1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * 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 |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
25 | #include <sproto.h> |
28 | #include <sounds.h> |
26 | #include <sounds.h> |
29 | #include <living.h> |
27 | #include <living.h> |
30 | #include <object.h> |
28 | #include <object.h> |
31 | #include <spells.h> |
29 | #include <spells.h> |
… | |
… | |
116 | |
114 | |
117 | news[0] = '\0'; |
115 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
116 | subject[0] = '\0'; |
119 | size = 0; |
117 | size = 0; |
120 | |
118 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
119 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
120 | { |
123 | if (*buf == '#') |
121 | if (*buf == '#') |
124 | continue; |
122 | continue; |
125 | |
123 | |
126 | if (*buf == '%') |
124 | if (*buf == '%') |
127 | { /* send one news */ |
125 | { /* send one news */ |
128 | if (size > 0) |
126 | if (size > 0) |
129 | 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 */ |
130 | |
131 | |
131 | strcpy (subject, buf + 1); |
132 | strcpy (subject, buf + 1); |
132 | strip_endline (subject); |
133 | strip_endline (subject); |
133 | size = 0; |
134 | size = 0; |
134 | news[0] = '\0'; |
135 | news[0] = '\0'; |
… | |
… | |
144 | size += strlen (buf); |
145 | size += strlen (buf); |
145 | } |
146 | } |
146 | } |
147 | } |
147 | |
148 | |
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
149 | 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); |
150 | close_and_delete (fp, comp); |
151 | close_and_delete (fp, comp); |
151 | } |
152 | } |
152 | |
153 | |
153 | /* This loads the first map an puts the player on it. */ |
154 | /* This loads the first map an puts the player on it. */ |
154 | static void |
155 | static void |
155 | set_first_map (object *op) |
156 | set_first_map (object *op) |
156 | { |
157 | { |
157 | op->contr->maplevel = first_map_path; |
158 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
159 | op->x = -1; |
159 | op->y = -1; |
160 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
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165 | object *tmp = object::create (); |
|
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166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
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171 | |
|
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172 | tmp->destroy (); |
|
|
173 | } |
161 | } |
174 | |
162 | |
175 | void |
163 | void |
176 | player::activate () |
164 | player::activate () |
177 | { |
165 | { |
… | |
… | |
182 | ob->remove (); |
170 | ob->remove (); |
183 | ob->map = 0; |
171 | ob->map = 0; |
184 | ob->activate_recursive (); |
172 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
173 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
174 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
175 | } |
189 | |
176 | |
190 | void |
177 | void |
191 | player::deactivate () |
178 | player::deactivate () |
192 | { |
179 | { |
… | |
… | |
194 | return; |
181 | return; |
195 | |
182 | |
196 | terminate_all_pets (ob); |
183 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
184 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
185 | ob->deactivate_recursive (); |
|
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186 | |
|
|
187 | if (ob->map) |
|
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188 | maplevel = ob->map->path; |
|
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189 | |
199 | ob->remove (); |
190 | ob->remove (); |
|
|
191 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
200 | ob->map = 0; |
192 | ob->map = 0; |
|
|
193 | party = 0; |
201 | |
194 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
195 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
|
204 | |
196 | |
205 | players.erase (this); |
197 | players.erase (this); |
206 | } |
198 | } |
207 | |
199 | |
208 | // connect the player with a specific client |
200 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
201 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
202 | void |
211 | player::connect (client *ns) |
203 | player::connect (client *ns) |
212 | { |
204 | { |
213 | this->ns = ns; |
205 | this->ns = ns; |
214 | ns->pl = this; |
206 | ns->pl = this; |
215 | |
207 | |
|
|
208 | run_on = 0; |
|
|
209 | fire_on = 0; |
|
|
210 | ob->close_container (); //TODO: client-specific |
|
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211 | |
216 | ns->update_look = 0; |
212 | ns->update_look = 0; |
217 | ns->look_position = 0; |
213 | ns->look_position = 0; |
218 | |
214 | |
219 | clear_los (ob); |
215 | clear_los (this); |
220 | |
216 | |
221 | //TODO: must move into client |
217 | ns->reset_stats (); |
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
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224 | * send new values to the client, as things like exp start |
|
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225 | * at zero. |
|
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226 | */ |
|
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227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
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228 | last_skill_exp[i] = -1; |
|
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229 | |
|
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230 | for (int i = 0; i < NROFATTACKS; i++) |
|
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231 | last_resist[i] = -1; |
|
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232 | |
|
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233 | last_weapon_sp = -1; |
|
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234 | last_level = -1; |
|
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235 | last_stats.exp = -1; |
|
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236 | last_weight = (uint32) - 1; |
|
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237 | last_flags = 0; |
|
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238 | last_weight = 0; |
|
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239 | last_weight_limit = 0; |
|
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240 | last_path_attuned = 0; |
|
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241 | last_path_repelled = 0; |
|
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242 | last_path_denied = 0; |
|
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243 | last_speed = 0; |
|
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244 | run_on = 0; |
|
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245 | fire_on = 0; |
|
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246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
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247 | |
218 | |
248 | /* make sure he's a player -- needed because of class change. */ |
219 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
220 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
221 | ob->race = ob->arch->race; |
251 | |
222 | |
252 | if (!legal_range (ob, shoottype)) |
223 | ob->update_weight (); |
253 | shoottype = range_none; |
|
|
254 | |
|
|
255 | ob->carrying = sum_weight (ob); |
|
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256 | link_player_skills (ob); |
224 | link_skills (); |
257 | |
225 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
259 | |
227 | |
260 | assign (title, ob->arch->clone.name); |
228 | assign (title, ob->arch->object::name); |
261 | |
|
|
262 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
263 | * from the class, and not race. I don't see any way to get the class information |
|
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264 | * to then update this. I don't think this will actually break anything - anyone |
|
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265 | * that can use armour should be able to use a shield. What this may 'break' |
|
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266 | * are features new characters get, eg, if someone starts up with a Q, they |
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267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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268 | */ |
|
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269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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271 | |
229 | |
272 | /* if it's a dragon player, set the correct title here */ |
230 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
231 | if (is_dragon_pl (ob)) |
274 | { |
232 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
233 | object *tmp, *abil = 0, *skin = 0; |
276 | |
234 | |
277 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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278 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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279 | |
|
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280 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
281 | if (tmp->type == FORCE) |
236 | if (tmp->type == FORCE) |
282 | if (tmp->arch->name == dragon_ability_force) |
237 | if (tmp->arch->archname == shstr_dragon_ability_force) |
283 | abil = tmp; |
238 | abil = tmp; |
284 | else if (tmp->arch->name == dragon_skin_force) |
239 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
285 | skin = tmp; |
240 | skin = tmp; |
286 | |
241 | |
287 | set_dragon_name (ob, abil, skin); |
242 | set_dragon_name (ob, abil, skin); |
288 | } |
243 | } |
289 | |
244 | |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
245 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
291 | |
246 | |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
247 | esrv_new_player (this); |
293 | |
248 | |
294 | ob->update_stats (); |
249 | ob->update_stats (); |
|
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250 | |
295 | ns->floorbox_update (); |
251 | ns->floorbox_update (); |
296 | |
|
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297 | esrv_send_inventory (ob, ob); |
252 | esrv_send_inventory (ob, ob); |
298 | esrv_add_spells (this, 0); |
253 | esrv_add_spells (this, 0); |
299 | |
254 | |
300 | activate (); |
255 | activate (); |
301 | |
256 | |
… | |
… | |
308 | } |
263 | } |
309 | |
264 | |
310 | void |
265 | void |
311 | player::disconnect () |
266 | player::disconnect () |
312 | { |
267 | { |
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268 | if (ob) |
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269 | { |
|
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270 | ob->close_container (); //TODO: client-specific |
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271 | ob->drop_unpaid_items (); |
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272 | } |
|
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273 | |
313 | if (ns) |
274 | if (ns) |
314 | { |
275 | { |
315 | if (active) |
276 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
278 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
279 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
280 | |
|
|
281 | ns->reset_stats (); |
320 | ns->pl = 0; |
282 | ns->pl = 0; |
321 | this->ns = 0; |
283 | ns = 0; |
322 | } |
284 | } |
|
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285 | |
|
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286 | observe = ob; |
323 | |
287 | |
324 | deactivate (); |
288 | deactivate (); |
325 | } |
289 | } |
326 | |
290 | |
327 | // the need for this function can be explained |
291 | // the need for this function can be explained |
328 | // by load_object not returning the object |
292 | // by load_object not returning the object |
329 | void |
293 | void |
330 | player::set_object (object *op) |
294 | player::set_object (object *op) |
331 | { |
295 | { |
332 | ob = op; |
296 | ob = observe = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
297 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
298 | |
|
|
299 | ob->speed = 1.0f; |
335 | ob->speed_left = 0.5; |
300 | ob->speed_left = 0.5f; |
336 | ob->speed = 1.0; |
301 | |
337 | ob->direction = 5; /* So player faces south */ |
302 | ob->direction = 5; /* So player faces south */ |
338 | ob->stats.wc = 2; |
|
|
339 | ob->run_away = 25; /* Then we panick... */ |
|
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340 | |
303 | |
341 | ob->roll_stats (); |
304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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305 | ob->flag [FLAG_READY_SKILL] = false; |
|
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306 | ob->flag [FLAG_READY_BOW] = false; |
|
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307 | |
|
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308 | for (object *op = ob->inv; op; op = op->below) |
|
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309 | if (op->flag [FLAG_APPLIED]) |
|
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310 | switch (op->type) |
|
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311 | { |
|
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312 | case SKILL: |
|
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313 | ob->flag [FLAG_APPLIED] = false; |
|
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314 | break; |
|
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315 | |
|
|
316 | case WAND: |
|
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317 | case ROD: |
|
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318 | case HORN: |
|
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319 | case BOW: |
|
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320 | ranged_ob = op; |
|
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321 | break; |
|
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322 | |
|
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323 | case WEAPON: |
|
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324 | combat_ob = op; |
|
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325 | break; |
|
|
326 | } |
|
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327 | |
|
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328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
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329 | ob->deactivate (); // change_weapon activates, fix this better |
|
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330 | } |
|
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331 | |
|
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332 | void |
|
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333 | player::set_observe (object *op) |
|
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334 | { |
|
|
335 | observe = op ? op : ob; |
|
|
336 | do_los = 1; |
342 | } |
337 | } |
343 | |
338 | |
344 | player::player () |
339 | player::player () |
345 | { |
340 | { |
346 | /* There are some elements we want initialised to non zero value - |
341 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
342 | * we deal with that below this point. |
348 | */ |
343 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
344 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
345 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
346 | unapply = unapply_nochoice; |
352 | |
347 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
348 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
349 | |
355 | gen_sp_armour = 10; |
350 | gen_sp_armour = 10; |
356 | last_speed = -1; |
|
|
357 | shoottype = range_none; |
|
|
358 | bowtype = bow_normal; |
351 | bowtype = bow_normal; |
359 | petmode = pet_normal; |
352 | petmode = pet_normal; |
360 | listening = 10; |
|
|
361 | usekeys = containers; |
353 | usekeys = containers; |
362 | last_weapon_sp = -1; |
|
|
363 | peaceful = 1; /* default peaceful */ |
354 | peaceful = 1; /* default peaceful */ |
364 | do_los = 1; |
355 | do_los = 1; |
|
|
356 | |
|
|
357 | weapon_sp = 1.0f; |
|
|
358 | weapon_sp_left = 0.5f; |
365 | } |
359 | } |
366 | |
360 | |
367 | void |
361 | void |
368 | player::do_destroy () |
362 | player::do_destroy () |
369 | { |
363 | { |
… | |
… | |
372 | attachable::do_destroy (); |
366 | attachable::do_destroy (); |
373 | |
367 | |
374 | if (ob) |
368 | if (ob) |
375 | { |
369 | { |
376 | ob->destroy_inv (false); |
370 | ob->destroy_inv (false); |
377 | ob->destroy (); |
371 | ob->destroy (true); |
378 | } |
372 | } |
|
|
373 | |
|
|
374 | ob = observe = 0; |
379 | } |
375 | } |
380 | |
376 | |
381 | player::~player () |
377 | player::~player () |
382 | { |
378 | { |
383 | /* Clear item stack */ |
379 | /* Clear item stack */ |
… | |
… | |
392 | player::create () |
388 | player::create () |
393 | { |
389 | { |
394 | player *pl = new player; |
390 | player *pl = new player; |
395 | |
391 | |
396 | pl->set_object (arch_to_object (get_player_archetype (0))); |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
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393 | |
|
|
394 | pl->ob->roll_stats (); |
|
