1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
… | |
… | |
32 | #include <algorithm> |
33 | #include <algorithm> |
33 | #include <functional> |
34 | #include <functional> |
34 | |
35 | |
35 | playervec players; |
36 | playervec players; |
36 | |
37 | |
37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
|
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50 | motd[0] = '\0'; |
|
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51 | size = 0; |
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52 | |
|
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53 | while (fgets (buf, MAX_BUF, fp)) |
|
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54 | { |
|
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
|
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
|
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
|
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71 | FILE *fp; |
|
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72 | int comp; |
|
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
|
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79 | rules[0] = '\0'; |
|
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80 | size = 0; |
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81 | |
|
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82 | while (fgets (buf, MAX_BUF, fp)) |
|
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83 | { |
|
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84 | if (*buf == '#') |
|
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
|
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
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90 | break; |
|
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
|
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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113 | return; |
|
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114 | |
|
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115 | news[0] = '\0'; |
|
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116 | subject[0] = '\0'; |
|
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117 | size = 0; |
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118 | |
|
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119 | while (fgets (buf, MAX_BUF, fp)) |
|
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120 | { |
|
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
|
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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128 | |
|
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129 | strcpy (subject, buf + 1); |
|
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130 | strip_endline (subject); |
|
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131 | size = 0; |
|
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132 | news[0] = '\0'; |
|
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133 | } |
|
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134 | else |
|
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135 | { |
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136 | if (size + strlen (buf) >= HUGE_BUF) |
|
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137 | { |
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138 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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139 | break; |
|
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140 | } |
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141 | strncat (news + size, buf, HUGE_BUF - size); |
|
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142 | size += strlen (buf); |
|
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143 | } |
|
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144 | } |
|
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145 | |
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146 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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147 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
|
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148 | close_and_delete (fp, comp); |
|
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149 | } |
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150 | |
|
|
151 | /* This loads the first map an puts the player on it. */ |
38 | /* This loads the first map an puts the player on it. */ |
152 | static void |
39 | static void |
153 | set_first_map (object *op) |
40 | set_first_map (object *op) |
154 | { |
41 | { |
155 | op->contr->maplevel = first_map_path; |
42 | op->contr->maplevel = first_map_path; |
… | |
… | |
207 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
208 | |
95 | |
209 | ns->update_look = 0; |
96 | ns->update_look = 0; |
210 | ns->look_position = 0; |
97 | ns->look_position = 0; |
211 | |
98 | |
212 | clear_los (this); |
99 | clear_los (); |
213 | |
100 | |
214 | ns->reset_stats (); |
101 | ns->reset_stats (); |
215 | |
102 | |
216 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
219 | |
106 | |
220 | ob->update_weight (); |
107 | ob->update_weight (); |
221 | link_player_skills (ob); |
108 | link_skills (); |
222 | |
109 | |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 | |
111 | |
225 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
226 | |
113 | |
… | |
… | |
249 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
250 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
