, NULL); |
2768 | op->contr->braced = 0; |
2649 | op->contr->braced = 0; |
… | |
… | |
2771 | |
2652 | |
2772 | INVOKE_PLAYER (DEATH, op->contr); |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2773 | |
2654 | |
2774 | command_kill_pets (op, 0); |
2655 | command_kill_pets (op, 0); |
2775 | |
2656 | |
2776 | if (op->stats.food < 0) |
2657 | op->contr->play_sound (sound_find ("player_dies")); |
2777 | { |
|
|
2778 | if (op->contr->explore) |
|
|
2779 | { |
|
|
2780 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2781 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2782 | op->stats.food = 999; |
|
|
2783 | return; |
|
|
2784 | } |
|
|
2785 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2786 | strcpy (op->contr->killer, "starvation"); |
|
|
2787 | } |
|
|
2788 | else |
|
|
2789 | { |
|
|
2790 | if (op->contr->explore) |
|
|
2791 | { |
|
|
2792 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2793 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2794 | op->stats.hp = op->stats.maxhp; |
|
|
2795 | return; |
|
|
2796 | } |
|
|
2797 | sprintf (buf, "%s died.", &op->name); |
|
|
2798 | } |
|
|
2799 | |
|
|
2800 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2801 | |
2658 | |
2802 | /* save the map location for corpse, gravestone */ |
2659 | /* save the map location for corpse, gravestone */ |
2803 | x = op->x; |
2660 | x = op->x; |
2804 | y = op->y; |
2661 | y = op->y; |
2805 | map = op->map; |
2662 | map = op->map; |
… | |
… | |
2912 | lost_a_stat = 1; |
2769 | lost_a_stat = 1; |
2913 | } |
2770 | } |
2914 | } |
2771 | } |
2915 | } |
2772 | } |
2916 | } |
2773 | } |
|
|
2774 | |
2917 | /* If no stat lost, tell the player. */ |
2775 | /* If no stat lost, tell the player. */ |
2918 | if (!lost_a_stat) |
2776 | if (!lost_a_stat) |
2919 | { |
2777 | { |
2920 | /* determine_god() seems to not work sometimes... why is this? |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2921 | Should I be using something else? GD */ |
2779 | Should I be using something else? GD */ |
… | |
… | |
2925 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2783 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2926 | else |
2784 | else |
2927 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2928 | } |
2786 | } |
2929 | #else |
2787 | #else |
2930 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2788 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2931 | #endif |
2789 | #endif |
2932 | |
2790 | |
2933 | /* Put a gravestone up where the character 'almost' died. List the |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2934 | * exp loss on the stone. |
2792 | * exp loss on the stone. |
2935 | */ |
2793 | */ |
2936 | tmp = arch_to_object (archetype::find ("gravestone")); |
2794 | tmp = arch_to_object (archetype::find ("gravestone")); |
2937 | sprintf (buf, "%s's gravestone", &op->name); |
2795 | tmp->name = format ("%s's gravestone", &op->name); |
2938 | tmp->name = buf; |
2796 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2939 | sprintf (buf, "%s's gravestones", &op->name); |
2797 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2940 | tmp->name_pl = buf; |
2798 | &op->name, op->contr->title, op->contr->killer_name ()); |
2941 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2942 | tmp->msg = buf; |
|
|
2943 | tmp->x = op->x, tmp->y = op->y; |
2799 | tmp->x = op->x, tmp->y = op->y; |
2944 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2800 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2945 | |
2801 | |
2946 | /**************************************/ |
2802 | /**************************************/ |
2947 | /* */ |
2803 | /* */ |
… | |
… | |
2956 | at = archetype::find ("poisoning"); |
2812 | at = archetype::find ("poisoning"); |
2957 | tmp = present_arch_in_ob (at, op); |
2813 | tmp = present_arch_in_ob (at, op); |
2958 | |
2814 | |
2959 | if (tmp) |
2815 | if (tmp) |
2960 | { |
2816 | { |
2961 | tmp->destroy (); |
2817 | tmp->destroy (true); |
2962 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2818 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2963 | } |
2819 | } |
2964 | |
2820 | |
2965 | at = archetype::find ("confusion"); |
2821 | at = archetype::find ("confusion"); |
2966 | tmp = present_arch_in_ob (at, op); |