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395 | pl->ob->stats.wc = 2; |
|
|
396 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
397 | |
397 | set_first_map (pl->ob); |
398 | set_first_map (pl->ob); |
398 | |
399 | |
399 | return pl; |
400 | return pl; |
400 | } |
401 | } |
401 | |
402 | |
… | |
… | |
405 | * Note: there MUST be at least one player archetype! |
406 | * Note: there MUST be at least one player archetype! |
406 | */ |
407 | */ |
407 | archetype * |
408 | archetype * |
408 | get_player_archetype (archetype *at) |
409 | get_player_archetype (archetype *at) |
409 | { |
410 | { |
410 | 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); |
411 | |
418 | |
412 | for (;;) |
419 | for (;;) |
413 | { |
420 | { |
414 | if (at == NULL || at->next == NULL) |
421 | if (++i == archetypes.end ()) |
415 | at = first_archetype; |
422 | i = archetypes.begin (); |
416 | else |
423 | else if (*i == at) |
417 | at = at->next; |
424 | cleanup ("not a single player archetype found"); |
418 | |
425 | |
419 | if (at->clone.type == PLAYER) |
426 | if ((*i)->type == PLAYER) |
420 | return at; |
427 | return *i; |
421 | |
|
|
422 | if (at == start) |
|
|
423 | { |
|
|
424 | LOG (llevError, "No Player archetypes\n"); |
|
|
425 | exit (-1); |
|
|
426 | } |
|
|
427 | } |
428 | } |
428 | } |
429 | } |
429 | |
430 | |
430 | object * |
431 | object * |
431 | get_nearest_player (object *mon) |
432 | get_nearest_player (object *mon) |
… | |
… | |
435 | unsigned lastdist; |
436 | unsigned lastdist; |
436 | rv_vector rv; |
437 | rv_vector rv; |
437 | |
438 | |
438 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
439 | { |
440 | { |
440 | /* We should not find free objects on this friendly list, but it |
|
|
441 | * does periodically happen. Given that, lets deal with it. |
|
|
442 | * While unlikely, it is possible the next object on the friendly |
|
|
443 | * list is also free, so encapsulate this in a while loop. |
|
|
444 | */ |
|
|
445 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
446 | { |
|
|
447 | object *tmp = ol->ob; |
|
|
448 | |
|
|
449 | /* Can't do much more other than log the fact, because the object |
|
|
450 | * itself will have been cleared. |
|
|
451 | */ |
|
|
452 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
453 | tmp->debug_desc ()); |
|
|
454 | ol = ol->next; |
|
|
455 | remove_friendly_object (tmp); |
|
|
456 | if (!ol) |
|
|
457 | return op; |
|
|
458 | } |
|
|
459 | |
|
|
460 | /* Remove special check for player from this. First, it looks to cause |
|
|
461 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
462 | * complicated method of state checking would be needed in any case - |
|
|
463 | * as it was, a clever player could type quit, and the function would |
|
|
464 | * skip them over while waiting for confirmation. Remove |
|
|
465 | * on_same_map check, as can_detect_enemy also does this |
|
|
466 | */ |
|
|
467 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
468 | continue; |
442 | continue; |
469 | |
443 | |
470 | if (lastdist > rv.distance) |
444 | if (lastdist > rv.distance) |
471 | { |
445 | { |
… | |
… | |
547 | x = mon->x; |
521 | x = mon->x; |
548 | y = mon->y; |
522 | y = mon->y; |
549 | m = mon->map; |
523 | m = mon->map; |
550 | dir = rv.direction; |
524 | dir = rv.direction; |
551 | 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 */ |
552 | 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 | |
553 | /* 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. */ |
554 | if (diff > max) |
529 | if (diff > max) |
555 | return 0; |
530 | return 0; |
|
|
531 | |
556 | while (diff > 1 && max > 0) |
532 | while (diff > 1 && max > 0) |
557 | { |
533 | { |
558 | lastx = x; |
534 | lastx = x; |
559 | lasty = y; |
535 | lasty = y; |
560 | lastmap = m; |
536 | lastmap = m; |
… | |
… | |
642 | max--; |
618 | max--; |
643 | lastdir = dir; |
619 | lastdir = dir; |
644 | if (!firstdir) |
620 | if (!firstdir) |
645 | firstdir = dir; |
621 | firstdir = dir; |
646 | } |
622 | } |
|
|
623 | |
647 | if (diff <= 1) |
624 | if (diff <= 1) |
648 | { |
625 | { |
649 | /* Recalculate diff (distance) because we may not have actually |
626 | /* Recalculate diff (distance) because we may not have actually |
650 | * headed toward player for entire distance. |
627 | * headed toward player for entire distance. |
651 | */ |
628 | */ |
652 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
653 | 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)); |
654 | } |
631 | } |
|
|
632 | |
655 | if (diff > max) |
633 | if (diff > max) |
656 | return 0; |
634 | return 0; |
657 | } |
635 | } |
|
|
636 | |
658 | /* 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 */ |
659 | if (!max) |
638 | if (!max) |
660 | return 0; |
639 | return 0; |
661 | |
640 | |
662 | return firstdir; |
641 | return firstdir; |
663 | } |
642 | } |
664 | |
643 | |
665 | void |
644 | void |
666 | give_initial_items (object *pl, treasurelist * items) |
645 | give_initial_items (object *pl, treasurelist *items) |
667 | { |
646 | { |
668 | object *op, *next = NULL; |
|
|
669 | |
|
|
670 | if (pl->randomitems != NULL) |
647 | if (pl->randomitems) |
671 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
672 | |
649 | |
673 | for (op = pl->inv; op; op = next) |
650 | for (object *next, *op = pl->inv; op; op = next) |
674 | { |
651 | { |
675 | next = op->below; |
652 | next = op->below; |
676 | |
653 | |
677 | /* Forces get applied per default, unless they have the |
654 | /* Forces get applied per default, unless they have the |
678 | * 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 |
… | |
… | |
683 | /* we never give weapons/armour if these cannot be used |
660 | /* we never give weapons/armour if these cannot be used |
684 | * by this player due to race restrictions |
661 | * by this player due to race restrictions |
685 | */ |
662 | */ |
686 | if (pl->type == PLAYER) |
663 | if (pl->type == PLAYER) |
687 | { |
664 | { |
688 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
665 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
666 | && |
689 | (op->type == ARMOUR || op->type == BOOTS || |
667 | (op->type == ARMOUR || op->type == BOOTS |
690 | op->type == CLOAK || op->type == HELMET || |
668 | || op->type == CLOAK || op->type == HELMET |
691 | op->type == SHIELD || op->type == GLOVES || |
669 | || op->type == SHIELD || op->type == GLOVES |
|
|
670 | || op->type == BRACERS || op->type == GIRDLE)) |
692 | 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)) |
693 | { |
672 | { |
694 | op->destroy (); |
673 | op->destroy (true); |
695 | continue; |
674 | continue; |
696 | } |
675 | } |
697 | } |
676 | } |
698 | |
677 | |
699 | /* This really needs to be better - we should really give |
678 | /* This really needs to be better - we should really give |
… | |
… | |
710 | if (tmp->type == op->type && tmp->name == op->name) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
711 | break; |
690 | break; |
712 | |
691 | |
713 | if (tmp) |
692 | if (tmp) |
714 | { |
693 | { |
715 | op->destroy (); |
694 | op->destroy (true); |
716 | 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); |
717 | continue; |
696 | continue; |
718 | } |
697 | } |
719 | |
698 | |
720 | if (op->nrof > 1) |
699 | if (op->nrof > 1) |
721 | op->nrof = 1; |
700 | op->nrof = 1; |
722 | } |
701 | } |
723 | |
702 | |
724 | if (op->type == SPELLBOOK && op->inv) |
703 | if (op->type == SPELLBOOK && op->inv) |
725 | { |
|
|
726 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
704 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
727 | } |
|
|
728 | |
705 | |
729 | /* Give starting characters identified, uncursed, and undamned |
706 | /* Give starting characters identified, uncursed, and undamned |
730 | * 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 |
731 | * merged properly. |
708 | * merged properly. |
732 | */ |
709 | */ |
733 | if (need_identify (op)) |
710 | if (need_identify (op)) |
734 | { |
711 | { |
735 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | SET_FLAG (op, FLAG_IDENTIFIED); |
736 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_CURSED); |
737 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | CLEAR_FLAG (op, FLAG_DAMNED); |
738 | } |
715 | } |
|
|
716 | |
739 | if (op->type == SPELL) |
717 | if (op->type == SPELL) |
740 | { |
718 | { |
741 | op->destroy (); |
719 | op->destroy (true); |
742 | continue; |
720 | continue; |
743 | } |
721 | } |
744 | else if (op->type == SKILL) |
722 | else if (op->type == SKILL) |
745 | { |
723 | { |
746 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
724 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
747 | op->stats.exp = 0; |
725 | op->stats.exp = 0; |
748 | op->level = 1; |
726 | op->level = 1; |
749 | } |
727 | } |
750 | /* lock all 'normal items by default */ |
728 | else /* lock all 'normal items by default */ |
751 | else |
|
|
752 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | SET_FLAG (op, FLAG_INV_LOCKED); |
753 | } /* for loop of objects in player inv */ |
730 | } /* for loop of objects in player inv */ |
754 | |
731 | |
755 | /* Need to set up the skill pointers */ |
732 | /* Need to set up the skill pointers */ |
756 | link_player_skills (pl); |
733 | pl->contr->link_skills (); |
757 | } |
734 | } |
758 | |
735 | |
759 | void |
736 | void |
760 | get_party_password (object *op, partylist *party) |
737 | get_party_password (object *op, partylist *party) |
761 | { |
738 | { |
… | |
… | |
776 | roll_stat (void) |
753 | roll_stat (void) |
777 | { |
754 | { |
778 | int a[4], i, j, k; |
755 | int a[4], i, j, k; |
779 | |
756 | |
780 | for (i = 0; i < 4; i++) |
757 | for (i = 0; i < 4; i++) |
781 | a[i] = (int) RANDOM () % 6 + 1; |
758 | a[i] = (int) rndm (6) + 1; |
782 | |
759 | |
783 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | for (i = 0, j = 0, k = 7; i < 4; i++) |
784 | if (a[i] < k) |
761 | if (a[i] < k) |
785 | k = a[i], j = i; |
762 | k = a[i], j = i; |
786 | |
763 | |
… | |
… | |
792 | } |
769 | } |
793 | |
770 | |
794 | void |
771 | void |
795 | object::roll_stats () |
772 | object::roll_stats () |
796 | { |
773 | { |
797 | int statsort [7]; |
774 | int statsort [NUM_STATS]; |
798 | |
775 | |
799 | for (;;) |
776 | for (;;) |
800 | { |
777 | { |
801 | int sum = 0; |
778 | int sum = 0; |
802 | for (int i = 7; i--; ) |
779 | for (int i = NUM_STATS; i--; ) |
803 | sum += statsort [i] = roll_stat (); |
780 | sum += statsort [i] = roll_stat (); |
804 | |
781 | |
805 | if (sum >= 82 && sum <= 116) |
782 | if (sum >= 82 && sum <= 116) |
806 | break; |
783 | break; |
807 | } |
784 | } |
808 | |
785 | |
809 | // Sort the stats so that rerolling is easier... |
786 | // Sort the stats so that rerolling is easier... |
810 | std::sort (statsort, statsort + 7, std::greater<int>()); |
787 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
811 | |
788 | |
|
|
789 | for (int i = 0; i < NUM_STATS; ++i) |
812 | stats.Str = statsort[0]; |
790 | stats.stat (i) = statsort [i]; |
813 | stats.Dex = statsort[1]; |
|
|
814 | stats.Con = statsort[2]; |
|
|
815 | stats.Int = statsort[3]; |
|
|
816 | stats.Wis = statsort[4]; |
|
|
817 | stats.Pow = statsort[5]; |
|
|
818 | stats.Cha = statsort[6]; |
|
|
819 | |
791 | |
820 | stats.exp = 0; |
792 | stats.exp = 0; |
821 | stats.ac = 0; |
793 | stats.ac = 0; |
822 | |
794 | |
823 | stats.hp = stats.maxhp; |
795 | stats.hp = stats.maxhp; |
… | |
… | |
835 | } |
807 | } |
836 | |
808 | |
837 | void |
809 | void |
838 | object::swap_stats (int a, int b) |
810 | object::swap_stats (int a, int b) |
839 | { |
811 | { |
840 | int tmp = get_attr_value (&contr->orig_stats, a); |
812 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
841 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
842 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
843 | |
813 | |
|
|
814 | for (int i = 0; i < NUM_STATS; ++i) |
844 | stats.Str = contr->orig_stats.Str; |
815 | stats.stat (i) = contr->orig_stats.stat (i); |
845 | stats.Dex = contr->orig_stats.Dex; |
|
|
846 | stats.Con = contr->orig_stats.Con; |
|
|
847 | stats.Int = contr->orig_stats.Int; |
|
|
848 | stats.Wis = contr->orig_stats.Wis; |
|
|
849 | stats.Pow = contr->orig_stats.Pow; |
|
|
850 | stats.Cha = contr->orig_stats.Cha; |
|
|
851 | |
816 | |
852 | //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, |
853 | // be merged with the similar code in roll_stats |
818 | // be merged with the similar code in roll_stats |
854 | stats.ac = 0; |
819 | stats.ac = 0; |
855 | |
820 | |
… | |
… | |
874 | static void |
839 | static void |
875 | start_info (object *op) |
840 | start_info (object *op) |
876 | { |
841 | { |
877 | char buf[MAX_BUF]; |
842 | char buf[MAX_BUF]; |
878 | |
843 | |
879 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
844 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
880 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
845 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
881 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
882 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
883 | } |
846 | } |
884 | |
847 | |
885 | /* This function takes the key that is passed, and does the |
848 | /* This function takes the key that is passed, and does the |
886 | * appropriate action with it (change race, or other things). |
849 | * appropriate action with it (change race, or other things). |
887 | * The function name is for historical reasons - now we have |
850 | * The function name is for historical reasons - now we have |
888 | * separate race and class; this actually changes the RACE, |
851 | * separate race and class; this actually changes the RACE, |
889 | * not the class. |
852 | * not the class. |
890 | */ |
853 | */ |
891 | int |
854 | void |
892 | key_change_class (object *op, char key) |
855 | player::chargen_race_done () |
893 | { |
856 | { |
894 | int tmp_loop; |
|
|
895 | |
|
|
896 | if (key == 'd' || key == 'D') |
|
|
897 | { |
|
|
898 | char buf[MAX_BUF]; |
|
|
899 | |
|
|
900 | /* this must before then initial items are given */ |
857 | /* this must before then initial items are given */ |
901 | esrv_new_player (op->contr, op->weight + op->carrying); |
858 | esrv_new_player (ob->contr); |
902 | |
859 | |
903 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
904 | if (tl) |
861 | if (tl) |
905 | create_treasure (tl, op, 0, 0, 0); |
862 | create_treasure (tl, ob, 0, 0, 0); |
906 | |
863 | |
907 | INVOKE_PLAYER (BIRTH, op->contr); |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
908 | INVOKE_PLAYER (LOGIN, op->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
909 | |
866 | |
910 | op->contr->ns->state = ST_PLAYING; |
867 | ob->contr->ns->state = ST_PLAYING; |
911 | |
868 | |
912 | if (op->msg) |
869 | if (ob->msg) |
913 | op->msg = NULL; |
870 | ob->msg = 0; |
914 | |
871 | |
915 | /* We create this now because some of the unique maps will need it |
|
|
916 | * to save here. |
|
|
917 | */ |
|
|
918 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
919 | make_path_to_file (buf); |
|
|
920 | |
|
|
921 | #ifdef AUTOSAVE |
|
|
922 | op->contr->last_save_tick = pticks; |
|
|
923 | #endif |
|
|
924 | start_info (op); |
872 | start_info (ob); |
925 | CLEAR_FLAG (op, FLAG_WIZ); |
873 | CLEAR_FLAG (ob, FLAG_WIZ); |
926 | give_initial_items (op, op->randomitems); |
874 | give_initial_items (ob, ob->randomitems); |
927 | link_player_skills (op); |
|
|
928 | esrv_send_inventory (op, op); |
875 | esrv_send_inventory (ob, ob); |
929 | op->update_stats (); |
876 | ob->update_stats (); |
930 | |
877 | |
931 | /* This moves the player to a different start map, if there |
878 | /* This moves the player to a different start map, if there |
932 | * is one for this race |
879 | * is one for this race |
933 | */ |
880 | */ |
934 | if (*first_map_ext_path) |
881 | if (*first_map_ext_path) |
935 | { |
882 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
936 | object *tmp; |
|
|
937 | char mapname[MAX_BUF]; |
|
|
938 | |
|
|
939 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
|
|
940 | tmp = object::create (); |
|
|
941 | EXIT_PATH (tmp) = mapname; |
|
|
942 | EXIT_X (tmp) = op->x; |
|
|
943 | EXIT_Y (tmp) = op->y; |
|
|
944 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
945 | * if the map isn't there, then stay on the |
|
|
946 | * default initial map */ |
|
|
947 | tmp->destroy (); |
|
|
948 | } |
|
|
949 | else |
883 | else |
950 | LOG (llevDebug, "first_map_ext_path not set\n"); |
884 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
885 | } |
951 | |
886 | |
952 | return 0; |
887 | void |
953 | } |
888 | player::chargen_race_next () |
954 | |
889 | { |
955 | /* Following actually changes the race - this is the default command |
890 | /* Following actually changes the race - this is the default command |
956 | * if we don't match with one of the options above. |
891 | * if we don't match with one of the options above. |
957 | */ |
892 | */ |
958 | |
893 | |
959 | tmp_loop = 0; |
894 | do |
960 | while (!tmp_loop) |
|
|
961 | { |
895 | { |
962 | shstr name = op->name; |
896 | shstr name = ob->name; |