251 | |
138 | |
252 | activate (); |
139 | activate (); |
253 | |
140 | |
254 | send_rules (ob); |
|
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255 | send_news (ob); |
|
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256 | display_motd (ob); |
|
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257 | |
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258 | INVOKE_PLAYER (CONNECT, this); |
141 | INVOKE_PLAYER (CONNECT, this); |
259 | INVOKE_PLAYER (LOGIN, this); |
142 | INVOKE_PLAYER (LOGIN, this); |
260 | } |
143 | } |
261 | |
144 | |
262 | void |
145 | void |
… | |
… | |
278 | ns->reset_stats (); |
161 | ns->reset_stats (); |
279 | ns->pl = 0; |
162 | ns->pl = 0; |
280 | ns = 0; |
163 | ns = 0; |
281 | } |
164 | } |
282 | |
165 | |
283 | observe = ob; |
166 | // this is important for the player scheduler to get the correct refcount |
|
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167 | // when ns = 0 |
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168 | observe = viewpoint = ob; |
284 | |
169 | |
285 | deactivate (); |
170 | deactivate (); |
286 | } |
171 | } |
287 | |
172 | |
288 | // the need for this function can be explained |
173 | // the need for this function can be explained |
289 | // by load_object not returning the object |
174 | // by load_object not returning the object |
290 | void |
175 | void |
291 | player::set_object (object *op) |
176 | player::set_object (object *op) |
292 | { |
177 | { |
293 | ob = observe = op; |
178 | ob = observe = viewpoint = op; |
294 | ob->contr = this; /* this aren't yet in archetype */ |
179 | ob->contr = this; /* this aren't yet in archetype */ |
295 | |
180 | |
296 | ob->speed = 1.0f; |
181 | ob->speed = 1.0f; |
297 | ob->speed_left = 0.5f; |
182 | ob->speed_left = 0.5f; |
298 | |
183 | |
… | |
… | |
327 | } |
212 | } |
328 | |
213 | |
329 | void |
214 | void |
330 | player::set_observe (object *op) |
215 | player::set_observe (object *op) |
331 | { |
216 | { |
332 | observe = op ? op : ob; |
217 | observe = viewpoint = op ? op : ob; |
|
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218 | do_los = 1; |
|
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219 | } |
|
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220 | |
|
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221 | void |
|
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222 | player::set_viewpoint (object *op) |
|
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223 | { |
|
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224 | viewpoint = op ? op : (object *)observe; |
333 | do_los = 1; |
225 | do_los = 1; |
334 | } |
226 | } |
335 | |
227 | |
336 | player::player () |
228 | player::player () |
337 | { |
229 | { |
… | |
… | |
345 | savebed_map = first_map_path; /* Init. respawn position */ |
237 | savebed_map = first_map_path; /* Init. respawn position */ |
346 | |
238 | |
347 | gen_sp_armour = 10; |
239 | gen_sp_armour = 10; |
348 | bowtype = bow_normal; |
240 | bowtype = bow_normal; |
349 | petmode = pet_normal; |
241 | petmode = pet_normal; |
350 | listening = 10; |
|
|
351 | usekeys = containers; |
242 | usekeys = containers; |
352 | peaceful = 1; /* default peaceful */ |
243 | peaceful = 1; /* default peaceful */ |
353 | do_los = 1; |
244 | do_los = 1; |
354 | |
245 | |
355 | weapon_sp = 1.0f; |
246 | weapon_sp = 1.0f; |
… | |
… | |
367 | { |
258 | { |
368 | ob->destroy_inv (false); |
259 | ob->destroy_inv (false); |
369 | ob->destroy (); |
260 | ob->destroy (); |
370 | } |
261 | } |
371 | |
262 | |
372 | ob = observe = 0; |
263 | ob = observe = viewpoint = 0; |
373 | } |
264 | } |
374 | |
265 | |
375 | player::~player () |
266 | player::~player () |
376 | { |
267 | { |
377 | /* Clear item stack */ |
268 | /* Clear item stack */ |
… | |
… | |
671 | op->destroy (); |
562 | op->destroy (); |
672 | continue; |
563 | continue; |
673 | } |
564 | } |
674 | } |
565 | } |
675 | |
566 | |
676 | /* This really needs to be better - we should really give |
567 | /* Here we remove duplicated skills (as duplicated spell objects have |
677 | * a substitute spellbook. The problem is that we don't really |
568 | * _very_ confusing effects for players), which could for instance be |
678 | * have a good idea what to replace it with (need something like |
569 | * generated by bad treasurelists. - elmex |
679 | * a first level treasurelist for each skill.) |
|
|
680 | * remove duplicate skills also |
|
|
681 | */ |
570 | */ |
682 | if (op->type == SPELLBOOK || op->type == SKILL) |
571 | if (op->type == SKILL) |
683 | { |
572 | { |
684 | object *tmp; |
|
|
685 | |
|
|
686 | for (tmp = op->below; tmp; tmp = tmp->below) |
573 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
687 | if (tmp->type == op->type && tmp->name == op->name) |
574 | if (tmp->type == op->type && tmp->name == op->name) |
688 | break; |
|
|
689 | |
|
|
690 | if (tmp) |
|
|
691 | { |
575 | { |
692 | op->destroy (); |
576 | op->destroy (); |
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|
577 | LOG (llevError, |
693 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
578 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
694 | continue; |
579 | break; |
695 | } |
580 | } |
696 | |
581 | |
697 | if (op->nrof > 1) |
582 | if (op->nrof > 1) |
698 | op->nrof = 1; |
583 | op->nrof = 1; |
699 | } |
584 | } |
700 | |
585 | |
… | |
… | |
726 | else /* lock all 'normal items by default */ |
611 | else /* lock all 'normal items by default */ |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