2822 | tmp = present_arch_in_ob (at, op); |
2967 | if (tmp) |
2823 | if (tmp) |
2968 | { |
2824 | { |
2969 | tmp->destroy (); |
2825 | tmp->destroy (true); |
2970 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2826 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2971 | } |
2827 | } |
2972 | |
2828 | |
2973 | cure_disease (op, 0); /* remove any disease */ |
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 | } |
2974 | |
2842 | |
2975 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2976 | apply_death_exp_penalty (op); |
2844 | apply_death_exp_penalty (op); |
|
|
2845 | |
2977 | if (op->stats.food < 100) |
2846 | if (op->stats.food < 100) |
2978 | op->stats.food = 900; |
2847 | op->stats.food = 900; |
|
|
2848 | |
2979 | op->stats.hp = op->stats.maxhp; |
2849 | op->stats.hp = op->stats.maxhp; |
2980 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2850 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2981 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2851 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2982 | |
2852 | |
2983 | /* |
2853 | /* |
2984 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2985 | * the player has any unpaid items. If so, remove them and put them back |
2854 | * Check to see if the player has any unpaid items. If so, remove them |
2986 | * in the map. |
2855 | * and put them back in the map. |
2987 | */ |
2856 | */ |
2988 | |
2857 | op->drop_unpaid_items (); |
2989 | if (is_in_shop (op)) |
|
|
2990 | remove_unpaid_objects (op->inv, op); |
|
|
2991 | |
2858 | |
2992 | /****************************************/ |
2859 | /****************************************/ |
2993 | /* */ |
2860 | /* */ |
2994 | /* Move player to his current respawn- */ |
2861 | /* Move player to his current respawn- */ |
2995 | /* position (usually last savebed) */ |
2862 | /* position (usually last savebed) */ |
2996 | /* */ |
2863 | /* */ |
2997 | /****************************************/ |
2864 | /****************************************/ |
2998 | |
2865 | |
2999 | enter_player_savebed (op); |
2866 | enter_player_savebed (op); |
3000 | |
2867 | |
3001 | /* Save the player before inserting the force to reduce |
|
|
3002 | * chance of abuse. |
|
|
3003 | */ |
|
|
3004 | op->contr->braced = 0; |
2868 | op->contr->braced = 0; |
3005 | op->contr->save (); |
|
|
3006 | |
2869 | |
3007 | /* it is possible that the player has blown something up |
2870 | /* it is possible that the player has blown something up |
3008 | * at his savebed location, and that can have long lasting |
2871 | * at his savebed location, and that can have long lasting |
3009 | * spell effects. So first see if there is a spell effect |
2872 | * spell effects. So first see if there is a spell effect |
3010 | * on the space that might harm the player. |
2873 | * on the space that might harm the player. |
… | |
… | |
3019 | object *force; |
2882 | object *force; |
3020 | int at; |
2883 | int at; |
3021 | |
2884 | |
3022 | force = get_archetype (FORCE_NAME); |
2885 | force = get_archetype (FORCE_NAME); |
3023 | /* 50 ticks should be enough time for the spell to abate */ |
2886 | /* 50 ticks should be enough time for the spell to abate */ |
3024 | force->speed = 0.1; |
2887 | force->speed = 0.1f; |
3025 | force->speed_left = -5.0; |
2888 | force->speed_left = -5.f; |
3026 | SET_FLAG (force, FLAG_APPLIED); |
2889 | SET_FLAG (force, FLAG_APPLIED); |
3027 | for (at = 0; at < NROFATTACKS; at++) |
2890 | for (at = 0; at < NROFATTACKS; at++) |
3028 | if (will_kill_again & (1 << at)) |
2891 | if (will_kill_again & (1 << at)) |
3029 | force->resist[at] = 100; |
2892 | force->resist[at] = 100; |
3030 | |
2893 | |
3031 | insert_ob_in_ob (force, op); |
2894 | insert_ob_in_ob (force, op); |
3032 | op->update_stats (); |
2895 | op->update_stats (); |
3033 | |
|
|
3034 | } |
2896 | } |
3035 | |
2897 | |
3036 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
3037 | } |
2899 | } |
3038 | |
2900 | |
3039 | void |
2901 | void |
3040 | loot_object (object *op) |
2902 | loot_object (object *op) |
3041 | { /* Grab and destroy some treasure */ |
2903 | { /* Grab and destroy some treasure */ |
3042 | object *tmp, *tmp2, *next; |
2904 | object *tmp, *tmp2, *next; |
3043 | |
2905 | |
3044 | if (op->container) |