963 | int x = op->x, y = op->y; |
897 | int x = ob->x, y = ob->y; |
964 | |
898 | |
965 | op->remove_statbonus (); |
899 | ob->remove_statbonus (); |
966 | op->remove (); |
900 | ob->remove (); |
967 | op->arch = get_player_archetype (op->arch); |
901 | ob->arch = get_player_archetype (ob->arch); |
968 | op->arch->clone.copy_to (op); |
902 | ob->arch->copy_to (ob); |
969 | op->instantiate (); |
903 | ob->instantiate (); |
970 | op->stats = op->contr->orig_stats; |
904 | ob->stats = ob->contr->orig_stats; |
971 | op->name = op->name_pl = name; |
905 | ob->name = ob->name_pl = name; |
972 | op->x = x; |
906 | ob->x = x; |
973 | op->y = y; |
907 | ob->y = y; |
974 | SET_ANIMATION (op, 2); /* So player faces south */ |
908 | SET_ANIMATION (ob, 2); /* So player faces south */ |
975 | insert_ob_in_map (op, op->map, op, 0); |
909 | insert_ob_in_map (ob, ob->map, ob, 0); |
976 | assign (op->contr->title, op->arch->clone.name); |
910 | assign (ob->contr->title, ob->arch->object::name); |
977 | op->add_statbonus (); |
911 | ob->add_statbonus (); |
978 | tmp_loop = allowed_class (op); |
|
|
979 | } |
912 | } |
|
|
913 | while (!allowed_class (ob)); |
980 | |
914 | |
981 | update_object (op, UP_OBJ_FACE); |
915 | update_object (ob, UP_OBJ_FACE); |
982 | esrv_update_item (UPD_FACE, op, op); |
916 | esrv_update_item (UPD_FACE, ob, ob); |
983 | op->update_stats (); |
917 | ob->update_stats (); |
984 | op->stats.hp = op->stats.maxhp; |
918 | ob->stats.hp = ob->stats.maxhp; |
985 | op->stats.sp = op->stats.maxsp; |
919 | ob->stats.sp = ob->stats.maxsp; |
986 | op->stats.grace = 0; |
920 | ob->stats.grace = 0; |
987 | |
|
|
988 | if (op->msg) |
|
|
989 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
990 | |
|
|
991 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
992 | return 0; |
|
|
993 | } |
921 | } |
994 | |
922 | |
995 | void |
923 | void |
996 | flee_player (object *op) |
924 | flee_player (object *op) |
997 | { |
925 | { |
… | |
… | |
1044 | /* Cornered, get rid of scared */ |
972 | /* Cornered, get rid of scared */ |
1045 | CLEAR_FLAG (op, FLAG_SCARED); |
973 | CLEAR_FLAG (op, FLAG_SCARED); |
1046 | op->enemy = NULL; |
974 | op->enemy = NULL; |
1047 | } |
975 | } |
1048 | |
976 | |
1049 | |
|
|
1050 | /* 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. |
1051 | * 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 |
1052 | * stop. |
979 | * stop. |
1053 | */ |
980 | */ |
1054 | int |
981 | int |
1055 | check_pick (object *op) |
982 | check_pick (object *op) |
1056 | { |
983 | { |
1057 | object *tmp, *next; |
984 | object *tmp, *next; |
1058 | int stop = 0; |
985 | int stop = 0; |
1059 | int j, k, wvratio; |
986 | int wvratio; |
1060 | char putstring[128], tmpstr[16]; |
987 | char putstring[128]; |
1061 | |
988 | |
1062 | /* if you're flying, you cna't pick up anything */ |
989 | /* if you're flying, you cna't pick up anything */ |
1063 | if (op->move_type & MOVE_FLYING) |
990 | if (op->move_type & MOVE_FLYING) |
1064 | return 1; |
991 | return 1; |
1065 | |
992 | |
1066 | next = op->below; |
993 | next = op->below; |
1067 | |
994 | |
|
|
995 | int cnt = MAX_ITEM_PER_DROP; |
|
|
996 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
997 | |
1068 | /* 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 |
1069 | * destroyed */ |
999 | * destroyed */ |
1070 | while (next && !next->destroyed ()) |
1000 | while (next && !next->destroyed ()) |
1071 | { |
1001 | { |
1072 | tmp = next; |
1002 | tmp = next; |
1073 | next = tmp->below; |
1003 | next = tmp->below; |
1074 | |
1004 | |
|
|
1005 | if (cnt <= 0) |
|
|
1006 | { |
|
|
1007 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
1008 | return 0; |
|
|
1009 | } |
|
|
1010 | |
1075 | if (op->destroyed ()) |
1011 | if (op->destroyed ()) |
1076 | return 0; |
1012 | return 0; |
1077 | |
1013 | |
1078 | if (!can_pick (op, tmp)) |
1014 | if (!can_pick (op, tmp)) |
1079 | continue; |
1015 | continue; |
1080 | |
1016 | |
1081 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1017 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1082 | { |
1018 | { |
1083 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1019 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1084 | pick_up (op, tmp); |
1020 | CHK_PICK_PICKUP; |
1085 | continue; |
1021 | continue; |
1086 | } |
1022 | } |
1087 | |
1023 | |
1088 | /* high not bit set? We're using the old autopickup model */ |
1024 | /* high not bit set? We're using the old autopickup model */ |
1089 | if (!(op->contr->mode & PU_NEWMODE)) |
1025 | if (!(op->contr->mode & PU_NEWMODE)) |
… | |
… | |
1091 | switch (op->contr->mode) |
1027 | switch (op->contr->mode) |
1092 | { |
1028 | { |
1093 | case 0: |
1029 | case 0: |
1094 | return 1; /* don't pick up */ |
1030 | return 1; /* don't pick up */ |
1095 | case 1: |
1031 | case 1: |
1096 | pick_up (op, tmp); |
1032 | CHK_PICK_PICKUP; |
1097 | return 1; |
1033 | return 1; |
1098 | case 2: |
1034 | case 2: |
1099 | pick_up (op, tmp); |
1035 | CHK_PICK_PICKUP; |
1100 | return 0; |
1036 | return 0; |
1101 | case 3: |
1037 | case 3: |
1102 | return 0; /* stop before pickup */ |
1038 | return 0; /* stop before pickup */ |
1103 | case 4: |
1039 | case 4: |
1104 | pick_up (op, tmp); |
1040 | CHK_PICK_PICKUP; |
1105 | break; |
1041 | break; |
1106 | case 5: |
1042 | case 5: |
1107 | pick_up (op, tmp); |
1043 | CHK_PICK_PICKUP; |
1108 | stop = 1; |
1044 | stop = 1; |
1109 | break; |
1045 | break; |
1110 | case 6: |
1046 | case 6: |
1111 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1047 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1112 | pick_up (op, tmp); |
1048 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1049 | CHK_PICK_PICKUP; |
1113 | break; |
1050 | break; |
1114 | |
1051 | |
1115 | case 7: |
1052 | case 7: |
1116 | if (tmp->type == MONEY || tmp->type == GEM) |
1053 | if (tmp->type == MONEY || tmp->type == GEM) |
1117 | pick_up (op, tmp); |
1054 | CHK_PICK_PICKUP; |
1118 | break; |
1055 | break; |
1119 | |
1056 | |
1120 | default: |
1057 | default: |
1121 | /* use value density */ |
1058 | /* use value density */ |
1122 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1059 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
1123 | && (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) |
1124 | pick_up (op, tmp); |
1061 | CHK_PICK_PICKUP; |
1125 | } |
1062 | } |
1126 | } |
1063 | } |
1127 | else |
1064 | else |
1128 | { /* old model */ |
1065 | { /* old model */ |
1129 | /* NEW pickup handling */ |
1066 | /* NEW pickup handling */ |
… | |
… | |
1133 | if (tmp->name != NULL) |
1070 | if (tmp->name != NULL) |
1134 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1071 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1135 | &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)))); |
1136 | else |
1073 | else |
1137 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1074 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
1138 | &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)))); |
1139 | |
1076 | |
1140 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1077 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
1141 | } |
1078 | } |
1142 | |
1079 | |
1143 | /* philosophy: |
1080 | /* philosophy: |
… | |
… | |
1184 | /* all food and drink if desired */ |
1121 | /* all food and drink if desired */ |
1185 | /* question: don't pick up known-poisonous stuff? */ |
1122 | /* question: don't pick up known-poisonous stuff? */ |
1186 | if (op->contr->mode & PU_FOOD) |
1123 | if (op->contr->mode & PU_FOOD) |
1187 | if (tmp->type == FOOD) |
1124 | if (tmp->type == FOOD) |
1188 | { |
1125 | { |
1189 | pick_up (op, tmp); |
1126 | CHK_PICK_PICKUP; |
1190 | continue; |
1127 | continue; |
1191 | } |
1128 | } |
1192 | |
1129 | |
1193 | if (op->contr->mode & PU_DRINK) |
1130 | if (op->contr->mode & PU_DRINK) |
1194 | 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))) |
1195 | { |
1132 | { |
1196 | pick_up (op, tmp); |
1133 | CHK_PICK_PICKUP; |
1197 | continue; |
1134 | continue; |
1198 | } |
1135 | } |
1199 | |
1136 | |
1200 | if (op->contr->mode & PU_POTION) |
1137 | if (op->contr->mode & PU_POTION) |
1201 | if (tmp->type == POTION) |
1138 | if (tmp->type == POTION) |
1202 | { |
1139 | { |
1203 | pick_up (op, tmp); |
1140 | CHK_PICK_PICKUP; |
1204 | continue; |
1141 | continue; |
1205 | } |
1142 | } |
1206 | |
1143 | |
1207 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1144 | /* spellbooks, skillscrolls and normal books/scrolls */ |
1208 | if (op->contr->mode & PU_SPELLBOOK) |
1145 | if (op->contr->mode & PU_SPELLBOOK) |
1209 | if (tmp->type == SPELLBOOK) |
1146 | if (tmp->type == SPELLBOOK) |
1210 | { |
1147 | { |
1211 | pick_up (op, tmp); |
1148 | CHK_PICK_PICKUP; |
1212 | continue; |
1149 | continue; |
1213 | } |
1150 | } |
1214 | |
1151 | |
1215 | if (op->contr->mode & PU_SKILLSCROLL) |
1152 | if (op->contr->mode & PU_SKILLSCROLL) |
1216 | if (tmp->type == SKILLSCROLL) |
1153 | if (tmp->type == SKILLSCROLL) |
1217 | { |
1154 | { |
1218 | pick_up (op, tmp); |
1155 | CHK_PICK_PICKUP; |
1219 | continue; |
1156 | continue; |
1220 | } |
1157 | } |
1221 | |
1158 | |
1222 | if (op->contr->mode & PU_READABLES) |
1159 | if (op->contr->mode & PU_READABLES) |
1223 | if (tmp->type == BOOK || tmp->type == SCROLL) |
1160 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
1224 | { |
1161 | { |
1225 | pick_up (op, tmp); |
1162 | CHK_PICK_PICKUP; |
1226 | continue; |
1163 | continue; |
1227 | } |
1164 | } |
1228 | |
1165 | |
1229 | /* wands/staves/rods/horns */ |
1166 | /* wands/staves/rods/horns */ |
1230 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1167 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1231 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1168 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1232 | { |
1169 | { |
1233 | pick_up (op, tmp); |
1170 | CHK_PICK_PICKUP; |
1234 | continue; |
1171 | continue; |
1235 | } |
1172 | } |
1236 | |
1173 | |
1237 | /* pick up all magical items */ |
1174 | /* pick up all magical items */ |
1238 | if (op->contr->mode & PU_MAGICAL) |
1175 | if (op->contr->mode & PU_MAGICAL) |
1239 | 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)) |
1240 | { |
1177 | { |
1241 | pick_up (op, tmp); |
1178 | CHK_PICK_PICKUP; |
1242 | continue; |
1179 | continue; |
1243 | } |
1180 | } |
1244 | |
1181 | |
1245 | if (op->contr->mode & PU_VALUABLES) |
1182 | if (op->contr->mode & PU_VALUABLES) |
1246 | { |
1183 | { |
1247 | if (tmp->type == MONEY || tmp->type == GEM) |
1184 | if (tmp->type == MONEY || tmp->type == GEM) |
1248 | { |
1185 | { |
1249 | pick_up (op, tmp); |
1186 | CHK_PICK_PICKUP; |
1250 | continue; |
1187 | continue; |
1251 | } |
1188 | } |
1252 | } |
1189 | } |
1253 | |
1190 | |
1254 | /* rings & amulets - talismans seems to be typed AMULET */ |
1191 | /* rings & amulets - talismans seems to be typed AMULET */ |
1255 | if (op->contr->mode & PU_JEWELS) |
1192 | if (op->contr->mode & PU_JEWELS) |
1256 | if (tmp->type == RING || tmp->type == AMULET) |
1193 | if (tmp->type == RING || tmp->type == AMULET) |
1257 | { |
1194 | { |
1258 | pick_up (op, tmp); |
1195 | CHK_PICK_PICKUP; |
1259 | continue; |
1196 | continue; |
1260 | } |
1197 | } |
1261 | |
1198 | |
1262 | /* we don't forget dragon food */ |
1199 | /* we don't forget dragon food */ |
1263 | if (op->contr->mode & PU_FLESH) |
1200 | if (op->contr->mode & PU_FLESH) |
1264 | if (tmp->type == FLESH) |
1201 | if (tmp->type == FLESH) |
1265 | { |
1202 | { |
1266 | pick_up (op, tmp); |
1203 | CHK_PICK_PICKUP; |
1267 | continue; |
1204 | continue; |
1268 | } |
1205 | } |
1269 | |
1206 | |
1270 | /* bows and arrows. Bows are good for selling! */ |
1207 | /* bows and arrows. Bows are good for selling! */ |
1271 | if (op->contr->mode & PU_BOW) |
1208 | if (op->contr->mode & PU_BOW) |
1272 | if (tmp->type == BOW) |
1209 | if (tmp->type == BOW) |
1273 | { |
1210 | { |
1274 | pick_up (op, tmp); |
1211 | CHK_PICK_PICKUP; |
1275 | continue; |
1212 | continue; |
1276 | } |
1213 | } |
1277 | |
1214 | |
1278 | if (op->contr->mode & PU_ARROW) |
1215 | if (op->contr->mode & PU_ARROW) |
1279 | if (tmp->type == ARROW) |
1216 | if (tmp->type == ARROW) |
1280 | { |
1217 | { |
1281 | pick_up (op, tmp); |
1218 | CHK_PICK_PICKUP; |
1282 | continue; |
1219 | continue; |
1283 | } |
1220 | } |
1284 | |
1221 | |
1285 | /* all kinds of armor etc. */ |
1222 | /* all kinds of armor etc. */ |
1286 | if (op->contr->mode & PU_ARMOUR) |
1223 | if (op->contr->mode & PU_ARMOUR) |
1287 | if (tmp->type == ARMOUR) |
1224 | if (tmp->type == ARMOUR) |
1288 | { |
1225 | { |
1289 | pick_up (op, tmp); |
1226 | CHK_PICK_PICKUP; |
1290 | continue; |
1227 | continue; |
1291 | } |
1228 | } |
1292 | |
1229 | |
1293 | if (op->contr->mode & PU_HELMET) |
1230 | if (op->contr->mode & PU_HELMET) |
1294 | if (tmp->type == HELMET) |
1231 | if (tmp->type == HELMET) |
1295 | { |
1232 | { |
1296 | pick_up (op, tmp); |
1233 | CHK_PICK_PICKUP; |
1297 | continue; |
1234 | continue; |
1298 | } |
1235 | } |
1299 | |
1236 | |
1300 | if (op->contr->mode & PU_SHIELD) |
1237 | if (op->contr->mode & PU_SHIELD) |
1301 | if (tmp->type == SHIELD) |
1238 | if (tmp->type == SHIELD) |
1302 | { |
1239 | { |
1303 | pick_up (op, tmp); |
1240 | CHK_PICK_PICKUP; |
1304 | continue; |
1241 | continue; |
1305 | } |
1242 | } |
1306 | |
1243 | |
1307 | if (op->contr->mode & PU_BOOTS) |
1244 | if (op->contr->mode & PU_BOOTS) |
1308 | if (tmp->type == BOOTS) |
1245 | if (tmp->type == BOOTS) |
1309 | { |
1246 | { |
1310 | pick_up (op, tmp); |
1247 | CHK_PICK_PICKUP; |
1311 | continue; |
1248 | continue; |
1312 | } |
1249 | } |
1313 | |
1250 | |
1314 | if (op->contr->mode & PU_GLOVES) |
1251 | if (op->contr->mode & PU_GLOVES) |
1315 | if (tmp->type == GLOVES) |
1252 | if (tmp->type == GLOVES) |
1316 | { |
1253 | { |
1317 | pick_up (op, tmp); |
1254 | CHK_PICK_PICKUP; |
1318 | continue; |
1255 | continue; |
1319 | } |
1256 | } |
1320 | |
1257 | |
1321 | if (op->contr->mode & PU_CLOAK) |
1258 | if (op->contr->mode & PU_CLOAK) |
1322 | if (tmp->type == CLOAK) |
1259 | if (tmp->type == CLOAK) |
1323 | { |
1260 | { |
1324 | pick_up (op, tmp); |
1261 | CHK_PICK_PICKUP; |
1325 | continue; |
1262 | continue; |
1326 | } |
1263 | } |
1327 | |
1264 | |
1328 | /* hoping to catch throwing daggers here */ |
1265 | /* hoping to catch throwing daggers here */ |
1329 | if (op->contr->mode & PU_MISSILEWEAPON) |
1266 | if (op->contr->mode & PU_MISSILEWEAPON) |
1330 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1267 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1331 | { |
1268 | { |
1332 | pick_up (op, tmp); |
1269 | CHK_PICK_PICKUP; |
1333 | continue; |
1270 | continue; |
1334 | } |
1271 | } |
1335 | |
1272 | |
1336 | /* careful: chairs and tables are weapons! */ |
1273 | /* careful: chairs and tables are weapons! */ |
1337 | if (op->contr->mode & PU_ALLWEAPON) |
1274 | if (op->contr->mode & PU_ALLWEAPON) |
1338 | { |
1275 | { |
1339 | if (tmp->type == WEAPON && tmp->name != NULL) |
1276 | if (tmp->type == WEAPON && tmp->name != NULL) |
1340 | { |
1277 | { |
1341 | 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 && |
1342 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
1279 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
1343 | { |
1280 | { |
1344 | pick_up (op, tmp); |
1281 | CHK_PICK_PICKUP; |
1345 | continue; |
1282 | continue; |
1346 | } |
1283 | } |
1347 | } |
1284 | } |
1348 | |
1285 | |
1349 | if (tmp->type == WEAPON && tmp->name == NULL) |
1286 | if (tmp->type == WEAPON && tmp->name == NULL) |
1350 | { |
1287 | { |
1351 | 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) |
1352 | { |
1289 | { |
1353 | pick_up (op, tmp); |
1290 | CHK_PICK_PICKUP; |
1354 | continue; |
1291 | continue; |
1355 | } |
1292 | } |
1356 | } |
1293 | } |
1357 | } |
1294 | } |
1358 | |
1295 | |
1359 | /* misc stuff that's useful */ |
1296 | /* misc stuff that's useful */ |
1360 | if (op->contr->mode & PU_KEY) |
1297 | if (op->contr->mode & PU_KEY) |
1361 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1298 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1362 | { |
1299 | { |
1363 | pick_up (op, tmp); |
1300 | CHK_PICK_PICKUP; |
1364 | continue; |
1301 | continue; |
1365 | } |
1302 | } |
1366 | |
1303 | |
1367 | /* 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 |
1368 | * pickups */ |
1305 | * pickups */ |
1369 | if (op->contr->mode & PU_RATIO) |
1306 | if (op->contr->mode & PU_RATIO) |
1370 | { |
1307 | { |
1371 | /* use value density to decide what else to grab */ |
1308 | /* use value density to decide what else to grab */ |
1372 | /* >=7 was >= op->contr->mode */ |
1309 | /* >=7 was >= op->contr->mode */ |
1373 | /* >=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 |
1374 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
1311 | */ |
1375 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
1312 | wvratio = op->contr->mode & PU_RATIO; |
1376 | 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) |
1377 | { |
1314 | { |
1378 | pick_up (op, tmp); |
1315 | CHK_PICK_PICKUP; |