612 | SET_FLAG (op, FLAG_INV_LOCKED); |
728 | } /* for loop of objects in player inv */ |
613 | } /* for loop of objects in player inv */ |
729 | |
614 | |
730 | /* Need to set up the skill pointers */ |
615 | /* Need to set up the skill pointers */ |
731 | link_player_skills (pl); |
616 | pl->contr->link_skills (); |
732 | } |
617 | } |
733 | |
618 | |
734 | void |
619 | void |
735 | get_party_password (object *op, partylist *party) |
620 | get_party_password (object *op, partylist *party) |
736 | { |
621 | { |
… | |
… | |
868 | ob->msg = 0; |
753 | ob->msg = 0; |
869 | |
754 | |
870 | start_info (ob); |
755 | start_info (ob); |
871 | CLEAR_FLAG (ob, FLAG_WIZ); |
756 | CLEAR_FLAG (ob, FLAG_WIZ); |
872 | give_initial_items (ob, ob->randomitems); |
757 | give_initial_items (ob, ob->randomitems); |
873 | link_player_skills (ob); |
|
|
874 | esrv_send_inventory (ob, ob); |
758 | esrv_send_inventory (ob, ob); |
875 | ob->update_stats (); |
759 | ob->update_stats (); |
876 | |
760 | |
877 | /* This moves the player to a different start map, if there |
761 | /* This moves the player to a different start map, if there |
878 | * is one for this race |
762 | * is one for this race |
… | |
… | |
930 | LOG (llevDebug, "Fleeing player is dead.\n"); |
814 | LOG (llevDebug, "Fleeing player is dead.\n"); |
931 | CLEAR_FLAG (op, FLAG_SCARED); |
815 | CLEAR_FLAG (op, FLAG_SCARED); |
932 | return; |
816 | return; |
933 | } |
817 | } |
934 | |
818 | |
935 | if (op->enemy == NULL) |
819 | if (!op->enemy) |
936 | { |
820 | { |
937 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
821 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
938 | CLEAR_FLAG (op, FLAG_SCARED); |
822 | CLEAR_FLAG (op, FLAG_SCARED); |
939 | return; |
823 | return; |
940 | } |
824 | } |
941 | |
825 | |
942 | /* Seen some crashes here. Since we don't store an |
|
|
943 | * op->enemy_count, it is possible that something destroys the |
|
|
944 | * actual enemy, and the object is recycled. |
|
|
945 | */ |
|
|
946 | if (op->enemy->map == NULL) |
|
|
947 | { |
|
|
948 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
949 | op->enemy = NULL; |
|
|
950 | return; |
|
|
951 | } |
|
|
952 | |
|
|
953 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
826 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
954 | { |
827 | { |
955 | op->enemy = NULL; |
828 | op->enemy = NULL; |
956 | CLEAR_FLAG (op, FLAG_SCARED); |
829 | CLEAR_FLAG (op, FLAG_SCARED); |
957 | return; |
830 | return; |
… | |
… | |
960 | get_rangevector (op, op->enemy, &rv, 0); |
833 | get_rangevector (op, op->enemy, &rv, 0); |
961 | |
834 | |
962 | dir = absdir (4 + rv.direction); |
835 | dir = absdir (4 + rv.direction); |
963 | for (diff = 0; diff < 3; diff++) |
836 | for (diff = 0; diff < 3; diff++) |
964 | { |
837 | { |
965 | int m = 1 - (RANDOM () & 2); |
838 | int m = 1 - rndm (2) * 2; |
966 | |
839 | |
967 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
840 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
968 | return; |
841 | return; |
969 | } |
842 | } |
970 | |
843 | |
… | |
… | |
981 | check_pick (object *op) |
854 | check_pick (object *op) |
982 | { |
855 | { |
983 | object *tmp, *next; |
856 | object *tmp, *next; |
984 | int stop = 0; |
857 | int stop = 0; |
985 | int wvratio; |
858 | int wvratio; |
986 | char putstring[128]; |
|
|
987 | |
859 | |
988 | /* if you're flying, you cna't pick up anything */ |
860 | /* if you're flying, you cna't pick up anything */ |
989 | if (op->move_type & MOVE_FLYING) |
861 | if (op->move_type & MOVE_FLYING) |
990 | return 1; |
862 | return 1; |
991 | |
863 | |
… | |
… | |
1015 | |
887 | |
1016 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
888 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1017 | { |
889 | { |
1018 | if (item_matched_string (op, tmp, op->contr->search_str)) |
890 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1019 | CHK_PICK_PICKUP; |
891 | CHK_PICK_PICKUP; |
|
|
892 | |
1020 | continue; |
893 | continue; |
1021 | } |
894 | } |
1022 | |
895 | |
1023 | /* high not bit set? We're using the old autopickup model */ |
896 | /* pickup handling */ |
|
|
897 | if (op->contr->mode & PU_DEBUG) |
|
|
898 | { |
|
|
899 | /* some debugging code to figure out item information */ |
|
|
900 | const char *str = tmp->name |
|
|
901 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
902 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
|
|
903 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
904 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
905 | |
|
|
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
907 | } |
|
|
908 | |
|
|
909 | if (op->contr->mode & PU_INHIBIT) |
|
|
910 | return 1; |
|
|
911 | |
|
|
912 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
913 | return 1; |
|
|
914 | |
|
|
915 | /* philosophy: |
|
|
916 | * It's easy to grab an item type from a pile, as long as it's |
|
|
917 | * generic. This takes no game-time. For more detailed pickups |
|
|
918 | * and selections, select-items should be used. This is a |
|
|
919 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
920 | * example. |
|
|
921 | * The drawback: right now it has no frontend, so you need to |
|
|
922 | * stick the bits you want into a calculator in hex mode and then |
|
|
923 | * convert to decimal and then 'pickup <#> |
|
|
924 | */ |
|
|
925 | |
|
|
926 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