2906 | op->close_container (); /* close open sack first */ |
3045 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3046 | |
2907 | |
3047 | for (tmp = op->inv; tmp; tmp = next) |
2908 | for (tmp = op->inv; tmp; tmp = next) |
3048 | { |
2909 | { |
3049 | next = tmp->below; |
2910 | next = tmp->below; |
3050 | |
2911 | |
3051 | if (tmp->invisible) |
2912 | if (tmp->invisible) |
3052 | continue; |
2913 | continue; |
3053 | |
2914 | |
3054 | tmp->remove (); |
2915 | tmp->remove (); |
3055 | tmp->x = op->x, tmp->y = op->y; |
2916 | tmp->x = op->x, tmp->y = op->y; |
|
|
2917 | |
3056 | if (tmp->type == CONTAINER) |
2918 | if (tmp->type == CONTAINER) |
3057 | { /* empty container to ground */ |
2919 | loot_object (tmp); /* empty container to ground */ |
3058 | loot_object (tmp); |
2920 | |
3059 | } |
|
|
3060 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2921 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3061 | { |
2922 | { |
3062 | if (tmp->nrof > 1) |
2923 | if (tmp->nrof > 1) |
3063 | { |
2924 | { |
3064 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2925 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3065 | tmp2->destroy (); |
|
|
3066 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2926 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3067 | } |
2927 | } |
3068 | else |
2928 | else |
3069 | tmp->destroy (); |
2929 | tmp->destroy (true); |
3070 | } |
2930 | } |
3071 | else |
2931 | else |
3072 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2932 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3073 | } |
2933 | } |
3074 | } |
2934 | } |
… | |
… | |
3076 | /* |
2936 | /* |
3077 | * fix_weight(): Check recursively the weight of all players, and fix |
2937 | * fix_weight(): Check recursively the weight of all players, and fix |
3078 | * what needs to be fixed. Refresh windows and fix speed if anything |
2938 | * what needs to be fixed. Refresh windows and fix speed if anything |
3079 | * was changed. |
2939 | * was changed. |
3080 | */ |
2940 | */ |
3081 | |
|
|
3082 | void |
2941 | void |
3083 | fix_weight (void) |
2942 | fix_weight (void) |
3084 | { |
2943 | { |
3085 | for_all_players (pl) |
2944 | for_all_players (pl) |
3086 | { |
2945 | { |
3087 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2946 | sint32 old = pl->ob->carrying; |
3088 | |
2947 | |
3089 | if (old == sum) |
2948 | pl->ob->update_weight (); |
3090 | continue; |
2949 | |
|
|
2950 | if (old != pl->ob->carrying) |
|
|
2951 | { |
3091 | pl->ob->update_stats (); |
2952 | pl->ob->update_stats (); |
3092 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2953 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2954 | } |
3093 | } |
2955 | } |
3094 | } |
2956 | } |
3095 | |
2957 | |
3096 | void |
2958 | void |
3097 | fix_luck (void) |
2959 | fix_luck (void) |
… | |
… | |
3133 | if (op->type == PLAYER) |
2995 | if (op->type == PLAYER) |
3134 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
2996 | new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); |
3135 | |
2997 | |
3136 | cast_spell (op, throw_ob, dir, spob, NULL); |
2998 | cast_spell (op, throw_ob, dir, spob, NULL); |
3137 | |
2999 | |
3138 | throw_ob->destroy (); |
3000 | throw_ob->destroy (true); |
3139 | } |
3001 | } |
3140 | |
3002 | |
3141 | void |
3003 | void |
3142 | make_visible (object *op) |
3004 | make_visible (object *op) |
3143 | { |
3005 | { |
3144 | op->hide = 0; |
3006 | op->hide = 0; |
3145 | op->invisible = 0; |
3007 | op->invisible = 0; |
|
|
3008 | |
3146 | if (op->type == PLAYER) |
3009 | if (op->type == PLAYER) |
3147 | { |
3010 | { |
3148 | op->contr->tmp_invis = 0; |
3011 | op->contr->tmp_invis = 0; |
3149 | op->contr->invis_race = 0; |
3012 | op->contr->invis_race = 0; |
3150 | } |
3013 | } |
|
|
3014 | |
3151 | update_object (op, UP_OBJ_FACE); |
3015 | update_object (op, UP_OBJ_CHANGE); |
3152 | } |
3016 | } |
3153 | |
3017 | |
3154 | int |
3018 | int |
3155 | is_true_undead (object *op) |
3019 | is_true_undead (object *op) |
3156 | { |
3020 | { |
3157 | object *tmp = NULL; |
|
|
3158 | |
|
|
3159 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3021 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3160 | return 1; |
3022 | return 1; |
3161 | |
3023 | |
3162 | return 0; |
3024 | return 0; |
3163 | } |
3025 | } |