1379 | #if 0 |
1316 | #if 0 |
1380 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1317 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
1381 | if (tmp->name != NULL) |
1318 | if (tmp->name != NULL) |
1382 | { |
1319 | { |
1383 | fprintf (stderr, "%s", tmp->name); |
1320 | fprintf (stderr, "%s", tmp->name); |
1384 | } |
1321 | } |
1385 | else |
1322 | else |
1386 | fprintf (stderr, "%s", tmp->arch->name); |
1323 | fprintf (stderr, "%s", tmp->arch->archname); |
1387 | fprintf (stderr, ",%d] = ", tmp->type); |
1324 | fprintf (stderr, ",%d] = ", tmp->type); |
1388 | 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)))); |
1389 | #endif |
1326 | #endif |
1390 | continue; |
1327 | continue; |
1391 | } |
1328 | } |
… | |
… | |
1402 | * found object is returned. |
1339 | * found object is returned. |
1403 | */ |
1340 | */ |
1404 | object * |
1341 | object * |
1405 | find_arrow (object *op, const char *type) |
1342 | find_arrow (object *op, const char *type) |
1406 | { |
1343 | { |
1407 | object *tmp = NULL; |
|
|
1408 | |
|
|
1409 | for (op = op->inv; op; op = op->below) |
1344 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1410 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1411 | tmp = find_arrow (op, type); |
|
|
1412 | 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); |
1413 | return op; |
1353 | return arrow; |
|
|
1354 | } |
|
|
1355 | |
1414 | return tmp; |
1356 | return 0; |
1415 | } |
1357 | } |
1416 | |
1358 | |
1417 | /* |
1359 | /* |
1418 | * 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 |
1419 | * 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 |
1420 | * 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 |
1421 | * 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. |
1422 | */ |
1364 | */ |
1423 | |
|
|
1424 | object * |
1365 | object * |
1425 | 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) |
1426 | { |
1367 | { |
1427 | object *tmp = NULL, *arrow, *ntmp; |
1368 | object *tmp = NULL, *arrow, *ntmp; |
1428 | int attacknum, attacktype, betterby = 0, i; |
1369 | int attacknum, attacktype, betterby = 0, i; |
… | |
… | |
1443 | } |
1384 | } |
1444 | } |
1385 | } |
1445 | else if (arrow->type == ARROW && arrow->race == type) |
1386 | else if (arrow->type == ARROW && arrow->race == type) |
1446 | { |
1387 | { |
1447 | /* allways prefer assasination/slaying */ |
1388 | /* allways prefer assasination/slaying */ |
1448 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1389 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1449 | { |
1390 | { |
1450 | if (arrow->attacktype & AT_DEATH) |
1391 | if (arrow->attacktype & AT_DEATH) |
1451 | { |
1392 | { |
1452 | *better = 100; |
1393 | *better = 100; |
1453 | return arrow; |
1394 | return arrow; |
… | |
… | |
1461 | else |
1402 | else |
1462 | { |
1403 | { |
1463 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1404 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1464 | { |
1405 | { |
1465 | attacktype = 1 << attacknum; |
1406 | attacktype = 1 << attacknum; |
1466 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1407 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1467 | 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) |
1468 | { |
1409 | { |
1469 | tmp = arrow; |
1410 | tmp = arrow; |
1470 | 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; |
1471 | } |
1412 | } |
1472 | } |
1413 | } |
1473 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1414 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1474 | { |
1415 | { |
1475 | tmp = arrow; |
1416 | tmp = arrow; |
… | |
… | |
1481 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1422 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1482 | } |
1423 | } |
1483 | } |
1424 | } |
1484 | } |
1425 | } |
1485 | } |
1426 | } |
|
|
1427 | |
1486 | if (tmp == NULL && arrow == NULL) |
1428 | if (tmp == NULL && arrow == NULL) |
1487 | return find_arrow (op, type); |
1429 | return find_arrow (op, type); |
1488 | |
1430 | |
1489 | *better = betterby; |
1431 | *better = betterby; |
1490 | return tmp; |
1432 | return tmp; |
… | |
… | |
1494 | * find_better_arrow to find a decent arrow to use. |
1436 | * find_better_arrow to find a decent arrow to use. |
1495 | * op = the shooter |
1437 | * op = the shooter |
1496 | * type = bow->race |
1438 | * type = bow->race |
1497 | * dir = fire direction |
1439 | * dir = fire direction |
1498 | */ |
1440 | */ |
1499 | |
|
|
1500 | object * |
1441 | object * |
1501 | pick_arrow_target (object *op, const char *type, int dir) |
1442 | pick_arrow_target (object *op, const char *type, int dir) |
1502 | { |
1443 | { |
1503 | object *tmp = NULL; |
1444 | object *tmp = NULL; |
1504 | maptile *m; |
1445 | maptile *m; |
… | |
… | |
1569 | */ |
1510 | */ |
1570 | int |
1511 | int |
1571 | 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) |
1572 | { |
1513 | { |
1573 | object *left, *bow; |
1514 | object *left, *bow; |
1574 | int bowspeed, mflags; |
1515 | int mflags; |
1575 | maptile *m; |
1516 | maptile *m; |
1576 | |
1517 | |
1577 | if (!dir) |
1518 | if (!dir) |
1578 | { |
1519 | { |
1579 | 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!"); |
1580 | return 0; |
1521 | return 0; |
1581 | } |
1522 | } |
1582 | |
1523 | |
1583 | if (op->type == PLAYER) |
1524 | if (op->contr) |
1584 | bow = op->contr->ranges[range_bow]; |
1525 | bow = op->current_weapon; |
1585 | else |
1526 | else |
1586 | { |
1527 | { |
1587 | for (bow = op->inv; bow; bow = bow->below) |
1528 | for (bow = op->inv; bow; bow = bow->below) |
1588 | /* 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 |
1589 | * 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. |
… | |
… | |
1594 | if (!bow) |
1535 | if (!bow) |
1595 | { |
1536 | { |
1596 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1537 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1597 | return 0; |
1538 | return 0; |
1598 | } |
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 | |
1599 | } |
1548 | } |
1600 | |
1549 | |
1601 | if (!bow->race || !bow->skill) |
1550 | if (!bow->race || !bow->skill) |
1602 | { |
1551 | { |
1603 | 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); |
1604 | return 0; |
1553 | return 0; |
1605 | } |
1554 | } |
1606 | |
|
|
1607 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1608 | |
|
|
1609 | /* penalize ROF for bestarrow */ |
|
|
1610 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1611 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1612 | |
|
|
1613 | if (bowspeed < 1) |
|
|
1614 | bowspeed = 1; |
|
|
1615 | |
1555 | |
1616 | if (arrow == NULL) |
1556 | if (arrow == NULL) |
1617 | { |
1557 | { |
1618 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1558 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1619 | { |
1559 | { |
1620 | if (op->type == PLAYER) |
1560 | if (op->type == PLAYER) |
1621 | 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); |
1622 | /* 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 */ |
1623 | else |
1563 | else |
1624 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1564 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1565 | |
1625 | return 0; |
1566 | return 0; |
1626 | } |
1567 | } |
1627 | } |
1568 | } |
1628 | |
1569 | |
1629 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1570 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1637 | } |
1578 | } |
1638 | |
1579 | |
1639 | /* this should not happen, but sometimes does */ |
1580 | /* this should not happen, but sometimes does */ |
1640 | if (arrow->nrof == 0) |
1581 | if (arrow->nrof == 0) |
1641 | { |
1582 | { |
|
|
1583 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1642 | arrow->destroy (); |
1584 | arrow->destroy (true); |
1643 | return 0; |
1585 | return 0; |
1644 | } |
1586 | } |
1645 | |
1587 | |
1646 | left = arrow; /* these are arrows left to the player */ |
1588 | left = arrow; /* these are arrows left to the player */ |
1647 | arrow = get_split_ob (arrow, 1); |
1589 | arrow = arrow->split (); |
1648 | if (!arrow) |
1590 | if (!arrow) |
1649 | { |
1591 | { |
1650 | 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); |
1651 | return 0; |
1593 | return 0; |
1652 | } |
1594 | } |
1653 | |
1595 | |
1654 | arrow->set_owner (op); |
1596 | arrow->set_owner (op); |
1655 | arrow->skill = bow->skill; |
1597 | arrow->skill = bow->skill; |
1656 | arrow->direction = dir; |
1598 | arrow->direction = dir; |
1657 | |
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 | |
1658 | if (op->type == PLAYER) |
1633 | if (op->type == PLAYER) |
1659 | { |
1634 | { |
1660 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1661 | op->update_stats (); |
|
|
1662 | } |
|
|
1663 | |
|
|
1664 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1665 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1666 | arrow->stats.hp = arrow->stats.dam; |
|
|
1667 | arrow->stats.grace = arrow->attacktype; |
|
|
1668 | if (arrow->slaying != NULL) |
|
|
1669 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1670 | |
|
|
1671 | /* Note that this was different for monsters - they got their level |
|
|
1672 | * added to the damage. I think the strength bonus is more proper. |
|
|
1673 | */ |
|
|
1674 | |
|
|
1675 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1676 | |
|
|
1677 | /* update the speed */ |
|
|
1678 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1679 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1680 | |
|
|
1681 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1682 | arrow->speed_left = 0; |
|
|
1683 | |
|
|
1684 | if (op->type == PLAYER) |
|
|
1685 | { |
|
|
1686 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1687 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1688 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1689 | |
|
|
1690 | 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; |
1691 | } |
1642 | } |
1692 | else |
1643 | else |
1693 | { |
1644 | { |
1694 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1695 | arrow->level = op->level; |
1645 | arrow->level = op->level; |
1696 | } |
1646 | arrow->stats.wc -= bow->magic; |
1697 | |
1647 | |
1698 | if (arrow->attacktype == AT_PHYSICAL) |
1648 | if (!arrow->slaying) |
|
|
1649 | arrow->slaying = bow->slaying; |
|
|
1650 | |
1699 | arrow->attacktype |= bow->attacktype; |
1651 | arrow->attacktype |= bow->attacktype; |
|
|
1652 | } |
1700 | |
1653 | |
1701 | if (bow->slaying) |
1654 | wc -= arrow->level; |
1702 | arrow->slaying = bow->slaying; |
1655 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1703 | |
1656 | |
|
|
1657 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1704 | arrow->move_type = MOVE_FLY_LOW; |
1658 | arrow->move_type = MOVE_FLY_LOW; |
1705 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1659 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1706 | |
1660 | |
1707 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1661 | op->play_sound (sound_find ("fire_arrow")); |
1708 | m->insert (arrow, sx, sy, op); |
1662 | m->insert (arrow, sx, sy, op); |
1709 | |
1663 | |
1710 | if (!arrow->destroyed ()) |
1664 | if (!arrow->destroyed ()) |
1711 | move_arrow (arrow); |
1665 | move_arrow (arrow); |
1712 | |
|
|
1713 | if (op->type == PLAYER) |
|
|
1714 | { |
|
|
1715 | if (left->destroyed ()) |
|
|
1716 | esrv_del_item (op->contr, left->count); |
|
|
1717 | else |
|
|
1718 | esrv_send_item (op, left); |
|
|
1719 | } |
|
|
1720 | |
1666 | |
1721 | return 1; |
1667 | return 1; |
1722 | } |
1668 | } |
1723 | |
1669 | |
1724 | /* Special fire code for players - this takes into |
1670 | /* Special fire code for players - this takes into |
… | |
… | |
1733 | { |
1679 | { |
1734 | int ret = 0, wcmod = 0; |
1680 | int ret = 0, wcmod = 0; |
1735 | |
1681 | |
1736 | if (op->contr->bowtype == bow_bestarrow) |
1682 | if (op->contr->bowtype == bow_bestarrow) |
1737 | { |
1683 | { |
1738 | 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); |
1739 | } |
1685 | } |
1740 | 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) |
1741 | { |
1687 | { |
1742 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1688 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1743 | wcmod = -1; |
1689 | wcmod = -1; |
… | |
… | |
1753 | else if (op->contr->bowtype == bow_spreadshot) |
1699 | else if (op->contr->bowtype == bow_spreadshot) |
1754 | { |
1700 | { |
1755 | 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); |
1756 | 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); |
1757 | 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); |
1758 | |
|
|
1759 | } |
1704 | } |
1760 | else |
1705 | else |
1761 | { |
1706 | { |
1762 | /* Simple case */ |
1707 | /* Simple case */ |
1763 | 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); |
1764 | } |
1709 | } |
|
|
1710 | |
1765 | return ret; |
1711 | return ret; |
1766 | } |
1712 | } |
1767 | |
|
|
1768 | |
1713 | |
1769 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1714 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1770 | * Broken apart from 'fire' to keep it more readable. |
1715 | * Broken apart from 'fire' to keep it more readable. |
1771 | */ |
1716 | */ |
1772 | void |
1717 | void |
1773 | fire_misc_object (object *op, int dir) |
1718 | fire_misc_object (object *op, int dir) |
1774 | { |
1719 | { |
1775 | object *item; |
1720 | object *item = op->contr->ranged_ob; |
1776 | |
1721 | |
1777 | if (!op->contr->ranges[range_misc]) |
1722 | if (!item) |
1778 | { |
1723 | { |
1779 | 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."); |
1780 | return; |
1725 | return; |
1781 | } |
1726 | } |
1782 | |
1727 | |
1783 | item = op->contr->ranges[range_misc]; |
|
|
1784 | if (!item->inv) |
1728 | if (!item->inv) |
1785 | { |
1729 | { |
1786 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1730 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1787 | return; |
1731 | return; |
1788 | } |
1732 | } |
|
|
1733 | |
|
|
1734 | if (!op->change_weapon (item)) |
|
|
1735 | return; |
|
|
1736 | |
1789 | if (item->type == WAND) |
1737 | if (item->type == WAND) |
1790 | { |
1738 | { |
1791 | if (item->stats.food <= 0) |
1739 | if (item->stats.food <= 0) |
1792 | { |
1740 | { |
1793 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1741 | op->contr->play_sound (sound_find ("wand_poof")); |
1794 | 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 | |
1795 | return; |
1744 | return; |
1796 | } |
1745 | } |
1797 | } |
1746 | } |
1798 | else if (item->type == ROD || item->type == HORN) |
1747 | else if (item->type == ROD || item->type == HORN) |
1799 | { |
1748 | { |
1800 | 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)) |
1801 | { |
1754 | { |
1802 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1755 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1756 | |
1803 | if (item->type == ROD) |
1757 | if (item->type == ROD) |
1804 | 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)); |
1805 | else |
1759 | else |
1806 | 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 | |
1807 | return; |
1762 | return; |
1808 | } |
1763 | } |
1809 | } |
1764 | } |
1810 | |
1765 | |
1811 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1766 | if (cast_spell (op, item, dir, item->inv, NULL)) |
… | |
… | |
1818 | object *tmp; |
1773 | object *tmp; |
1819 | |
1774 | |
1820 | if (item->arch) |
1775 | if (item->arch) |
1821 | { |
1776 | { |
1822 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1777 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1823 | item->face = item->arch->clone.face; |
1778 | item->face = item->arch->face; |
1824 | item->set_speed (0); |
1779 | item->set_speed (0); |
1825 | } |
1780 | } |
1826 | |
1781 | |
1827 | if ((tmp = item->in_player ())) |
1782 | if (object *pl = item->visible_to ()) |
1828 | esrv_update_item (UPD_ANIM, tmp, item); |
1783 | esrv_update_item (UPD_ANIM, pl, item); |
1829 | } |
1784 | } |
1830 | } |
1785 | } |
1831 | else if (item->type == ROD || item->type == HORN) |
1786 | else if (item->type == ROD || item->type == HORN) |
1832 | drain_rod_charge (item); |
1787 | drain_rod_charge (item); |
1833 | } |
1788 | } |
1834 | } |
1789 | } |
1835 | |
1790 | |
1836 | /* Received a fire command for the player - go and do it. |
1791 | /* Received a fire command for the player - go and do it. |
1837 | */ |
1792 | */ |
1838 | void |
1793 | bool |
1839 | fire (object *op, int dir) |
1794 | fire (object *op, int dir) |
1840 | { |
1795 | { |
1841 | int spellcost = 0; |
1796 | int spellcost = 0; |
1842 | |
1797 | |
1843 | /* check for loss of invisiblity/hide */ |
1798 | /* check for loss of invisiblity/hide */ |
1844 | if (action_makes_visible (op)) |
1799 | if (action_makes_visible (op)) |
1845 | make_visible (op); |
1800 | make_visible (op); |
1846 | |
1801 | |
1847 | 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; |
1848 | { |
1808 | } |
1849 | case range_none: |
|
|
1850 | return; |
|
|
1851 | |
1809 | |
1852 | 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: |
1853 | player_fire_bow (op, dir); |
1826 | player_fire_bow (op, dir); |
1854 | return; |
1827 | break; |
1855 | |