927 | * STOP then we stop. All the rest are applied sequentially, |
|
|
928 | * meaning if any test passes, the item gets picked up. */ |
|
|
929 | |
|
|
930 | /* if mode is set to pick nothing up, return */ |
|
|
931 | if (op->contr->mode == PU_NOTHING) |
|
|
932 | return 1; |
|
|
933 | |
|
|
934 | /* if mode is set to stop when encountering objects, return */ |
|
|
935 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
936 | * anything up */ |
|
|
937 | if (op->contr->mode & PU_STOP) |
|
|
938 | return 0; |
|
|
939 | |
|
|
940 | /* useful for going into stores and not losing your settings... */ |
|
|
941 | /* and for battles wher you don't want to get loaded down while |
|
|
942 | * fighting */ |
|
|
943 | if (op->contr->mode & PU_INHIBIT) |
|
|
944 | return 1; |
|
|
945 | |
|
|
946 | /* prevent us from turning into auto-thieves :) */ |
|
|
947 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
948 | continue; |
|
|
949 | |
|
|
950 | /* ignore known cursed objects */ |
|
|
951 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
952 | continue; |
|
|
953 | |
|
|
954 | /* all food and drink if desired */ |
|
|
955 | /* question: don't pick up known-poisonous stuff? */ |
1024 | if (!(op->contr->mode & PU_NEWMODE)) |
956 | if (op->contr->mode & PU_FOOD) |
|
|
957 | if (tmp->type == FOOD) |
1025 | { |
958 | { |
1026 | switch (op->contr->mode) |
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_DRINK) |
|
|
964 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (op->contr->mode & PU_POTION) |
|
|
971 | if (tmp->type == POTION) |
|
|
972 | { |
|
|
973 | CHK_PICK_PICKUP; |
|
|
974 | continue; |
|
|
975 | } |
|
|
976 | |
|
|
977 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
978 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
979 | if (tmp->type == SPELLBOOK) |
|
|
980 | { |
|
|
981 | CHK_PICK_PICKUP; |
|
|
982 | continue; |
|
|
983 | } |
|
|
984 | |
|
|
985 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
986 | if (tmp->type == SKILLSCROLL) |
|
|
987 | { |
|
|
988 | CHK_PICK_PICKUP; |
|
|
989 | continue; |
|
|
990 | } |
|
|
991 | |
|
|
992 | if (op->contr->mode & PU_READABLES) |
|
|
993 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
994 | { |
|
|
995 | CHK_PICK_PICKUP; |
|
|
996 | continue; |
|
|
997 | } |
|
|
998 | |
|
|
999 | /* wands/staves/rods/horns */ |
|
|
1000 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1001 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1002 | { |
|
|
1003 | CHK_PICK_PICKUP; |
|
|
1004 | continue; |
|
|
1005 | } |
|
|
1006 | |
|
|
1007 | /* pick up all magical items */ |
|
|
1008 | if (op->contr->mode & PU_MAGICAL) |
|
|
1009 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1010 | { |
|
|
1011 | CHK_PICK_PICKUP; |
|
|
1012 | continue; |
|
|
1013 | } |
|
|
1014 | |
|
|
1015 | if (op->contr->mode & PU_VALUABLES) |
|
|
1016 | { |
|
|
1017 | if (tmp->type == MONEY || tmp->type == GEM) |
1027 | { |
1018 | { |
1028 | case 0: |
|
|
1029 | return 1; /* don't pick up */ |
|
|
1030 | case 1: |
|
|
1031 | CHK_PICK_PICKUP; |
1019 | CHK_PICK_PICKUP; |
1032 | return 1; |
1020 | continue; |
1033 | case 2: |
|
|
1034 | CHK_PICK_PICKUP; |
|
|
1035 | return 0; |
|
|
1036 | case 3: |
|
|
1037 | return 0; /* stop before pickup */ |
|
|
1038 | case 4: |
|
|
1039 | CHK_PICK_PICKUP; |
|
|
1040 | break; |
|
|
1041 | case 5: |
|
|
1042 | CHK_PICK_PICKUP; |
|
|
1043 | stop = 1; |
|
|
1044 | break; |
|
|
1045 | case 6: |
|
|
1046 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1047 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1048 | CHK_PICK_PICKUP; |
|
|
1049 | break; |
|
|
1050 | |
|
|
1051 | case 7: |
|
|
1052 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1053 | CHK_PICK_PICKUP; |
|
|
1054 | break; |
|
|
1055 | |
|
|
1056 | default: |
|
|
1057 | /* use value density */ |
|
|
1058 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1059 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1060 | CHK_PICK_PICKUP; |
|
|
1061 | } |
1021 | } |
1062 | } |
1022 | } |
1063 | else |
1023 | |
1064 | { /* old model */ |
1024 | /* rings & amulets - talismans seems to be typed AMULET */ |
1065 | /* NEW pickup handling */ |
|
|
1066 | if (op->contr->mode & PU_DEBUG) |
1025 | if (op->contr->mode & PU_JEWELS) |
|
|
1026 | if (tmp->type == RING || tmp->type == AMULET) |
1067 | { |
1027 | { |
1068 | /* some debugging code to figure out item information */ |
1028 | CHK_PICK_PICKUP; |
1069 | if (tmp->name != NULL) |
|
|
1070 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1071 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1072 | else |
|
|
1073 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1074 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1075 | |
|
|
1076 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1077 | } |
|
|
1078 | |
|
|
1079 | /* philosophy: |
|
|
1080 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1081 | * generic. This takes no game-time. For more detailed pickups |
|
|
1082 | * and selections, select-items should be used. This is a |
|
|
1083 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1084 | * example. |
|
|
1085 | * The drawback: right now it has no frontend, so you need to |
|
|
1086 | * stick the bits you want into a calculator in hex mode and then |
|
|
1087 | * convert to decimal and then 'pickup <#> |
|
|
1088 | */ |
|
|
1089 | |
|
|
1090 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1091 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1092 | * meaning if any test passes, the item gets picked up. */ |