3164 | |
3026 | |
3165 | /* look at the surrounding terrain to determine |
3027 | /* look at the surrounding terrain to determine |
3166 | * the hideability of this object. Positive levels |
3028 | * the hideability of this object. Positive levels |
3167 | * indicate greater hideability. |
3029 | * indicate greater hideability. |
3168 | */ |
3030 | */ |
3169 | |
|
|
3170 | int |
3031 | int |
3171 | hideability (object *ob) |
3032 | hideability (object *ob) |
3172 | { |
3033 | { |
3173 | int i, level = 0, mflag; |
3034 | int i, level = 0, mflag; |
3174 | sint16 x, y; |
3035 | sint16 x, y; |
… | |
… | |
3184 | * as bad as carrying a light on a pitch dark map */ |
3045 | * as bad as carrying a light on a pitch dark map */ |
3185 | if (has_carried_lights (ob)) |
3046 | if (has_carried_lights (ob)) |
3186 | level = -(10 + (2 * ob->map->darkness)); |
3047 | level = -(10 + (2 * ob->map->darkness)); |
3187 | |
3048 | |
3188 | /* scan through all nearby squares for terrain to hide in */ |
3049 | /* scan through all nearby squares for terrain to hide in */ |
3189 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3050 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3051 | i <= SIZEOFFREE1; |
|
|
3052 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3190 | { |
3053 | { |
3191 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3054 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3192 | if (mflag & P_OUT_OF_MAP) |
3055 | if (mflag & P_OUT_OF_MAP) |
3193 | { |
|
|
3194 | continue; |
3056 | continue; |
3195 | } |
3057 | |
3196 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3058 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3197 | level += 2; |
3059 | level += 2; |
3198 | else /* open terrain! */ |
3060 | else /* open terrain! */ |
3199 | level -= 1; |
3061 | level -= 1; |
3200 | } |
3062 | } |
… | |
… | |
3208 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3070 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3209 | * every time they move - as we subtract off 'invisibility' |
3071 | * every time they move - as we subtract off 'invisibility' |
3210 | * AND, for players, if they move into a ridiculously unhideable |
3072 | * AND, for players, if they move into a ridiculously unhideable |
3211 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3073 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3212 | */ |
3074 | */ |
3213 | |
|
|
3214 | void |
3075 | void |
3215 | do_hidden_move (object *op) |
3076 | do_hidden_move (object *op) |
3216 | { |
3077 | { |
3217 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3078 | int hide = 0; |
3218 | object *skop; |
|
|
3219 | |
3079 | |
3220 | if (!op || !op->map) |
3080 | if (!op || !op->map) |
3221 | return; |
3081 | return; |
3222 | |
3082 | |
3223 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
3083 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
3084 | int num = random_roll (0, 19, op, PREFER_LOW); |
3224 | |
3085 | |
3225 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3086 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3226 | if (op->type == PLAYER && op->contr->run_on) |
3087 | if (op->type == PLAYER && op->contr->run_on) |
3227 | if (!skop || num >= skop->level) |
3088 | if (!skop || num >= skop->level) |
3228 | { |
3089 | { |
… | |
… | |
3238 | num -= hide; |
3099 | num -= hide; |
3239 | |
3100 | |
3240 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3101 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3241 | { |
3102 | { |
3242 | make_visible (op); |
3103 | make_visible (op); |
|
|
3104 | |
3243 | if (op->type == PLAYER) |
3105 | if (op->type == PLAYER) |
3244 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3106 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3245 | } |
3107 | } |
3246 | else if (op->type == PLAYER && skop) |
3108 | else if (op->type == PLAYER && skop) |
3247 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3109 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3300 | * object op. This function works fine for monsters, |
3162 | * object op. This function works fine for monsters, |
3301 | * but we dont worry if the object isnt the top one in |
3163 | * but we dont worry if the object isnt the top one in |
3302 | * a pile (say a coin under a table would return "viewable" |