1828 | |
1856 | case range_magic: /* Casting spells */ |
1829 | case SPELL: |
1857 | 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); |
1858 | return; |
1831 | break; |
1859 | |
1832 | |
1860 | 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: |
1861 | fire_misc_object (op, dir); |
1842 | fire_misc_object (op, dir); |
1862 | return; |
1843 | break; |
1863 | |
|
|
1864 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1865 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1866 | { |
|
|
1867 | op->contr->ranges[range_golem] = 0; |
|
|
1868 | op->contr->shoottype = range_none; |
|
|
1869 | } |
|
|
1870 | else |
|
|
1871 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1872 | return; |
|
|
1873 | |
|
|
1874 | case range_skill: |
|
|
1875 | if (!op->chosen_skill) |
|
|
1876 | { |
|
|
1877 | if (op->type == PLAYER) |
|
|
1878 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1879 | return; |
|
|
1880 | } |
|
|
1881 | |
|
|
1882 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1883 | return; |
|
|
1884 | case range_builder: |
|
|
1885 | apply_map_builder (op, dir); |
|
|
1886 | return; |
|
|
1887 | default: |
|
|
1888 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1889 | return; |
|
|
1890 | } |
1844 | } |
1891 | } |
|
|
1892 | |
1845 | |
1893 | |
1846 | return true; |
|
|
1847 | } |
1894 | |
1848 | |
1895 | /* find_key |
1849 | /* find_key |
1896 | * 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 |
1897 | * and successfully use it, we return the key, otherwise NULL |
1851 | * and successfully use it, we return the key, otherwise NULL |
1898 | * This function merges both normal and locked door, since the logic |
1852 | * This function merges both normal and locked door, since the logic |
… | |
… | |
1900 | * pl is the player, |
1854 | * pl is the player, |
1901 | * inv is the objects inventory to searched |
1855 | * inv is the objects inventory to searched |
1902 | * door is the door we are trying to match against. |
1856 | * door is the door we are trying to match against. |
1903 | * This function can be called recursively to search containers. |
1857 | * This function can be called recursively to search containers. |
1904 | */ |
1858 | */ |
1905 | |
|
|
1906 | object * |
1859 | object * |
1907 | find_key (object *pl, object *container, object *door) |
1860 | find_key (object *pl, object *container, object *door) |
1908 | { |
1861 | { |
1909 | object *tmp, *key; |
1862 | object *tmp, *key; |
1910 | |
1863 | |
1911 | /* Should not happen, but sanity checking is never bad */ |
1864 | /* Should not happen, but sanity checking is never bad */ |
1912 | if (container->inv == NULL) |
1865 | if (!container->inv) |
1913 | return NULL; |
1866 | return 0; |
1914 | |
1867 | |
1915 | /* 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 */ |
1916 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1869 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1917 | { |
1870 | { |
1918 | if (door->type == DOOR && tmp->type == KEY) |
1871 | if (door->type == DOOR && tmp->type == KEY) |
1919 | break; |
1872 | break; |
1920 | /* For sanity, we should really check door type, but other stuff |
1873 | /* For sanity, we should really check door type, but other stuff |
1921 | * (like containers) can be locked with special keys |
1874 | * (like containers) can be locked with special keys |
1922 | */ |
1875 | */ |
1923 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1876 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1924 | break; |
1877 | break; |
1925 | } |
1878 | } |
|
|
1879 | |
1926 | /* No key found - lets search inventories now */ |
1880 | /* No key found - lets search inventories now */ |
1927 | /* 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. |
1928 | * 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 |
1929 | * a key, return |
1883 | * a key, return |
1930 | */ |
1884 | */ |
1931 | if (!tmp) |
1885 | if (!tmp) |
1932 | { |
1886 | { |
1933 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1887 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1934 | { |
1888 | { |
1935 | /* No reason to search empty containers */ |
1889 | /* No reason to search empty containers */ |
1936 | if (tmp->type == CONTAINER && tmp->inv) |
1890 | if (tmp->type == CONTAINER && tmp->inv) |
1937 | { |
1891 | { |
1938 | if ((key = find_key (pl, tmp, door)) != NULL) |
1892 | if ((key = find_key (pl, tmp, door))) |
1939 | return key; |
1893 | return key; |
1940 | } |
1894 | } |
1941 | } |
1895 | } |
|
|
1896 | |
1942 | if (!tmp) |
1897 | if (!tmp) |
1943 | return NULL; |
1898 | return NULL; |
1944 | } |
1899 | } |
|
|
1900 | |
1945 | /* 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, |
1946 | * see if we actually want to use it |
1902 | * see if we actually want to use it |
1947 | */ |
1903 | */ |
1948 | if (pl != container) |
1904 | if (pl != container) |
1949 | { |
1905 | { |
… | |
… | |
1970 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1926 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1971 | "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)); |
1972 | return NULL; |
1928 | return NULL; |
1973 | } |
1929 | } |
1974 | } |
1930 | } |
|
|
1931 | |
1975 | return tmp; |
1932 | return tmp; |
1976 | } |
1933 | } |
1977 | |
1934 | |
1978 | /* moved door processing out of move_player_attack. |
1935 | /* moved door processing out of move_player_attack. |
1979 | * returns 1 if player has opened the door with a key |
1936 | * returns 1 if player has opened the door with a key |
… | |
… | |
1981 | * 0 otherwise |
1938 | * 0 otherwise |
1982 | */ |
1939 | */ |
1983 | static int |
1940 | static int |
1984 | player_attack_door (object *op, object *door) |
1941 | player_attack_door (object *op, object *door) |
1985 | { |
1942 | { |
1986 | /* 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, |
1987 | * 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 - |
1988 | * otherwise, we fall through to the rest of the code. |
1945 | * otherwise, we fall through to the rest of the code. |
1989 | */ |
1946 | */ |
1990 | object *key = find_key (op, op, door); |
1947 | object *key = find_key (op, op, door); |
1991 | |
1948 | |
1992 | /* IF we found a key, do some extra work */ |
1949 | /* If we found a key, do some extra work */ |
1993 | if (key) |
1950 | if (key) |
1994 | { |
1951 | { |
1995 | object *container = key->env; |
1952 | object *container = key->env; |
1996 | |
1953 | |
1997 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1998 | if (action_makes_visible (op)) |
1954 | if (action_makes_visible (op)) |
1999 | make_visible (op); |
1955 | make_visible (op); |
|
|
1956 | |
2000 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1957 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2001 | spring_trap (door->inv, op); |
1958 | spring_trap (door->inv, op); |
|
|
1959 | |
2002 | if (door->type == DOOR) |
1960 | if (door->type == DOOR) |
2003 | { |
|
|
2004 | 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 */ |
2005 | } |
|
|
2006 | else if (door->type == LOCKED_DOOR) |
1962 | else if (door->type == LOCKED_DOOR) |
2007 | { |
1963 | { |
2008 | 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); |
2009 | remove_door2 (door); /* remove door without violence ;-) */ |
1965 | remove_door2 (door); /* remove door without violence ;-) */ |
2010 | } |
1966 | } |
|
|
1967 | |
2011 | /* Do this after we print the message */ |
1968 | /* Do this after we print the message */ |
2012 | decrease_ob (key); /* Use up one of the keys */ |
1969 | key->decrease (); /* Use up one of the keys */ |
2013 | /* Need to update the weight the container the key was in */ |
1970 | |
2014 | if (container != op) |
|
|
2015 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2016 | return 1; /* Nothing more to do below */ |
1971 | return 1; /* Nothing more to do below */ |
2017 | } |
1972 | } |
2018 | else if (door->type == LOCKED_DOOR) |
1973 | else if (door->type == LOCKED_DOOR) |
2019 | { |
1974 | { |
2020 | /* Might as well return now - no other way to open this */ |
1975 | /* Might as well return now - no other way to open this */ |
2021 | 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..."); |
2022 | return 1; |
1977 | return 1; |
2023 | } |
1978 | } |
|
|
1979 | |
2024 | return 0; |
1980 | return 0; |
2025 | } |
1981 | } |
2026 | |
1982 | |
2027 | /* This function is just part of a breakup from move_player. |
1983 | /* This function is just part of a breakup from move_player. |
2028 | * It should keep the code cleaner. |
1984 | * It should keep the code cleaner. |
2029 | * When this is called, the players direction has been updated |
1985 | * When this is called, the players direction has been updated |
2030 | * (taking into account confusion.) The player is also actually |
1986 | * (taking into account confusion.) The player is also actually |
2031 | * going to try and move (not fire weapons). |
1987 | * going to try and move (not fire weapons). |
2032 | */ |
1988 | */ |
2033 | void |
1989 | bool |
2034 | move_player_attack (object *op, int dir) |
1990 | move_player_attack (object *op, int dir) |
2035 | { |
1991 | { |
2036 | object *tmp, *mon; |
|
|
2037 | sint16 nx, ny; |
|
|
2038 | int on_battleground; |
1992 | int on_battleground; |
2039 | maptile *m; |
|
|
2040 | |
1993 | |
2041 | nx = freearr_x[dir] + op->x; |
1994 | sint16 nx = freearr_x[dir] + op->x; |
2042 | ny = freearr_y[dir] + op->y; |
1995 | sint16 ny = freearr_y[dir] + op->y; |
2043 | |
1996 | |
2044 | 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 | } |
2045 | |
2007 | |
2046 | /* 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 |
2047 | * 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 |
2048 | * 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 |
2049 | * player. This is a pretty nasty hack, because if we could |
2011 | * player. This is a pretty nasty hack, because if we could |
2050 | * 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 |
2051 | * 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 |
2052 | * 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 |
2053 | * move_ob uses. |
2015 | * move_ob uses. |
2054 | */ |
2016 | */ |
2055 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
|
|
2056 | { |
|
|
2057 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
|
|
2058 | { |
|
|
2059 | m = op->map->xy_find (nx, ny); |
2017 | maptile *m = op->map->xy_find (nx, ny); |
2060 | if (!m) |
|
|
2061 | return; /* Don't think this should happen */ |
|
|
2062 | } |
|
|
2063 | else |
|
|
2064 | m = op->map; |
|
|
2065 | |
2018 | |
2066 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2067 | return; |
|
|
2068 | |
|
|
2069 | mon = 0; |
|
|
2070 | /* 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 |
2071 | * 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. |
2072 | * 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 |
2073 | * on the space |
2022 | * on the space |
2074 | */ |
2023 | */ |
2075 | while (tmp) |
2024 | object *mon; |
2076 | { |
2025 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
2077 | if (tmp == op) |
2026 | { |
2078 | { |
2027 | if ((mon->flag [FLAG_ALIVE] |
2079 | tmp = tmp->above; |
2028 | || mon->type == LOCKED_DOOR |
2080 | continue; |
2029 | || mon->flag [FLAG_CAN_ROLL]) |
2081 | } |
|
|
2082 | |
|
|
2083 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2084 | { |
|
|
2085 | mon = tmp; |
2030 | && mon != op) |
2086 | break; |
2031 | break; |
2087 | } |
2032 | } |
2088 | |
2033 | |
2089 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2090 | mon = tmp; |
|
|
2091 | |
|
|
2092 | tmp = tmp->above; |
|
|
2093 | } |
|
|
2094 | |
|
|
2095 | if (!mon) /* This happens anytime the player tries to move */ |
2034 | if (!mon) /* This happens anytime the player tries to move */ |
2096 | return; /* into a wall */ |
2035 | return false; /* into a wall */ |
2097 | |
2036 | |
2098 | if (mon->head) |
|
|
2099 | mon = mon->head; |
2037 | mon = mon->head_ (); |
2100 | |
2038 | |
2101 | 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) |
2102 | if (player_attack_door (op, mon)) |
2041 | if (player_attack_door (op, mon)) |
|
|
2042 | { |
|
|
2043 | --op->contr->weapon_sp_left; |
2103 | return; |
2044 | return true; |
|
|
2045 | } |
2104 | |
2046 | |
2105 | /* The following deals with possibly attacking peaceful |
2047 | /* The following deals with possibly attacking peaceful |
2106 | * or frienddly creatures. Basically, all players are considered |
2048 | * or friendly creatures. Basically, all players are considered |
2107 | * unaggressive. If the moving player has peaceful set, then the |
2049 | * unaggressive. If the moving player has peaceful set, then the |
2108 | * object should be pushed instead of attacked. It is assumed that |
2050 | * object should be pushed instead of attacked. It is assumed that |
2109 | * if you are braced, you will not attack friends accidently, |
2051 | * if you are braced, you will not attack friends accidently, |
2110 | * and thus will not push them. |
2052 | * and thus will not push them. |
2111 | */ |
2053 | */ |
2112 | |
2054 | |
2113 | /* 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 |
2114 | * peaceful. Our assumption is the creature is a pet if the |
2056 | * peaceful. Our assumption is the creature is a pet if the |
2115 | * player owns it and it is either friendly or unagressive. |
2057 | * player owns it and it is either friendly or unagressive. |
2116 | */ |
2058 | */ |
2117 | if ((op->type == PLAYER) |
2059 | if (op->type == PLAYER |
2118 | #if COZY_SERVER |
|
|
2119 | && |
|
|
2120 | ((mon->owner && mon->owner->contr |
2060 | && ((mon->owner && mon->owner->contr |
2121 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
2061 | && same_party (mon->owner->contr->party, op->contr->party)) |
2122 | #else |
|
|
2123 | && mon->owner == op |
2062 | || mon->owner == op) |
2124 | #endif |
|
|
2125 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2063 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
2126 | { |
2064 | { |
2127 | /* 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 */ |
2128 | if (op->contr->braced) |
2066 | if (op->contr->braced) |
2129 | return; |
2067 | return false; |
2130 | |
2068 | |
2131 | 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")); |
2132 | (void) push_ob (mon, dir, op); |
2074 | push_ob (mon, dir, op); |
|
|
2075 | |
2133 | if (op->contr->tmp_invis || op->hide) |
2076 | if (op->contr->tmp_invis || op->hide) |
2134 | make_visible (op); |
2077 | make_visible (op); |
2135 | |
2078 | |
2136 | return; |
2079 | return true; |
2137 | } |
2080 | } |
|
|
2081 | else |
|
|
2082 | return false; |
|
|
2083 | } |
2138 | |
2084 | |
2139 | /* in certain circumstances, you shouldn't attack friendly |
2085 | /* in certain circumstances, you shouldn't attack friendly |
2140 | * creatures. Note that if you are braced, you can't push |
2086 | * creatures. Note that if you are braced, you can't push |
2141 | * 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 |
2142 | * attack them either. |
2088 | * attack them either. |
2143 | */ |
2089 | */ |
2144 | if ((mon->type == PLAYER || mon->enemy != op) && |
2090 | if ((mon->type == PLAYER || mon->enemy != op) |
2145 | (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)) |
2146 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2147 | (op->contr->peaceful |
2092 | && ((op->contr->peaceful |
2148 | || (mon->type == PLAYER |
2093 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2149 | && mon->contr-> |
|
|
2150 | peaceful)) && |
|
|
2151 | #else |
|
|
2152 | op->contr->peaceful && |
|
|
2153 | #endif |
|
|
2154 | !on_battleground)) |
2094 | && !on_battleground)) |
|
|
2095 | { |
|
|
2096 | if (op->speed_left > 0.f) |
2155 | { |
2097 | { |
|
|
2098 | --op->speed_left; |
|
|
2099 | |
2156 | if (!op->contr->braced) |
2100 | if (!op->contr->braced) |
2157 | { |
2101 | { |
2158 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
2102 | op->play_sound (sound_find ("push_player")); |
2159 | push_ob (mon, dir, op); |
2103 | push_ob (mon, dir, op); |
2160 | } |
2104 | } |
2161 | else |
2105 | else |
2162 | new_draw_info (0, 0, op, "You withhold your attack"); |
2106 | op->statusmsg ("You withhold your attack"); |
2163 | |
2107 | |
2164 | if (op->contr->tmp_invis || op->hide) |
2108 | if (op->contr->tmp_invis || op->hide) |
2165 | make_visible (op); |
2109 | make_visible (op); |
2166 | } |
|
|
2167 | |
2110 | |
|
|
2111 | return true; |
|
|
2112 | } |
|
|
2113 | } |
2168 | /* If the object is a boulder or other rollable object, then |
2114 | /* If the object is a boulder or other rollable object, then |
2169 | * 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. |
2170 | */ |
2116 | */ |
2171 | 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) |
2172 | { |
2120 | { |
|
|
2121 | --op->speed_left; |
|
|
2122 | |
2173 | recursive_roll (mon, dir, op); |
2123 | recursive_roll (mon, dir, op); |
2174 | if (action_makes_visible (op)) |
2124 | if (action_makes_visible (op)) |
2175 | make_visible (op); |
2125 | make_visible (op); |