|
|
1093 | |
|
|
1094 | /* if mode is set to pick nothing up, return */ |
|
|
1095 | |
|
|
1096 | if (op->contr->mode & PU_NOTHING) |
|
|
1097 | return 1; |
|
|
1098 | |
|
|
1099 | /* if mode is set to stop when encountering objects, return */ |
|
|
1100 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1101 | * anything up */ |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_STOP) |
|
|
1104 | return 0; |
|
|
1105 | |
|
|
1106 | /* useful for going into stores and not losing your settings... */ |
|
|
1107 | /* and for battles wher you don't want to get loaded down while |
|
|
1108 | * fighting */ |
|
|
1109 | if (op->contr->mode & PU_INHIBIT) |
|
|
1110 | return 1; |
|
|
1111 | |
|
|
1112 | /* prevent us from turning into auto-thieves :) */ |
|
|
1113 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1114 | continue; |
1029 | continue; |
|
|
1030 | } |
1115 | |
1031 | |
1116 | /* ignore known cursed objects */ |
1032 | /* we don't forget dragon food */ |
1117 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1033 | if (op->contr->mode & PU_FLESH) |
|
|
1034 | if (tmp->type == FLESH) |
|
|
1035 | { |
|
|
1036 | CHK_PICK_PICKUP; |
1118 | continue; |
1037 | continue; |
|
|
1038 | } |
1119 | |
1039 | |
1120 | /* all food and drink if desired */ |
1040 | /* bows and arrows. Bows are good for selling! */ |
1121 | /* question: don't pick up known-poisonous stuff? */ |
1041 | if (op->contr->mode & PU_BOW) |
|
|
1042 | if (tmp->type == BOW) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_ARROW) |
|
|
1049 | if (tmp->type == ARROW) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
|
|
1055 | /* all kinds of armor etc. */ |
|
|
1056 | if (op->contr->mode & PU_ARMOUR) |
|
|
1057 | if (tmp->type == ARMOUR) |
|
|
1058 | { |
|
|
1059 | CHK_PICK_PICKUP; |
|
|
1060 | continue; |
|
|
1061 | } |
|
|
1062 | |
|
|
1063 | if (op->contr->mode & PU_HELMET) |
|
|
1064 | if (tmp->type == HELMET) |
|
|
1065 | { |
|
|
1066 | CHK_PICK_PICKUP; |
|
|
1067 | continue; |
|
|
1068 | } |
|
|
1069 | |
|
|
1070 | if (op->contr->mode & PU_SHIELD) |
|
|
1071 | if (tmp->type == SHIELD) |
|
|
1072 | { |
|
|
1073 | CHK_PICK_PICKUP; |
|
|
1074 | continue; |
|
|
1075 | } |
|
|
1076 | |
1122 | if (op->contr->mode & PU_FOOD) |
1077 | if (op->contr->mode & PU_BOOTS) |
1123 | if (tmp->type == FOOD) |
1078 | if (tmp->type == BOOTS) |
|
|
1079 | { |
|
|
1080 | CHK_PICK_PICKUP; |
|
|
1081 | continue; |
|
|
1082 | } |
|
|
1083 | |
|
|
1084 | if (op->contr->mode & PU_GLOVES) |
|
|
1085 | if (tmp->type == GLOVES) |
|
|
1086 | { |
|
|
1087 | CHK_PICK_PICKUP; |
|
|
1088 | continue; |
|
|
1089 | } |
|
|
1090 | |
|
|
1091 | if (op->contr->mode & PU_CLOAK) |
|
|
1092 | if (tmp->type == CLOAK) |
|
|
1093 | { |
|
|
1094 | CHK_PICK_PICKUP; |
|
|
1095 | continue; |
|
|
1096 | } |
|
|
1097 | |
|
|
1098 | /* hoping to catch throwing daggers here */ |
|
|
1099 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1100 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1101 | { |
|
|
1102 | CHK_PICK_PICKUP; |
|
|
1103 | continue; |
|
|
1104 | } |
|
|
1105 | |
|
|
1106 | /* careful: chairs and tables are weapons! */ |
|
|
1107 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1108 | { |
|
|
1109 | if (tmp->type == WEAPON) |
|
|
1110 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1124 | { |
1111 | { |
1125 | CHK_PICK_PICKUP; |
1112 | CHK_PICK_PICKUP; |
1126 | continue; |
1113 | continue; |
1127 | } |
1114 | } |
|
|
1115 | } |
1128 | |
1116 | |
|
|
1117 | /* misc stuff that's useful */ |
1129 | if (op->contr->mode & PU_DRINK) |
1118 | if (op->contr->mode & PU_KEY) |
1130 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1119 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1131 | { |
1120 | { |
1132 | CHK_PICK_PICKUP; |
1121 | CHK_PICK_PICKUP; |
1133 | continue; |
1122 | continue; |
1134 | } |
1123 | } |
1135 | |
1124 | |
|
|
1125 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1126 | * pickups */ |
1136 | if (op->contr->mode & PU_POTION) |
1127 | if (op->contr->mode & PU_RATIO) |
1137 | if (tmp->type == POTION) |
1128 | { |
|
|
1129 | /* use value density to decide what else to grab */ |
|
|
1130 | /* >=7 was >= op->contr->mode */ |
|
|
1131 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1138 | { |
1132 | */ |
1139 | CHK_PICK_PICKUP; |
|
|
1140 | continue; |
|
|
1141 | } |
|
|
1142 | |
|
|
1143 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1144 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1145 | if (tmp->type == SPELLBOOK) |
|
|
1146 | { |
|
|
1147 | CHK_PICK_PICKUP; |
|
|
1148 | continue; |
|
|
1149 | } |
|
|
1150 | |
|
|
1151 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1152 | if (tmp->type == SKILLSCROLL) |
|
|
1153 | { |
|
|
1154 | CHK_PICK_PICKUP; |
|
|
1155 | continue; |
|
|
1156 | } |
|
|
1157 | |
|
|
1158 | if (op->contr->mode & PU_READABLES) |
|
|
1159 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1160 | { |
|
|
1161 | CHK_PICK_PICKUP; |
|
|
1162 | continue; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | /* wands/staves/rods/horns */ |
|
|
1166 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1167 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1168 | { |
|
|
1169 | CHK_PICK_PICKUP; |
|
|
1170 | continue; |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | /* pick up all magical items */ |
|
|
1174 | if (op->contr->mode & PU_MAGICAL) |
1133 | wvratio = op->contr->mode & PU_RATIO; |