3164 | * a pile (say a coin under a table would return "viewable" |
3303 | * by this routine). Another question, should we be |
3165 | * by this routine). Another question, should we be |
3304 | * concerned with the direction the player is looking |
3166 | * concerned with the direction the player is looking |
3305 | * in? Realistically, most of use cant see stuff behind |
3167 | * in? Realistically, most of us can't see stuff behind |
3306 | * our backs...on the other hand, does the "facing" direction |
3168 | * our backs...on the other hand, does the "facing" direction |
3307 | * imply the way your head, or body is facing? Its possible |
3169 | * imply the way your head, or body is facing? It's possible |
3308 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3170 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3309 | * -b.t. |
3171 | * -b.t. |
3310 | * This function is now map tiling safe. |
3172 | * This function is now map tiling safe. |
3311 | */ |
3173 | */ |
3312 | |
|
|
3313 | int |
3174 | int |
3314 | player_can_view (object *pl, object *op) |
3175 | player_can_view (object *pl, object *op) |
3315 | { |
3176 | { |
3316 | rv_vector rv; |
3177 | rv_vector rv; |
3317 | int dx, dy; |
3178 | int dx, dy; |
… | |
… | |
3329 | |
3190 | |
3330 | get_rangevector (pl, op, &rv, 0x1); |
3191 | get_rangevector (pl, op, &rv, 0x1); |
3331 | |
3192 | |
3332 | /* starting with the 'head' part, lets loop |
3193 | /* starting with the 'head' part, lets loop |
3333 | * through the object and find if it has any |
3194 | * through the object and find if it has any |
3334 | * part that is in the los array but isnt on |
3195 | * part that is in the los array but isn't on |
3335 | * a blocked los square. |
3196 | * a blocked los square. |
3336 | * we use the archetype to figure out offsets. |
3197 | * we use the archetype to figure out offsets. |
3337 | */ |
3198 | */ |
3338 | while (op) |
3199 | while (op) |
3339 | { |
3200 | { |
3340 | dx = rv.distance_x + op->arch->clone.x; |
3201 | dx = rv.distance_x + op->arch->x; |
3341 | dy = rv.distance_y + op->arch->clone.y; |
3202 | dy = rv.distance_y + op->arch->y; |
3342 | |
3203 | |
3343 | /* only the viewable area the player sees is updated by LOS |
3204 | /* only the viewable area the player sees is updated by LOS |
3344 | * code, so we need to restrict ourselves to that range of values |
3205 | * code, so we need to restrict ourselves to that range of values |
3345 | * for any meaningful values. |
3206 | * for any meaningful values. |
3346 | */ |
3207 | */ |
3347 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3208 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3348 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3209 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3349 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3210 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
3350 | return 1; |
3211 | return 1; |
|
|
3212 | |
3351 | op = op->more; |
3213 | op = op->more; |
3352 | } |
3214 | } |
|
|
3215 | |
3353 | return 0; |
3216 | return 0; |
3354 | } |
3217 | } |
3355 | |
3218 | |
3356 | /* routine for both players and monsters. We call this when |
3219 | /* routine for both players and monsters. We call this when |
3357 | * there is a possibility for our action distrubing our hiding |
3220 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3360 | * return 0. |
3223 | * return 0. |
3361 | */ |
3224 | */ |
3362 | int |
3225 | int |
3363 | action_makes_visible (object *op) |
3226 | action_makes_visible (object *op) |
3364 | { |
3227 | { |
3365 | |
|
|
3366 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3367 | { |
3229 | { |
3368 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3369 | return 0; |
3231 | return 0; |
3370 | |
3232 | |
… | |
… | |
3376 | { |
3238 | { |
3377 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3239 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3378 | return 1; |
3240 | return 1; |
3379 | } |
3241 | } |
3380 | } |
3242 | } |
|
|
3243 | |
3381 | return 0; |
3244 | return 0; |
3382 | } |
3245 | } |
3383 | |
3246 | |
3384 | /* op_on_battleground - checks if the given object op (usually |
3247 | /* op_on_battleground - checks if the given object op (usually |