2176 | } |
|
|
2177 | |
2126 | |
|
|
2127 | return true; |
|
|
2128 | } |
|
|
2129 | } |
2178 | /* Any generic living creature. Including things like doors. |
2130 | /* Any generic living creature. Including things like doors. |
2179 | * 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 |
2180 | * and be living. Then, it must be one of the following: |
2132 | * and be living. Then, it must be one of the following: |
2181 | * 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 |
2182 | * 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. |
2183 | */ |
2135 | */ |
2184 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2136 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2185 | ((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))) |
2186 | { |
2138 | { |
2187 | |
2139 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2188 | /* If the player hasn't hit something this tick, and does |
|
|
2189 | * so, give them speed boost based on weapon speed. Doing |
|
|
2190 | * it here is better than process_players2, which basically |
|
|
2191 | * incurred a 1 tick offset. |
|
|
2192 | */ |
|
|
2193 | if (!op->contr->has_hit) |
|
|
2194 | { |
2140 | { |
2195 | op->speed_left += op->speed / op->contr->weapon_sp; |
2141 | --op->contr->weapon_sp_left; |
2196 | |
|
|
2197 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2198 | } |
|
|
2199 | |
2142 | |
2200 | skill_attack (mon, op, 0, 0, 0); |
2143 | skill_attack (mon, op, 0, 0, 0); |
2201 | |
|
|
2202 | /* If attacking another player, that player gets automatic |
|
|
2203 | * hitback, and doesn't loose luck either. |
|
|
2204 | * Disable hitback on the battleground or if the target is |
|
|
2205 | * the wiz. |
|
|
2206 | */ |
|
|
2207 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2208 | { |
|
|
2209 | short luck = mon->stats.luck; |
|
|
2210 | |
|
|
2211 | mon->contr->has_hit = 1; |
|
|
2212 | skill_attack (op, mon, 0, 0, 0); |
|
|
2213 | mon->stats.luck = luck; |
|
|
2214 | } |
|
|
2215 | |
2144 | |
2216 | if (action_makes_visible (op)) |
2145 | if (action_makes_visible (op)) |
2217 | make_visible (op); |
2146 | make_visible (op); |
2218 | } |
|
|
2219 | } /* if player should attack something */ |
|
|
2220 | } |
|
|
2221 | |
2147 | |
2222 | int |
2148 | return true; |
|
|
2149 | } |
|
|
2150 | } |
|
|
2151 | |
|
|
2152 | return false; |
|
|
2153 | } |
|
|
2154 | |
|
|
2155 | bool |
2223 | move_player (object *op, int dir) |
2156 | move_player (object *op, int dir) |
2224 | { |
2157 | { |
2225 | int pick; |
2158 | int pick; |
2226 | |
2159 | |
2227 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2160 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2228 | return 0; |
2161 | return 0; |
2229 | |
2162 | |
2230 | /* Sanity check: make sure dir is valid */ |
2163 | /* Sanity check: make sure dir is valid */ |
2231 | if ((dir < 0) || (dir >= 9)) |
2164 | if ((dir < 0) || (dir >= 9)) |
2232 | { |
2165 | { |
… | |
… | |
2234 | return 0; |
2167 | return 0; |
2235 | } |
2168 | } |
2236 | |
2169 | |
2237 | /* peterm: added following line */ |
2170 | /* peterm: added following line */ |
2238 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2171 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2239 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2172 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2240 | |
2173 | |
2241 | op->facing = dir; |
2174 | op->facing = dir; |
2242 | |
2175 | |
2243 | if (op->hide) |
2176 | if (op->hide) |
2244 | do_hidden_move (op); |
2177 | do_hidden_move (op); |
2245 | |
2178 | |
|
|
2179 | bool retval; |
|
|
2180 | |
2246 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2181 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2247 | /*nop */ ; |
2182 | retval = RESULT_INT (0); |
2248 | else if (op->contr->fire_on) |
2183 | else if (op->contr->fire_on) |
2249 | fire (op, dir); |
2184 | retval = fire (op, dir); |
2250 | else |
2185 | else |
2251 | { |
2186 | { |
2252 | move_player_attack (op, dir); |
2187 | retval = move_player_attack (op, dir); |
2253 | pick = check_pick (op); |
2188 | pick = check_pick (op); |
2254 | } |
2189 | } |
2255 | |
2190 | |
2256 | /* 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 |
2257 | * server can handle repeat firing. |
2192 | * server can handle repeat firing. |
… | |
… | |
2264 | /* Update how the player looks. Use the facing, so direction may |
2199 | /* Update how the player looks. Use the facing, so direction may |
2265 | * get reset to zero. This allows for full animation capabilities |
2200 | * get reset to zero. This allows for full animation capabilities |
2266 | * for players. |
2201 | * for players. |
2267 | */ |
2202 | */ |
2268 | animate_object (op, op->facing); |
2203 | animate_object (op, op->facing); |
2269 | return 0; |
2204 | |
|
|
2205 | return retval; |
2270 | } |
2206 | } |
2271 | |
2207 | |
2272 | /* 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 |
2273 | * new client/server stuff. |
2209 | * new client/server stuff. |
2274 | * 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 |
2275 | * the new speed values for commands. |
2211 | * the new speed values for commands. |
2276 | * |
2212 | * |
2277 | * 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. |
2278 | */ |
2216 | */ |
2279 | int |
2217 | bool |
2280 | handle_newcs_player (object *op) |
2218 | handle_newcs_player (object *op) |
2281 | { |
2219 | { |
2282 | if (op->contr->hidden) |
|
|
2283 | { |
|
|
2284 | op->invisible = 1000; |
|
|
2285 | /* the socket code flashes the player visible/invisible |
|
|
2286 | * depending on the value of invisible, so we need to |
|
|
2287 | * alternate it here for it to work correctly. |
|
|
2288 | */ |
|
|
2289 | if (pticks & 2) |
|
|
2290 | op->invisible--; |
|
|
2291 | } |
|
|
2292 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2293 | { |
|
|
2294 | op->invisible--; |
|
|
2295 | if (!op->invisible) |
|
|
2296 | { |
|
|
2297 | make_visible (op); |
|
|
2298 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2299 | } |
|
|
2300 | } |
|
|
2301 | |
|
|
2302 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2220 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2303 | { |
2221 | { |
2304 | flee_player (op); |
2222 | if (op->speed_left > 0.f) |
2305 | /* If player is still scared, that is his action for this tick */ |
|
|
2306 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2307 | { |
2223 | { |
2308 | op->speed_left--; |
2224 | --op->speed_left; |
|
|
2225 | flee_player (op); |
|
|
2226 | |
2309 | return 0; |
2227 | return true; |
2310 | } |
2228 | } |
|
|
2229 | else |
|
|
2230 | return false; |
2311 | } |
2231 | } |
2312 | |
|
|
2313 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2314 | * the player object still points to the defunct golem. The code that |
|
|
2315 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2316 | * put this in a a workaround to clean up the golem pointer. |
|
|
2317 | */ |
|
|
2318 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2319 | op->contr->ranges[range_golem] = 0; |
|
|
2320 | |
2232 | |
2321 | /* 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 |
2322 | * the players time has been increased when doericserver has been |
2234 | * the players time has been increased when doericserver has been |
2323 | * called, so we recheck it here. |
2235 | * called, so we recheck it here. |
2324 | */ |
2236 | */ |
2325 | if (op->contr->ns->handle_command ()) |
2237 | if (op->contr->ns->handle_command ()) |
2326 | return 1; |
2238 | return true; |
2327 | |
2239 | |
2328 | if (op->speed_left > 0) |
|
|
2329 | { |
|
|
2330 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2240 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2331 | { |
|
|
2332 | /* All move commands take 1 tick, at least for now */ |
|
|
2333 | op->speed_left--; |
|
|
2334 | |
|
|
2335 | /* Instead of all the stuff below, let move_player take care |
|
|
2336 | * of it. Also, some of the skill stuff is only put in |
|
|
2337 | * there, as well as the confusion stuff. |
|
|
2338 | */ |
|
|
2339 | move_player (op, op->direction); |
2241 | return move_player (op, op->direction); |
2340 | |
2242 | |
2341 | return op->speed_left > 0; |
|
|
2342 | } |
|
|
2343 | } |
|
|
2344 | |
|
|
2345 | return 0; |
2243 | return false; |
2346 | } |
2244 | } |
2347 | |
2245 | |
2348 | int |
2246 | int |
2349 | save_life (object *op) |
2247 | save_life (object *op) |
2350 | { |
2248 | { |
… | |
… | |
2352 | return 0; |
2250 | return 0; |
2353 | |
2251 | |
2354 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2252 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2355 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2253 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2356 | { |
2254 | { |
2357 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2255 | op->play_sound (sound_find ("ob_evaporate")); |
2358 | 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)); |
2359 | |
2257 | |
2360 | if (op->contr) |
|
|
2361 | esrv_del_item (op->contr, tmp->count); |
|
|
2362 | |
|
|
2363 | tmp->destroy (); |
2258 | tmp->destroy (true); |
2364 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2259 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2365 | |
2260 | |
2366 | if (op->stats.hp < 0) |
2261 | if (op->stats.hp < 0) |
2367 | op->stats.hp = op->stats.maxhp; |
2262 | op->stats.hp = op->stats.maxhp; |
2368 | |
2263 | |
… | |
… | |
2379 | return 0; |
2274 | return 0; |
2380 | } |
2275 | } |
2381 | |
2276 | |
2382 | /* 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 |
2383 | * 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 |
2384 | * 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 |
2385 | * from. |
2280 | * from. |
2386 | */ |
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 | |
2387 | void |
2298 | void |
2388 | remove_unpaid_objects (object *op, object *env) |
2299 | object::drop_unpaid_items () |
2389 | { |
2300 | { |
2390 | object *next; |
2301 | if (!flag [FLAG_REMOVED]) |
2391 | |
2302 | ::drop_unpaid_items (inv, this); |
2392 | while (op) |
|
|
2393 | { |
|
|
2394 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2395 | |
|
|
2396 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2397 | { |
|
|
2398 | if (env->type == PLAYER) |
|
|
2399 | esrv_del_item (env->contr, op->count); |
|
|
2400 | |
|
|
2401 | op->insert_at (env); |
|
|
2402 | } |
|
|
2403 | else if (op->inv) |
|
|
2404 | remove_unpaid_objects (op->inv, env); |
|
|
2405 | |
|
|
2406 | op = next; |
|
|
2407 | } |
|
|
2408 | } |
2303 | } |
2409 | |
2304 | |
2410 | /* |
2305 | /* |
2411 | * Returns pointer a static string containing gravestone text |
2306 | * Returns pointer a static string containing gravestone text |
2412 | * Moved from apply.c to player.c - player.c is what |
2307 | * Moved from apply.c to player.c - player.c is what |
2413 | * actually uses this function. player.c may not be quite the |
2308 | * actually uses this function. player.c may not be quite the |
2414 | * best, a misc file for object actions is probably better, |
2309 | * best, a misc file for object actions is probably better, |
2415 | * but there isn't one in the server directory. |
2310 | * but there isn't one in the server directory. |
2416 | */ |
2311 | */ |
2417 | char * |
2312 | const char * |
2418 | gravestone_text (object *op) |
2313 | gravestone_text (object *op) |
2419 | { |
2314 | { |
2420 | static char buf2[MAX_BUF]; |
2315 | static dynbuf_text buf; |
2421 | char buf[MAX_BUF]; |
|
|
2422 | time_t now = time (NULL); |
|
|
2423 | |
2316 | |
2424 | strcpy (buf2, " R.I.P.\n\n"); |
2317 | buf << "---- R.I.P. ----\n\n" |
|
|
2318 | << op->name; |
|
|
2319 | |
2425 | if (op->type == PLAYER) |
2320 | if (op->type == PLAYER) |
2426 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
2321 | buf << " the " << op->contr->title; |
2427 | else |
|
|
2428 | sprintf (buf, "%s\n", &op->name); |
|
|
2429 | |
2322 | |
2430 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2323 | buf << "\n\n"; |
2431 | 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 | |
2432 | if (op->type == PLAYER) |
2329 | if (op->type == PLAYER) |
2433 | sprintf (buf, "who was in level %d when killed\n", op->level); |
2330 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
2434 | else |
|
|
2435 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2436 | |
2331 | |
2437 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2438 | strcat (buf2, buf); |
|
|
2439 | if (op->type == PLAYER) |
|
|
2440 | { |
2332 | { |
2441 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
2333 | static char buf2[128]; |
2442 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
2334 | time_t now = time (NULL); |
2443 | strcat (buf2, buf); |
|
|
2444 | } |
|
|
2445 | |
|
|
2446 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
2335 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
2447 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
2336 | buf << buf2; |
2448 | strcat (buf2, buf); |
2337 | } |
2449 | |
2338 | |
2450 | return buf2; |
2339 | return buf; |
2451 | } |
2340 | } |
2452 | |
2341 | |
2453 | void |
2342 | void |
2454 | do_some_living (object *op) |
2343 | do_some_living (object *op) |
2455 | { |
2344 | { |
… | |
… | |
2462 | int rate_grace = 2000; |
2351 | int rate_grace = 2000; |
2463 | const int max_hp = 1; |
2352 | const int max_hp = 1; |
2464 | const int max_sp = 1; |
2353 | const int max_sp = 1; |
2465 | const int max_grace = 1; |
2354 | const int max_grace = 1; |
2466 | |
2355 | |
2467 | 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--; |
2468 | { |
2365 | } |
2469 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2366 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2470 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2367 | { |
2471 | 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 | } |
2472 | } |
2373 | } |
2473 | |
2374 | |
2474 | if (op->contr->ns->state == ST_PLAYING) |
2375 | if (op->contr->ns->state == ST_PLAYING) |
2475 | { |
2376 | { |
2476 | /* these next three if clauses make it possible to SLOW DOWN |
2377 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2495 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2396 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2496 | else |
2397 | else |
2497 | { |
2398 | { |
2498 | gen_grace = op->stats.maxgrace; |
2399 | gen_grace = op->stats.maxgrace; |
2499 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2400 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2500 | } |
|
|
2501 | |
|
|
2502 | /* Regenerate Spell Points */ |
|
|
2503 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2504 | { |
|
|
2505 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2506 | if (op->stats.sp < op->stats.maxsp) |
|
|
2507 | { |
|
|
2508 | op->stats.sp++; |
|
|
2509 | /* dms do not consume food */ |
|
|
2510 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2511 | { |
|
|
2512 | op->stats.food--; |
|
|
2513 | if (op->contr->digestion < 0) |
|
|
2514 | op->stats.food += op->contr->digestion; |
|
|
2515 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2516 | op->stats.food = last_food; |
|
|
2517 | } |
|
|
2518 | } |
|
|
2519 | |
|
|
2520 | if (max_sp > 1) |
|
|
2521 | { |
|
|
2522 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2523 | if (over_sp > 0) |
|
|
2524 | { |
|
|
2525 | if (op->stats.sp < op->stats.maxsp) |
|
|
2526 | { |
|
|
2527 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2528 | |
|
|
2529 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2530 | op->stats.sp--; |
|
|
2531 | |
|
|
2532 | if (op->stats.sp > op->stats.maxsp) |
|
|
2533 | op->stats.sp = op->stats.maxsp; |
|
|
2534 | } |
|
|
2535 | op->last_sp = 0; |
|
|
2536 | } |
|
|
2537 | else |
|
|
2538 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2539 | } |
|
|
2540 | else |
|
|
2541 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2542 | } |
2401 | } |
2543 | |
2402 | |
2544 | /* Regenerate Grace */ |
2403 | /* Regenerate Grace */ |
2545 | /* 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. */ |
2546 | if (--op->last_grace < 0) |
2405 | if (--op->last_grace < 0) |
… | |
… | |
2567 | 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); |
2568 | } |
2427 | } |
2569 | /* wearing stuff doesn't detract from grace generation. */ |
2428 | /* wearing stuff doesn't detract from grace generation. */ |
2570 | } |
2429 | } |
2571 | |
2430 | |
|
|
2431 | if (op->stats.food > 0) |
|
|
2432 | { |
2572 | /* Regenerate Hit Points */ |
2433 | /* Regenerate Spell Points */ |
2573 | if (--op->last_heal < 0) |
2434 | if (!op->contr->golem && --op->last_sp < 0) |
2574 | { |
|
|
2575 | if (op->stats.hp < op->stats.maxhp) |
|
|
2576 | { |
2435 | { |
2577 | op->stats.hp++; |
2436 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2578 | /* dms do not consume food */ |
2437 | |
2579 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2438 | if (op->stats.sp < op->stats.maxsp) |
2580 | { |
2439 | { |
|
|
2440 | op->stats.sp++; |
|
|
2441 | |
|
|
2442 | /* dms do not consume food */ |
|
|