1175 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1134 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1176 | { |
|
|
1177 | CHK_PICK_PICKUP; |
|
|
1178 | continue; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr->mode & PU_VALUABLES) |
|
|
1182 | { |
1135 | { |
1183 | if (tmp->type == MONEY || tmp->type == GEM) |
1136 | #if 0 |
|
|
1137 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1138 | if (tmp->name != NULL) |
1184 | { |
1139 | { |
1185 | CHK_PICK_PICKUP; |
1140 | fprintf (stderr, "%s", tmp->name); |
1186 | continue; |
|
|
1187 | } |
1141 | } |
1188 | } |
|
|
1189 | |
|
|
1190 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1191 | if (op->contr->mode & PU_JEWELS) |
|
|
1192 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1193 | { |
|
|
1194 | CHK_PICK_PICKUP; |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | /* we don't forget dragon food */ |
|
|
1199 | if (op->contr->mode & PU_FLESH) |
|
|
1200 | if (tmp->type == FLESH) |
|
|
1201 | { |
|
|
1202 | CHK_PICK_PICKUP; |
|
|
1203 | continue; |
|
|
1204 | } |
|
|
1205 | |
|
|
1206 | /* bows and arrows. Bows are good for selling! */ |
|
|
1207 | if (op->contr->mode & PU_BOW) |
|
|
1208 | if (tmp->type == BOW) |
|
|
1209 | { |
|
|
1210 | CHK_PICK_PICKUP; |
|
|
1211 | continue; |
|
|
1212 | } |
|
|
1213 | |
|
|
1214 | if (op->contr->mode & PU_ARROW) |
|
|
1215 | if (tmp->type == ARROW) |
|
|
1216 | { |
|
|
1217 | CHK_PICK_PICKUP; |
|
|
1218 | continue; |
|
|
1219 | } |
|
|
1220 | |
|
|
1221 | /* all kinds of armor etc. */ |
|
|
1222 | if (op->contr->mode & PU_ARMOUR) |
|
|
1223 | if (tmp->type == ARMOUR) |
|
|
1224 | { |
|
|
1225 | CHK_PICK_PICKUP; |
|
|
1226 | continue; |
|
|
1227 | } |
|
|
1228 | |
|
|
1229 | if (op->contr->mode & PU_HELMET) |
|
|
1230 | if (tmp->type == HELMET) |
|
|
1231 | { |
|
|
1232 | CHK_PICK_PICKUP; |
|
|
1233 | continue; |
|
|
1234 | } |
|
|
1235 | |
|
|
1236 | if (op->contr->mode & PU_SHIELD) |
|
|
1237 | if (tmp->type == SHIELD) |
|
|
1238 | { |
|
|
1239 | CHK_PICK_PICKUP; |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if (op->contr->mode & PU_BOOTS) |
|
|
1244 | if (tmp->type == BOOTS) |
|
|
1245 | { |
|
|
1246 | CHK_PICK_PICKUP; |
|
|
1247 | continue; |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | if (op->contr->mode & PU_GLOVES) |
|
|
1251 | if (tmp->type == GLOVES) |
|
|
1252 | { |
|
|
1253 | CHK_PICK_PICKUP; |
|
|
1254 | continue; |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | if (op->contr->mode & PU_CLOAK) |
|
|
1258 | if (tmp->type == CLOAK) |
|
|
1259 | { |
|
|
1260 | CHK_PICK_PICKUP; |
|
|
1261 | continue; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | /* hoping to catch throwing daggers here */ |
|
|
1265 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1266 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1267 | { |
|
|
1268 | CHK_PICK_PICKUP; |
|
|
1269 | continue; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | /* careful: chairs and tables are weapons! */ |
|
|
1273 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1274 | { |
|
|
1275 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1276 | { |
|
|
1277 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1278 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1279 | { |
|
|
1280 | CHK_PICK_PICKUP; |
|
|
1281 | continue; |
|
|
1282 | } |
|
|
1283 | } |
|
|
1284 | |
|
|
1285 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1286 | { |
|
|
1287 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1288 | { |
|
|
1289 | CHK_PICK_PICKUP; |
|
|
1290 | continue; |
|
|
1291 | } |
|
|
1292 | } |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | /* misc stuff that's useful */ |
|
|
1296 | if (op->contr->mode & PU_KEY) |
|
|
1297 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1298 | { |
|
|
1299 | CHK_PICK_PICKUP; |
|
|
1300 | continue; |
|
|
1301 | } |
|
|
1302 | |
|
|
1303 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1304 | * pickups */ |
|
|
1305 | if (op->contr->mode & PU_RATIO) |
|
|
1306 | { |
|
|
1307 | /* use value density to decide what else to grab */ |
|
|
1308 | /* >=7 was >= op->contr->mode */ |
|
|
1309 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1310 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1311 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1312 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1313 | { |
|
|
1314 | CHK_PICK_PICKUP; |
|
|
1315 | #if 0 |
|
|
1316 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1317 | if (tmp->name != NULL) |
|
|
1318 | { |
|
|
1319 | fprintf (stderr, "%s", tmp->name); |
|
|
1320 | } |
|
|
1321 | else |
1142 | else |
1322 | fprintf (stderr, "%s", tmp->arch->archname); |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1323 | fprintf (stderr, ",%d] = ", tmp->type); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1324 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1145 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1325 | #endif |
1146 | #endif |
|
|
1147 | CHK_PICK_PICKUP; |
1326 | continue; |
1148 | continue; |
1327 | } |
|
|
1328 | } |
1149 | } |
1329 | } /* the new pickup model */ |
1150 | } /* the new pickup model */ |
1330 | } |
1151 | } |
1331 | |
1152 | |
1332 | return !stop; |
1153 | return !stop; |
… | |
… | |
1360 | * against the target. A full test is not performed, simply a basic test |
1181 | * against the target. A full test is not performed, simply a basic test |
1361 | * of resistances. The archer is making a quick guess at what he sees down |