3385 | * a player) is standing on a valid battleground-tile, |
3248 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3390 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3253 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3391 | */ |
3254 | */ |
3392 | int |
3255 | int |
3393 | op_on_battleground (object *op, int *x, int *y) |
3256 | op_on_battleground (object *op, int *x, int *y) |
3394 | { |
3257 | { |
3395 | object *tmp; |
|
|
3396 | |
|
|
3397 | /* A battleground-tile needs the following attributes to be valid: |
3258 | /* A battleground-tile needs the following attributes to be valid: |
3398 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3259 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3399 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3260 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3400 | * and the exit-coordinates sp/hp must both be > 0. |
3261 | * and the exit-coordinates sp/hp must both be > 0. |
3401 | * => The intention here is to prevent abuse of the battleground- |
3262 | * => The intention here is to prevent abuse of the battleground- |
3402 | * feature (like pickable or hidden battleground tiles). */ |
3263 | * feature (like pickable or hidden battleground tiles). */ |
3403 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3264 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3404 | { |
3265 | { |
3405 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3266 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3406 | { |
3267 | { |
3407 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3268 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3408 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3269 | && tmp->type == BATTLEGROUND |
|
|
3270 | && tmp->name == shstr_battleground |
|
|
3271 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3409 | { |
3272 | { |
3410 | /*before we assign the exit, check if this is a teambattle */ |
3273 | /* before we assign the exit, check if this is a teambattle */ |
3411 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3274 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3412 | { |
3275 | { |
3413 | object *invtmp; |
|
|
3414 | |
|
|
3415 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3276 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3416 | { |
3277 | { |
3417 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3278 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3418 | { |
3279 | { |
3419 | if (x != NULL && y != NULL) |
3280 | if (x && y) |
3420 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3281 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3282 | |
3421 | return 1; |
3283 | return 1; |
3422 | } |
3284 | } |
3423 | } |
3285 | } |
3424 | } |
3286 | } |
|
|
3287 | |
3425 | if (x != NULL && y != NULL) |
3288 | if (x && y) |
3426 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3289 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3290 | |
3427 | return 1; |
3291 | return 1; |
3428 | } |
3292 | } |
3429 | } |
3293 | } |
3430 | } |
3294 | } |
|
|
3295 | |
3431 | /* If we got here, did not find a battleground */ |
3296 | /* If we got here, did not find a battleground */ |
3432 | return 0; |
3297 | return 0; |
3433 | } |
3298 | } |
3434 | |
3299 | |
3435 | /* |
3300 | /* |
… | |
… | |
3451 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3316 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3452 | int i = 0, j = 0; |
3317 | int i = 0, j = 0; |
3453 | |
3318 | |
3454 | /* get the appropriate treasurelist */ |
3319 | /* get the appropriate treasurelist */ |
3455 | if (atnr == ATNR_FIRE) |
3320 | if (atnr == ATNR_FIRE) |
3456 | trlist = find_treasurelist ("dragon_ability_fire"); |
3321 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3457 | else if (atnr == ATNR_COLD) |
3322 | else if (atnr == ATNR_COLD) |
3458 | trlist = find_treasurelist ("dragon_ability_cold"); |
3323 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3459 | else if (atnr == ATNR_ELECTRICITY) |
3324 | else if (atnr == ATNR_ELECTRICITY) |
3460 | trlist = find_treasurelist ("dragon_ability_elec"); |
3325 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3461 | else if (atnr == ATNR_POISON) |
3326 | else if (atnr == ATNR_POISON) |
3462 | trlist = find_treasurelist ("dragon_ability_poison"); |