2443 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2444 | { |
2581 | op->stats.food--; |
2445 | op->stats.food--; |
|
|
2446 | |
2582 | if (op->contr->digestion < 0) |
2447 | if (op->contr->digestion < 0) |
2583 | op->stats.food += op->contr->digestion; |
2448 | op->stats.food += op->contr->digestion; |
2584 | 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)) |
2585 | op->stats.food = last_food; |
2450 | op->stats.food = last_food; |
|
|
2451 | } |
2586 | } |
2452 | } |
2587 | } |
|
|
2588 | |
2453 | |
2589 | if (max_hp > 1) |
2454 | if (max_sp > 1) |
2590 | { |
|
|
2591 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2592 | if (over_hp > 0) |
|
|
2593 | { |
2455 | { |
2594 | 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 | |
2595 | 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); |
2596 | } |
2474 | } |
2597 | 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) |
2598 | { |
2483 | { |
2599 | 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 | } |
2600 | } |
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); |
2601 | } |
2509 | } |
2602 | else |
2510 | else |
2603 | { |
|
|
2604 | 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); |
2605 | } |
2512 | } |
2606 | } |
2513 | } |
2607 | |
2514 | |
2608 | /* Digestion */ |
2515 | /* Digestion */ |
2609 | if (--op->last_eat < 0) |
2516 | if (--op->last_eat < 0) |
2610 | { |
2517 | { |
2611 | #ifdef COZY_SERVER |
2518 | int bonus = max (0, op->contr->digestion), |
2612 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2519 | penalty = max (0, -op->contr->digestion); |
2613 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2614 | #else |
|
|
2615 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2616 | #endif |
|
|
2617 | |
2520 | |
2618 | if (op->contr->gen_hp > 0) |
|
|
2619 | 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); |
2620 | else |
|
|
2621 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2622 | |
2522 | |
2623 | /* dms do not consume food */ |
2523 | /* dms do not consume food */ |
2624 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2524 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2625 | op->stats.food--; |
2525 | op->stats.food--; |
2626 | } |
2526 | } |
2627 | |
2527 | |
2628 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2528 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2629 | { |
2529 | { |
2630 | object *tmp, *flesh = 0; |
2530 | object *flesh = 0; |
2631 | |
2531 | |
2632 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2532 | for_inv_removable (op, tmp) |
2633 | { |
2533 | { |
2634 | 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) |
2635 | { |
2538 | { |
2636 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2539 | op->statusmsg ("You blindly grab for a bite of food. " |
2637 | { |
2540 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2638 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2639 | manual_apply (op, tmp, 0); |
2541 | manual_apply (op, tmp, 0); |
|
|
2542 | |
2640 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2543 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2641 | break; |
2544 | break; |
2642 | } |
2545 | } |
2643 | else if (tmp->type == FLESH) |
2546 | else if (tmp->type == FLESH) |
2644 | flesh = tmp; |
2547 | flesh = tmp; |
2645 | } /* End if paid for object */ |
2548 | } |
2646 | } /* end of for loop */ |
|
|
2647 | |
2549 | |
2648 | /* 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 |
2649 | * eat flesh instead. |
2551 | * eat flesh instead. |
2650 | */ |
2552 | */ |
2651 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2553 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2652 | { |
2554 | { |
2653 | 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.>"); |
2654 | manual_apply (op, flesh, 0); |
2557 | manual_apply (op, flesh, 0); |
2655 | } |
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) |
2656 | } |
2567 | { |
|
|
2568 | op->stats.hp += op->stats.food; |
|
|
2569 | op->stats.food = 0; |
2657 | |
2570 | |
2658 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2571 | if (op->stats.hp < 0) |
2659 | op->stats.food++, op->stats.hp--; |
2572 | { |
|
|
2573 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2574 | op->contr->killer->destroy (true); |
|
|
2575 | } |
|
|
2576 | } |
2660 | |
2577 | |
|
|
2578 | /* killer should be set here already */ |
2661 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2579 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2662 | kill_player (op); |
2580 | kill_player (op); |
2663 | } |
2581 | } |
2664 | } |
2582 | } |
2665 | |
2583 | |
… | |
… | |
2669 | * file. |
2587 | * file. |
2670 | */ |
2588 | */ |
2671 | void |
2589 | void |
2672 | kill_player (object *op) |
2590 | kill_player (object *op) |
2673 | { |
2591 | { |
|
|
2592 | int x, y; |
2674 | char buf[MAX_BUF]; |
2593 | char buf[MAX_BUF]; |
2675 | int x, y; |
|
|
2676 | |
|
|
2677 | //int i; |
|
|
2678 | maptile *map; /* this is for resurrection */ |
2594 | maptile *map; /* this is for resurrection */ |
2679 | |
|
|
2680 | /* int z; |
|
|
2681 | int num_stats_lose; |
|
|
2682 | int lost_a_stat; |
|
|
2683 | int lose_this_stat; |
|
|
2684 | int this_stat; */ |
|
|
2685 | int will_kill_again; |
2595 | int will_kill_again; |
2686 | archetype *at; |
2596 | archetype *at; |
2687 | object *tmp; |
2597 | object *tmp; |
2688 | |
2598 | |
2689 | if (save_life (op)) |
2599 | if (save_life (op)) |
2690 | return; |
2600 | return; |
2691 | |
|
|
2692 | |
2601 | |
2693 | /* 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 |
2694 | * 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. |
2695 | * Look at op_on_battleground() for more info --AndreasV |
2604 | * Look at op_on_battleground() for more info --AndreasV |
2696 | */ |
2605 | */ |
… | |
… | |
2701 | |
2610 | |
2702 | /* restore player */ |
2611 | /* restore player */ |
2703 | at = archetype::find ("poisoning"); |
2612 | at = archetype::find ("poisoning"); |
2704 | if (object *tmp = present_arch_in_ob (at, op)) |
2613 | if (object *tmp = present_arch_in_ob (at, op)) |
2705 | { |
2614 | { |
2706 | tmp->destroy (); |
2615 | tmp->destroy (true); |
2707 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2616 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2708 | } |
2617 | } |
2709 | |
2618 | |
2710 | at = archetype::find ("confusion"); |
2619 | at = archetype::find ("confusion"); |
2711 | if (object *tmp = present_arch_in_ob (at, op)) |
2620 | if (object *tmp = present_arch_in_ob (at, op)) |
2712 | { |
2621 | { |
2713 | tmp->destroy (); |
2622 | tmp->destroy (true); |
2714 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2623 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2715 | } |
2624 | } |
2716 | |
2625 | |
2717 | cure_disease (op, 0); /* remove any disease */ |
2626 | cure_disease (op, 0, 0); /* remove any disease */ |
2718 | op->stats.hp = op->stats.maxhp; |
2627 | op->stats.hp = op->stats.maxhp; |
2719 | if (op->stats.food <= 0) |
2628 | if (op->stats.food <= 0) |
2720 | op->stats.food = 999; |
2629 | op->stats.food = 999; |
2721 | |
2630 | |
2722 | /* create a bodypart-trophy to make the winner happy */ |
2631 | /* create a bodypart-trophy to make the winner happy */ |
2723 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2632 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2724 | { |
2633 | { |
2725 | sprintf (buf, "%s's finger", &op->name); |
2634 | tmp->name = format ("%s's finger" , &op->name); |
2726 | tmp->name = buf; |
2635 | tmp->name_pl = format ("%s's fingers", &op->name); |
2727 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2728 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2729 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2730 | 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 | ); |
2731 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2642 | tmp->value = 0, tmp->type = 0; |
2732 | tmp->materialname = NULL; |
2643 | tmp->materialname = "organics"; |
2733 | tmp->insert_at (op, tmp); |
2644 | tmp->insert_at (op, tmp); |
2734 | } |
2645 | } |
2735 | |
2646 | |
2736 | /* teleport defeated player to new destination */ |
2647 | /* teleport defeated player to new destination */ |
2737 | transfer_ob (op, x, y, 0, NULL); |
2648 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2741 | |
2652 | |
2742 | INVOKE_PLAYER (DEATH, op->contr); |
2653 | INVOKE_PLAYER (DEATH, op->contr); |
2743 | |
2654 | |
2744 | command_kill_pets (op, 0); |
2655 | command_kill_pets (op, 0); |
2745 | |
2656 | |
2746 | if (op->stats.food < 0) |
2657 | op->contr->play_sound (sound_find ("player_dies")); |
2747 | { |
|
|
2748 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2749 | strcpy (op->contr->killer, "starvation"); |
|
|
2750 | } |
|
|
2751 | else |
|
|
2752 | sprintf (buf, "%s died.", &op->name); |
|
|
2753 | |
|
|
2754 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2755 | |
2658 | |
2756 | /* save the map location for corpse, gravestone */ |
2659 | /* save the map location for corpse, gravestone */ |
2757 | x = op->x; |
2660 | x = op->x; |
2758 | y = op->y; |
2661 | y = op->y; |
2759 | map = op->map; |
2662 | map = op->map; |
… | |
… | |
2866 | lost_a_stat = 1; |
2769 | lost_a_stat = 1; |
2867 | } |
2770 | } |
2868 | } |
2771 | } |
2869 | } |
2772 | } |
2870 | } |
2773 | } |
|
|
2774 | |
2871 | /* If no stat lost, tell the player. */ |
2775 | /* If no stat lost, tell the player. */ |
2872 | if (!lost_a_stat) |
2776 | if (!lost_a_stat) |
2873 | { |
2777 | { |
2874 | /* determine_god() seems to not work sometimes... why is this? |
2778 | /* determine_god() seems to not work sometimes... why is this? |
2875 | Should I be using something else? GD */ |
2779 | Should I be using something else? GD */ |
… | |
… | |
2879 | 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); |
2880 | else |
2784 | else |
2881 | 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."); |
2882 | } |
2786 | } |
2883 | #else |
2787 | #else |
2884 | 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."); |
2885 | #endif |
2789 | #endif |
2886 | |
2790 | |
2887 | /* Put a gravestone up where the character 'almost' died. List the |
2791 | /* Put a gravestone up where the character 'almost' died. List the |
2888 | * exp loss on the stone. |
2792 | * exp loss on the stone. |
2889 | */ |
2793 | */ |
2890 | tmp = arch_to_object (archetype::find ("gravestone")); |
2794 | tmp = arch_to_object (archetype::find ("gravestone")); |
2891 | sprintf (buf, "%s's gravestone", &op->name); |
2795 | tmp->name = format ("%s's gravestone", &op->name); |
2892 | tmp->name = buf; |
2796 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2893 | 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", |
2894 | tmp->name_pl = buf; |
2798 | &op->name, op->contr->title, op->contr->killer_name ()); |
2895 | 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); |
|
|
2896 | tmp->msg = buf; |
|
|
2897 | tmp->x = op->x, tmp->y = op->y; |
2799 | tmp->x = op->x, tmp->y = op->y; |
2898 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2800 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2899 | |
2801 | |
2900 | /**************************************/ |
2802 | /**************************************/ |
2901 | /* */ |
2803 | /* */ |
… | |
… | |
2910 | at = archetype::find ("poisoning"); |
2812 | at = archetype::find ("poisoning"); |
2911 | tmp = present_arch_in_ob (at, op); |
2813 | tmp = present_arch_in_ob (at, op); |
2912 | |
2814 | |
2913 | if (tmp) |
2815 | if (tmp) |
2914 | { |
2816 | { |
2915 | tmp->destroy (); |
2817 | tmp->destroy (true); |
2916 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2818 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
2917 | } |
2819 | } |
2918 | |
2820 | |
2919 | at = archetype::find ("confusion"); |
2821 | at = archetype::find ("confusion"); |
2920 | tmp = present_arch_in_ob (at, op); |
2822 | tmp = present_arch_in_ob (at, op); |
2921 | if (tmp) |
2823 | if (tmp) |
2922 | { |
2824 | { |
2923 | tmp->destroy (); |
2825 | tmp->destroy (true); |
2924 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2826 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
2925 | } |
2827 | } |
2926 | |
2828 | |
2927 | 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 | } |
2928 | |
2842 | |
2929 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2843 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2930 | apply_death_exp_penalty (op); |
2844 | apply_death_exp_penalty (op); |
|
|
2845 | |
2931 | if (op->stats.food < 100) |
2846 | if (op->stats.food < 100) |
2932 | op->stats.food = 900; |
2847 | op->stats.food = 900; |
|
|
2848 | |
2933 | op->stats.hp = op->stats.maxhp; |
2849 | op->stats.hp = op->stats.maxhp; |
2934 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2850 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
2935 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2851 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
2936 | |
2852 | |
2937 | /* |
2853 | /* |
2938 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2939 | * 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 |
2940 | * in the map. |
2855 | * and put them back in the map. |
2941 | */ |
2856 | */ |
2942 | |
2857 | op->drop_unpaid_items (); |
2943 | if (is_in_shop (op)) |
|
|
2944 | remove_unpaid_objects (op->inv, op); |
|
|
2945 | |
2858 | |
2946 | /****************************************/ |
2859 | /****************************************/ |
2947 | /* */ |
2860 | /* */ |
2948 | /* Move player to his current respawn- */ |
2861 | /* Move player to his current respawn- */ |
2949 | /* position (usually last savebed) */ |
2862 | /* position (usually last savebed) */ |
… | |
… | |
2969 | object *force; |
2882 | object *force; |
2970 | int at; |
2883 | int at; |
2971 | |
2884 | |
2972 | force = get_archetype (FORCE_NAME); |
2885 | force = get_archetype (FORCE_NAME); |
2973 | /* 50 ticks should be enough time for the spell to abate */ |
2886 | /* 50 ticks should be enough time for the spell to abate */ |
2974 | force->speed = 0.1; |
2887 | force->speed = 0.1f; |
2975 | force->speed_left = -5.0; |
2888 | force->speed_left = -5.f; |
2976 | SET_FLAG (force, FLAG_APPLIED); |
2889 | SET_FLAG (force, FLAG_APPLIED); |
2977 | for (at = 0; at < NROFATTACKS; at++) |
2890 | for (at = 0; at < NROFATTACKS; at++) |
2978 | if (will_kill_again & (1 << at)) |
2891 | if (will_kill_again & (1 << at)) |
2979 | force->resist[at] = 100; |
2892 | force->resist[at] = 100; |
2980 | |
2893 | |
2981 | insert_ob_in_ob (force, op); |
2894 | insert_ob_in_ob (force, op); |
2982 | op->update_stats (); |
2895 | op->update_stats (); |
2983 | |
|
|
2984 | } |
2896 | } |
2985 | |
2897 | |
2986 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2898 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2987 | } |
2899 | } |
2988 | |
2900 | |
2989 | void |
2901 | void |
2990 | loot_object (object *op) |
2902 | loot_object (object *op) |
2991 | { /* Grab and destroy some treasure */ |
2903 | { /* Grab and destroy some treasure */ |
2992 | object *tmp, *tmp2, *next; |
2904 | object *tmp, *tmp2, *next; |
2993 | |
2905 | |
2994 | if (op->container) |
2906 | op->close_container (); /* close open sack first */ |
2995 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2996 | |
2907 | |
2997 | for (tmp = op->inv; tmp; tmp = next) |
2908 | for (tmp = op->inv; tmp; tmp = next) |
2998 | { |
2909 | { |
2999 | next = tmp->below; |
2910 | next = tmp->below; |
3000 | |
2911 | |
3001 | if (tmp->invisible) |
2912 | if (tmp->invisible) |
3002 | continue; |
2913 | continue; |
3003 | |
2914 | |
3004 | tmp->remove (); |
2915 | tmp->remove (); |
3005 | tmp->x = op->x, tmp->y = op->y; |
2916 | tmp->x = op->x, tmp->y = op->y; |
|
|
2917 | |
3006 | if (tmp->type == CONTAINER) |
2918 | if (tmp->type == CONTAINER) |
3007 | { /* empty container to ground */ |
2919 | loot_object (tmp); /* empty container to ground */ |
3008 | loot_object (tmp); |
2920 | |
3009 | } |
|
|
3010 | 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)))) |
3011 | { |
2922 | { |
3012 | if (tmp->nrof > 1) |
2923 | if (tmp->nrof > 1) |
3013 | { |
2924 | { |
3014 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2925 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3015 | tmp2->destroy (); |
|
|
3016 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2926 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3017 | } |
2927 | } |
3018 | else |
2928 | else |
3019 | tmp->destroy (); |
2929 | tmp->destroy (true); |
3020 | } |
2930 | } |
3021 | else |
2931 | else |
3022 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2932 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3023 | } |
2933 | } |
3024 | } |
2934 | } |
… | |
… | |
3026 | /* |
2936 | /* |
3027 | * fix_weight(): Check recursively the weight of all players, and fix |
2937 | * fix_weight(): Check recursively the weight of all players, and fix |
3028 | * 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 |
3029 | * was changed. |
2939 | * was changed. |
3030 | */ |
2940 | */ |
3031 | |
|
|
3032 | void |
2941 | void |
3033 | fix_weight (void) |