1182 | * of resistances. The archer is making a quick guess at what he sees down |
1362 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1183 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1363 | */ |
1184 | */ |
1364 | object * |
1185 | object * |
1365 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1366 | { |
1187 | { |
1367 | object *tmp = NULL, *arrow, *ntmp; |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1368 | int attacknum, attacktype, betterby = 0, i; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1369 | |
1190 | |
1370 | if (!type) |
1191 | if (!type) |
… | |
… | |
1374 | { |
1195 | { |
1375 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1196 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1376 | { |
1197 | { |
1377 | i = 0; |
1198 | i = 0; |
1378 | ntmp = find_better_arrow (arrow, target, type, &i); |
1199 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1200 | |
1379 | if (i > betterby) |
1201 | if (i > betterby) |
1380 | { |
1202 | { |
1381 | tmp = ntmp; |
1203 | tmp = ntmp; |
1382 | betterby = i; |
1204 | betterby = i; |
1383 | } |
1205 | } |
1384 | } |
1206 | } |
1385 | else if (arrow->type == ARROW && arrow->race == type) |
1207 | else if (arrow->type == ARROW && arrow->race == type) |
1386 | { |
1208 | { |
1387 | /* allways prefer assasination/slaying */ |
1209 | /* allways prefer assasination/slaying */ |
1388 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1210 | if (target->race && arrow->slaying.contains (target->race)) |
1389 | { |
1211 | { |
1390 | if (arrow->attacktype & AT_DEATH) |
1212 | if (arrow->attacktype & AT_DEATH) |
1391 | { |
1213 | { |
1392 | *better = 100; |
1214 | *better = 100; |
1393 | return arrow; |
1215 | return arrow; |
… | |
… | |
1408 | { |
1230 | { |
1409 | tmp = arrow; |
1231 | tmp = arrow; |
1410 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1232 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1411 | } |
1233 | } |
1412 | } |
1234 | } |
|
|
1235 | |
1413 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1236 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1414 | { |
1237 | { |
1415 | tmp = arrow; |
1238 | tmp = arrow; |
1416 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1239 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1417 | } |
1240 | } |
|
|
1241 | |
1418 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1242 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1419 | { |
1243 | { |
1420 | tmp = arrow; |
1244 | tmp = arrow; |
1421 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1245 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1422 | } |
1246 | } |
… | |
… | |
1436 | * op = the shooter |
1260 | * op = the shooter |
1437 | * type = bow->race |
1261 | * type = bow->race |
1438 | * dir = fire direction |
1262 | * dir = fire direction |
1439 | */ |
1263 | */ |
1440 | object * |
1264 | object * |
1441 | pick_arrow_target (object *op, const char *type, int dir) |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1442 | { |
1266 | { |
1443 | object *tmp = NULL; |
1267 | object *tmp = NULL; |
1444 | maptile *m; |
1268 | maptile *m; |
1445 | int i, mflags, found, number; |
1269 | int i, mflags, found, number; |
1446 | sint16 x, y; |
1270 | sint16 x, y; |
… | |
… | |
1461 | for (i = 0, found = 0; i < 20; i++) |
1285 | for (i = 0, found = 0; i < 20; i++) |
1462 | { |
1286 | { |
1463 | x += freearr_x[dir]; |
1287 | x += freearr_x[dir]; |
1464 | y += freearr_y[dir]; |
1288 | y += freearr_y[dir]; |
1465 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1289 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1290 | |
1466 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1291 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1467 | { |
1292 | { |
1468 | tmp = NULL; |
1293 | tmp = 0; |
1469 | break; |
1294 | break; |
1470 | } |
1295 | } |
1471 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1296 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1472 | { |
1297 | { |
1473 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1298 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1474 | * perhaps a bad assumption. |
1299 | * perhaps a bad assumption. |
1475 | */ |
1300 | */ |
1476 | tmp = NULL; |
1301 | tmp = 0; |
1477 | break; |
1302 | break; |
1478 | } |
1303 | } |
|
|
1304 | |
1479 | if (mflags & P_IS_ALIVE) |
1305 | if (mflags & P_IS_ALIVE) |
1480 | { |
|
|
1481 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1306 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1482 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1307 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1483 | { |
|
|
1484 | found++; |
|
|
1485 | break; |
|
|
1486 | } |
|
|
1487 | if (found) |
|
|
1488 | break; |
1308 | break; |
1489 | } |
|
|
1490 | } |
1309 | } |
1491 | if (tmp == NULL) |
1310 | |
|
|
1311 | if (!tmp) |
1492 | return find_arrow (op, type); |
1312 | return find_arrow (op, type); |
1493 | |
1313 | |
1494 | if (tmp->head) |
1314 | if (tmp->head) |
1495 | tmp = tmp->head; |
1315 | tmp = tmp->head; |
1496 | |
1316 | |
… | |
… | |
1536 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1356 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1537 | return 0; |
1357 | return 0; |
1538 | } |
1358 | } |
1539 | |
1359 | |
1540 | // optimisation: move object to top so we will find it quickly again |
1360 | // optimisation: move object to top so we will find it quickly again |
1541 | if (bow->below) |
1361 | splay (bow); |
1542 | { |
|
|
1543 | bow->remove (); |
|
|