3327 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3463 | |
3328 | |
3464 | if (trlist == NULL || who->type != PLAYER) |
3329 | if (trlist == NULL || who->type != PLAYER) |
3465 | return; |
3330 | return; |
3466 | |
3331 | |
3467 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3332 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3471 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3336 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3472 | return; |
3337 | return; |
3473 | } |
3338 | } |
3474 | |
3339 | |
3475 | /* everything seems okay - now bring on the gift: */ |
3340 | /* everything seems okay - now bring on the gift: */ |
3476 | item = &(tr->item->clone); |
3341 | item = tr->item; |
3477 | |
3342 | |
3478 | if (item->type == SPELL) |
3343 | if (item->type == SPELL) |
3479 | { |
3344 | { |
3480 | if (check_spell_known (who, item->name)) |
3345 | if (check_spell_known (who, item->name)) |
3481 | return; |
3346 | return; |
… | |
… | |
3540 | { |
3405 | { |
3541 | /* forces in the treasurelist can alter the player's stats */ |
3406 | /* forces in the treasurelist can alter the player's stats */ |
3542 | object *skin; |
3407 | object *skin; |
3543 | |
3408 | |
3544 | /* first get the dragon skin force */ |
3409 | /* first get the dragon skin force */ |
3545 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3546 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3410 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3547 | ; |
3411 | ; |
3548 | |
3412 | |
3549 | if (!skin) |
3413 | if (!skin) |
3550 | return; |
3414 | return; |
3551 | |
3415 | |
… | |
… | |
3586 | else |
3450 | else |
3587 | { |
3451 | { |
3588 | /* generate misc. treasure */ |
3452 | /* generate misc. treasure */ |
3589 | tmp = arch_to_object (tr->item); |
3453 | tmp = arch_to_object (tr->item); |
3590 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3454 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3591 | tmp = insert_ob_in_ob (tmp, who); |
3455 | who->insert (tmp); |
3592 | if (who->type == PLAYER) |
|
|
3593 | esrv_send_item (who, tmp); |
|
|
3594 | } |
3456 | } |
3595 | } |
3457 | } |
3596 | |
3458 | |
3597 | /** |
3459 | /** |
3598 | * Unready an object for a player. This function does nothing if the object was |
3460 | * Unready an object for a player. This function does nothing if the object was |
3599 | * not readied. |
3461 | * not readied. |
3600 | */ |
3462 | */ |
3601 | void |
3463 | void |
3602 | player_unready_range_ob (player *pl, object *ob) |
3464 | player_unready_range_ob (player *pl, object *ob) |
3603 | { |
3465 | { |
3604 | rangetype i; |
3466 | if (pl->ob->current_weapon == ob) |
|
|
3467 | pl->ob->current_weapon = 0; |
3605 | |
3468 | |
3606 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3469 | if (pl->combat_ob == ob) |
3607 | { |
3470 | pl->combat_ob = 0; |
|
|
3471 | |
3608 | if (pl->ranges[i] == ob) |
3472 | if (pl->ranged_ob == ob) |
3609 | { |
3473 | pl->ranged_ob = 0; |
3610 | pl->ranges[i] = NULL; |
|
|
3611 | if (pl->shoottype == i) |
|
|
3612 | { |
|
|
3613 | pl->shoottype = range_none; |
|
|
3614 | } |
|
|
3615 | } |
|
|
3616 | } |
|
|
3617 | } |
3474 | } |
|
|
3475 | |
|
|
3476 | sint8 |
|
|
3477 | player::visibility_at (maptile *map, int x, int y) const |
|
|
3478 | { |
|
|
3479 | if (!ns) |
|
|
3480 | return 0; |
|
|
3481 | |
|
|
3482 | int dx, dy; |
|
|
3483 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3484 | return 0; |
|
|
3485 | |
|
|
3486 | x += dx - ns->current_x + ns->mapx / 2; |
|
|
3487 | y += dy - ns->current_y + ns->mapy / 2; |
|
|
3488 | |
|
|
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]; |
|
|
3493 | } |
|
|
3494 | |
|
|
3495 | void |
|
|
3496 | player::infobox (const char *title, const char *msg, int color) |
|
|
3497 | { |
|
|
3498 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3499 | } |
|
|
3500 | |
|
|
3501 | void |
|
|
3502 | player::statusmsg (const char *msg, int color) |
|
|
3503 | { |
|
|
3504 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3505 | } |
|
|
3506 | |
|
|
3507 | void |
|
|
3508 | player::failmsg (const char *msg, int color) |
|
|
3509 | { |
|
|
3510 | play_sound (sound_find ("generic_failure")); |
|
|
3511 | statusmsg (msg, color); |
|
|
3512 | } |
|
|
3513 | |