2942 | fix_weight (void) |
3034 | { |
2943 | { |
3035 | for_all_players (pl) |
2944 | for_all_players (pl) |
3036 | { |
2945 | { |
3037 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2946 | sint32 old = pl->ob->carrying; |
3038 | |
2947 | |
3039 | if (old == sum) |
2948 | pl->ob->update_weight (); |
3040 | continue; |
2949 | |
|
|
2950 | if (old != pl->ob->carrying) |
|
|
2951 | { |
3041 | pl->ob->update_stats (); |
2952 | pl->ob->update_stats (); |
3042 | 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 | } |
3043 | } |
2955 | } |
3044 | } |
2956 | } |
3045 | |
2957 | |
3046 | void |
2958 | void |
3047 | fix_luck (void) |
2959 | fix_luck (void) |
… | |
… | |
3083 | if (op->type == PLAYER) |
2995 | if (op->type == PLAYER) |
3084 | 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); |
3085 | |
2997 | |
3086 | cast_spell (op, throw_ob, dir, spob, NULL); |
2998 | cast_spell (op, throw_ob, dir, spob, NULL); |
3087 | |
2999 | |
3088 | throw_ob->destroy (); |
3000 | throw_ob->destroy (true); |
3089 | } |
3001 | } |
3090 | |
3002 | |
3091 | void |
3003 | void |
3092 | make_visible (object *op) |
3004 | make_visible (object *op) |
3093 | { |
3005 | { |
3094 | op->hide = 0; |
3006 | op->hide = 0; |
3095 | op->invisible = 0; |
3007 | op->invisible = 0; |
|
|
3008 | |
3096 | if (op->type == PLAYER) |
3009 | if (op->type == PLAYER) |
3097 | { |
3010 | { |
3098 | op->contr->tmp_invis = 0; |
3011 | op->contr->tmp_invis = 0; |
3099 | op->contr->invis_race = 0; |
3012 | op->contr->invis_race = 0; |
3100 | } |
3013 | } |
|
|
3014 | |
3101 | update_object (op, UP_OBJ_FACE); |
3015 | update_object (op, UP_OBJ_CHANGE); |
3102 | } |
3016 | } |
3103 | |
3017 | |
3104 | int |
3018 | int |
3105 | is_true_undead (object *op) |
3019 | is_true_undead (object *op) |
3106 | { |
3020 | { |
3107 | object *tmp = NULL; |
|
|
3108 | |
|
|
3109 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3021 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3110 | return 1; |
3022 | return 1; |
3111 | |
3023 | |
3112 | return 0; |
3024 | return 0; |
3113 | } |
3025 | } |
3114 | |
3026 | |
3115 | /* look at the surrounding terrain to determine |
3027 | /* look at the surrounding terrain to determine |
3116 | * the hideability of this object. Positive levels |
3028 | * the hideability of this object. Positive levels |
3117 | * indicate greater hideability. |
3029 | * indicate greater hideability. |
3118 | */ |
3030 | */ |
3119 | |
|
|
3120 | int |
3031 | int |
3121 | hideability (object *ob) |
3032 | hideability (object *ob) |
3122 | { |
3033 | { |
3123 | int i, level = 0, mflag; |
3034 | int i, level = 0, mflag; |
3124 | sint16 x, y; |
3035 | sint16 x, y; |
… | |
… | |
3134 | * as bad as carrying a light on a pitch dark map */ |
3045 | * as bad as carrying a light on a pitch dark map */ |
3135 | if (has_carried_lights (ob)) |
3046 | if (has_carried_lights (ob)) |
3136 | level = -(10 + (2 * ob->map->darkness)); |
3047 | level = -(10 + (2 * ob->map->darkness)); |
3137 | |
3048 | |
3138 | /* scan through all nearby squares for terrain to hide in */ |
3049 | /* scan through all nearby squares for terrain to hide in */ |
3139 | 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]) |
3140 | { |
3053 | { |
3141 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3054 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3142 | if (mflag & P_OUT_OF_MAP) |
3055 | if (mflag & P_OUT_OF_MAP) |
3143 | { |
|
|
3144 | continue; |
3056 | continue; |
3145 | } |
3057 | |
3146 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3058 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3147 | level += 2; |
3059 | level += 2; |
3148 | else /* open terrain! */ |
3060 | else /* open terrain! */ |
3149 | level -= 1; |
3061 | level -= 1; |
3150 | } |
3062 | } |
… | |
… | |
3158 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3070 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3159 | * every time they move - as we subtract off 'invisibility' |
3071 | * every time they move - as we subtract off 'invisibility' |
3160 | * AND, for players, if they move into a ridiculously unhideable |
3072 | * AND, for players, if they move into a ridiculously unhideable |
3161 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3073 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3162 | */ |
3074 | */ |
3163 | |
|
|
3164 | void |
3075 | void |
3165 | do_hidden_move (object *op) |
3076 | do_hidden_move (object *op) |
3166 | { |
3077 | { |
3167 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
3078 | int hide = 0; |
3168 | object *skop; |
|
|
3169 | |
3079 | |
3170 | if (!op || !op->map) |
3080 | if (!op || !op->map) |
3171 | return; |
3081 | return; |
3172 | |
3082 | |
3173 | 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); |
3174 | |
3085 | |
3175 | /* 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! */ |
3176 | if (op->type == PLAYER && op->contr->run_on) |
3087 | if (op->type == PLAYER && op->contr->run_on) |
3177 | if (!skop || num >= skop->level) |
3088 | if (!skop || num >= skop->level) |
3178 | { |
3089 | { |
… | |
… | |
3188 | num -= hide; |
3099 | num -= hide; |
3189 | |
3100 | |
3190 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3101 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3191 | { |
3102 | { |
3192 | make_visible (op); |
3103 | make_visible (op); |
|
|
3104 | |
3193 | if (op->type == PLAYER) |
3105 | if (op->type == PLAYER) |
3194 | 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!"); |
3195 | } |
3107 | } |
3196 | else if (op->type == PLAYER && skop) |
3108 | else if (op->type == PLAYER && skop) |
3197 | 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); |
… | |
… | |
3250 | * object op. This function works fine for monsters, |
3162 | * object op. This function works fine for monsters, |
3251 | * 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 |
3252 | * a pile (say a coin under a table would return "viewable" |
3164 | * a pile (say a coin under a table would return "viewable" |
3253 | * by this routine). Another question, should we be |
3165 | * by this routine). Another question, should we be |
3254 | * concerned with the direction the player is looking |
3166 | * concerned with the direction the player is looking |
3255 | * in? Realistically, most of use cant see stuff behind |
3167 | * in? Realistically, most of us can't see stuff behind |
3256 | * our backs...on the other hand, does the "facing" direction |
3168 | * our backs...on the other hand, does the "facing" direction |
3257 | * imply the way your head, or body is facing? Its possible |
3169 | * imply the way your head, or body is facing? It's possible |
3258 | * 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. |
3259 | * -b.t. |
3171 | * -b.t. |
3260 | * This function is now map tiling safe. |
3172 | * This function is now map tiling safe. |
3261 | */ |
3173 | */ |
3262 | |
|
|
3263 | int |
3174 | int |
3264 | player_can_view (object *pl, object *op) |
3175 | player_can_view (object *pl, object *op) |
3265 | { |
3176 | { |
3266 | rv_vector rv; |
3177 | rv_vector rv; |
3267 | int dx, dy; |
3178 | int dx, dy; |
… | |
… | |
3279 | |
3190 | |
3280 | get_rangevector (pl, op, &rv, 0x1); |
3191 | get_rangevector (pl, op, &rv, 0x1); |
3281 | |
3192 | |
3282 | /* starting with the 'head' part, lets loop |
3193 | /* starting with the 'head' part, lets loop |
3283 | * through the object and find if it has any |
3194 | * through the object and find if it has any |
3284 | * part that is in the los array but isnt on |
3195 | * part that is in the los array but isn't on |
3285 | * a blocked los square. |
3196 | * a blocked los square. |
3286 | * we use the archetype to figure out offsets. |
3197 | * we use the archetype to figure out offsets. |
3287 | */ |
3198 | */ |
3288 | while (op) |
3199 | while (op) |
3289 | { |
3200 | { |
3290 | dx = rv.distance_x + op->arch->clone.x; |
3201 | dx = rv.distance_x + op->arch->x; |
3291 | dy = rv.distance_y + op->arch->clone.y; |
3202 | dy = rv.distance_y + op->arch->y; |
3292 | |
3203 | |
3293 | /* only the viewable area the player sees is updated by LOS |
3204 | /* only the viewable area the player sees is updated by LOS |
3294 | * 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 |
3295 | * for any meaningful values. |
3206 | * for any meaningful values. |
3296 | */ |
3207 | */ |
3297 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
3208 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
3298 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
3209 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
3299 | !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)]) |
3300 | return 1; |
3211 | return 1; |
|
|
3212 | |
3301 | op = op->more; |
3213 | op = op->more; |
3302 | } |
3214 | } |
|
|
3215 | |
3303 | return 0; |
3216 | return 0; |
3304 | } |
3217 | } |
3305 | |
3218 | |
3306 | /* routine for both players and monsters. We call this when |
3219 | /* routine for both players and monsters. We call this when |
3307 | * there is a possibility for our action distrubing our hiding |
3220 | * there is a possibility for our action distrubing our hiding |
… | |
… | |
3310 | * return 0. |
3223 | * return 0. |
3311 | */ |
3224 | */ |
3312 | int |
3225 | int |
3313 | action_makes_visible (object *op) |
3226 | action_makes_visible (object *op) |
3314 | { |
3227 | { |
3315 | |
|
|
3316 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3228 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3317 | { |
3229 | { |
3318 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3230 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3319 | return 0; |
3231 | return 0; |
3320 | |
3232 | |
… | |
… | |
3326 | { |
3238 | { |
3327 | 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"); |
3328 | return 1; |
3240 | return 1; |
3329 | } |
3241 | } |
3330 | } |
3242 | } |
|
|
3243 | |
3331 | return 0; |
3244 | return 0; |
3332 | } |
3245 | } |
3333 | |
3246 | |
3334 | /* op_on_battleground - checks if the given object op (usually |
3247 | /* op_on_battleground - checks if the given object op (usually |
3335 | * a player) is standing on a valid battleground-tile, |
3248 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3340 | * 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 |
3341 | */ |
3254 | */ |
3342 | int |
3255 | int |
3343 | op_on_battleground (object *op, int *x, int *y) |
3256 | op_on_battleground (object *op, int *x, int *y) |
3344 | { |
3257 | { |
3345 | object *tmp; |
|
|
3346 | |
|
|
3347 | /* A battleground-tile needs the following attributes to be valid: |
3258 | /* A battleground-tile needs the following attributes to be valid: |
3348 | * 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), |
3349 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3260 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3350 | * and the exit-coordinates sp/hp must both be > 0. |
3261 | * and the exit-coordinates sp/hp must both be > 0. |
3351 | * => The intention here is to prevent abuse of the battleground- |
3262 | * => The intention here is to prevent abuse of the battleground- |
3352 | * feature (like pickable or hidden battleground tiles). */ |
3263 | * feature (like pickable or hidden battleground tiles). */ |
3353 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3264 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3354 | { |
3265 | { |
3355 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3266 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3356 | { |
3267 | { |
3357 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3268 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3358 | 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)) |
3359 | { |
3272 | { |
3360 | /*before we assign the exit, check if this is a teambattle */ |
3273 | /* before we assign the exit, check if this is a teambattle */ |
3361 | 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)) |
3362 | { |
3275 | { |
3363 | object *invtmp; |
|
|
3364 | |
|
|
3365 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3276 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3366 | { |
3277 | { |
3367 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3278 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3368 | { |
3279 | { |
3369 | if (x != NULL && y != NULL) |
3280 | if (x && y) |
3370 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3281 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3282 | |
3371 | return 1; |
3283 | return 1; |
3372 | } |
3284 | } |
3373 | } |
3285 | } |
3374 | } |
3286 | } |
|
|
3287 | |
3375 | if (x != NULL && y != NULL) |
3288 | if (x && y) |
3376 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3289 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3290 | |
3377 | return 1; |
3291 | return 1; |
3378 | } |
3292 | } |
3379 | } |
3293 | } |
3380 | } |
3294 | } |
|
|
3295 | |
3381 | /* If we got here, did not find a battleground */ |
3296 | /* If we got here, did not find a battleground */ |
3382 | return 0; |
3297 | return 0; |
3383 | } |
3298 | } |
3384 | |
3299 | |
3385 | /* |
3300 | /* |
… | |
… | |
3401 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3316 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3402 | int i = 0, j = 0; |
3317 | int i = 0, j = 0; |
3403 | |
3318 | |
3404 | /* get the appropriate treasurelist */ |
3319 | /* get the appropriate treasurelist */ |
3405 | if (atnr == ATNR_FIRE) |
3320 | if (atnr == ATNR_FIRE) |
3406 | trlist = find_treasurelist ("dragon_ability_fire"); |
3321 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3407 | else if (atnr == ATNR_COLD) |
3322 | else if (atnr == ATNR_COLD) |
3408 | trlist = find_treasurelist ("dragon_ability_cold"); |
3323 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3409 | else if (atnr == ATNR_ELECTRICITY) |
3324 | else if (atnr == ATNR_ELECTRICITY) |
3410 | trlist = find_treasurelist ("dragon_ability_elec"); |
3325 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3411 | else if (atnr == ATNR_POISON) |
3326 | else if (atnr == ATNR_POISON) |
3412 | trlist = find_treasurelist ("dragon_ability_poison"); |
3327 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3413 | |
3328 | |
3414 | if (trlist == NULL || who->type != PLAYER) |
3329 | if (trlist == NULL || who->type != PLAYER) |
3415 | return; |
3330 | return; |
3416 | |
3331 | |
3417 | 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++); |
… | |
… | |
3421 | /* 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]); */ |
3422 | return; |
3337 | return; |
3423 | } |
3338 | } |
3424 | |
3339 | |
3425 | /* everything seems okay - now bring on the gift: */ |
3340 | /* everything seems okay - now bring on the gift: */ |
3426 | item = &(tr->item->clone); |
3341 | item = tr->item; |
3427 | |
3342 | |
3428 | if (item->type == SPELL) |
3343 | if (item->type == SPELL) |
3429 | { |
3344 | { |
3430 | if (check_spell_known (who, item->name)) |
3345 | if (check_spell_known (who, item->name)) |
3431 | return; |
3346 | return; |
… | |
… | |
3490 | { |
3405 | { |
3491 | /* forces in the treasurelist can alter the player's stats */ |
3406 | /* forces in the treasurelist can alter the player's stats */ |
3492 | object *skin; |
3407 | object *skin; |
3493 | |
3408 | |
3494 | /* first get the dragon skin force */ |
3409 | /* first get the dragon skin force */ |
3495 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3496 | 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) |
3497 | ; |
3411 | ; |
3498 | |
3412 | |
3499 | if (!skin) |
3413 | if (!skin) |
3500 | return; |
3414 | return; |
3501 | |
3415 | |
… | |
… | |
3536 | else |
3450 | else |
3537 | { |
3451 | { |
3538 | /* generate misc. treasure */ |
3452 | /* generate misc. treasure */ |
3539 | tmp = arch_to_object (tr->item); |
3453 | tmp = arch_to_object (tr->item); |
3540 | 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)); |
3541 | tmp = insert_ob_in_ob (tmp, who); |
3455 | who->insert (tmp); |
3542 | if (who->type == PLAYER) |
|
|
3543 | esrv_send_item (who, tmp); |
|
|
3544 | } |
3456 | } |
3545 | } |
3457 | } |
3546 | |
3458 | |
3547 | /** |
3459 | /** |
3548 | * 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 |
3549 | * not readied. |
3461 | * not readied. |
3550 | */ |
3462 | */ |
3551 | void |
3463 | void |
3552 | player_unready_range_ob (player *pl, object *ob) |
3464 | player_unready_range_ob (player *pl, object *ob) |
3553 | { |
3465 | { |
3554 | rangetype i; |
3466 | if (pl->ob->current_weapon == ob) |
|
|
3467 | pl->ob->current_weapon = 0; |
3555 | |
3468 | |
3556 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3469 | if (pl->combat_ob == ob) |
3557 | { |
3470 | pl->combat_ob = 0; |
|
|
3471 | |
3558 | if (pl->ranges[i] == ob) |
3472 | if (pl->ranged_ob == ob) |
3559 | { |
3473 | pl->ranged_ob = 0; |
3560 | pl->ranges[i] = NULL; |
|
|
3561 | if (pl->shoottype == i) |
|
|
3562 | { |
|
|
3563 | pl->shoottype = range_none; |
|
|
3564 | } |
|
|
3565 | } |
|
|
3566 | } |
|
|
3567 | } |
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 | |