1544 | op->insert (bow); |
|
|
1545 | } |
|
|
1546 | |
|
|
1547 | } |
1362 | } |
1548 | |
1363 | |
1549 | if (!bow->race || !bow->skill) |
1364 | if (!bow->race || !bow->skill) |
1550 | { |
1365 | { |
1551 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1366 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1577 | } |
1392 | } |
1578 | |
1393 | |
1579 | /* this should not happen, but sometimes does */ |
1394 | /* this should not happen, but sometimes does */ |
1580 | if (arrow->nrof == 0) |
1395 | if (arrow->nrof == 0) |
1581 | { |
1396 | { |
|
|
1397 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1582 | arrow->destroy (); |
1398 | arrow->destroy (); |
1583 | return 0; |
1399 | return 0; |
1584 | } |
1400 | } |
1585 | |
1401 | |
1586 | left = arrow; /* these are arrows left to the player */ |
1402 | left = arrow; /* these are arrows left to the player */ |
… | |
… | |
1596 | arrow->direction = dir; |
1412 | arrow->direction = dir; |
1597 | |
1413 | |
1598 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1414 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1599 | arrow->stats.hp = arrow->stats.dam; |
1415 | arrow->stats.hp = arrow->stats.dam; |
1600 | arrow->stats.grace = arrow->attacktype; |
1416 | arrow->stats.grace = arrow->attacktype; |
1601 | |
1417 | arrow->custom_name = arrow->slaying; |
1602 | if (arrow->slaying) |
|
|
1603 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1604 | |
1418 | |
1605 | #if 0 |
1419 | #if 0 |
1606 | if (player *pl = op->contr) |
1420 | if (player *pl = op->contr) |
1607 | { |
1421 | { |
1608 | float speed = pl->weapon_sp; |
1422 | float speed = pl->weapon_sp; |
… | |
… | |
1673 | * hence the function name. |
1487 | * hence the function name. |
1674 | */ |
1488 | */ |
1675 | int |
1489 | int |
1676 | player_fire_bow (object *op, int dir) |
1490 | player_fire_bow (object *op, int dir) |
1677 | { |
1491 | { |
1678 | int ret = 0, wcmod = 0; |
1492 | int ret; |
1679 | |
1493 | |
1680 | if (op->contr->bowtype == bow_bestarrow) |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1681 | { |
1495 | { |
1682 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1496 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1683 | } |
1497 | } |
1684 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1498 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1685 | { |
1499 | { |
1686 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1500 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1687 | wcmod = -1; |
|
|
1688 | |
|
|
1689 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1501 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1690 | } |
1502 | } |
1691 | else if (op->contr->bowtype == bow_threewide) |
1503 | else if (op->contr->bowtype == bow_threewide) |
1692 | { |
1504 | { |
1693 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1505 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1694 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1506 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1695 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1507 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1696 | } |
1508 | } |
1697 | else if (op->contr->bowtype == bow_spreadshot) |
1509 | else if (op->contr->bowtype == bow_spreadshot) |
1698 | { |
1510 | { |
1699 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1511 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1700 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1512 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1701 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1513 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1702 | } |
1514 | } |
1703 | else |
1515 | else |
1704 | { |
1516 | { |
… | |
… | |
1761 | } |
1573 | } |
1762 | } |
1574 | } |
1763 | |
1575 | |
1764 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1576 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1765 | { |
1577 | { |
1766 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1578 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1579 | |
1767 | if (item->type == WAND) |
1580 | if (item->type == WAND) |
1768 | { |
1581 | { |
1769 | if (!(--item->stats.food)) |
1582 | if (!(--item->stats.food)) |
1770 | { |
1583 | { |
1771 | object *tmp; |
1584 | object *tmp; |
… | |
… | |
1791 | bool |
1604 | bool |
1792 | fire (object *op, int dir) |
1605 | fire (object *op, int dir) |
1793 | { |
1606 | { |
1794 | int spellcost = 0; |
1607 | int spellcost = 0; |
1795 | |
1608 | |
1796 | /* check for loss of invisiblity/hide */ |
|
|
1797 | if (action_makes_visible (op)) |
|
|
1798 | make_visible (op); |
|
|
1799 | |
|
|
1800 | player *pl = op->contr; |
1609 | player *pl = op->contr; |
1801 | |
1610 | |
1802 | if (pl->golem) |
1611 | if (pl->golem) |
1803 | { |
1612 | { |
1804 | control_golem (op->contr->golem, dir); |
1613 | control_golem (op->contr->golem, dir); |
… | |
… | |
1806 | } |
1615 | } |
1807 | |
1616 | |
1808 | object *ob = pl->ranged_ob; |
1617 | object *ob = pl->ranged_ob; |
1809 | |
1618 | |
1810 | if (!ob) |
1619 | if (!ob) |
1811 | return false; |
|
|
1812 | |
|
|
1813 | if (!op->change_weapon (ob)) |
|
|
1814 | return false; |
1620 | return false; |
1815 | |
1621 | |
1816 | if (op->speed_left > 0.f) |
1622 | if (op->speed_left > 0.f) |
1817 | --op->speed_left; |
1623 | --op->speed_left; |
1818 | else |
1624 | else |
1819 | return false; |
1625 | return false; |
1820 | |
1626 | |
|
|
1627 | if (!op->change_weapon (ob)) |
|
|
1628 | return false; |
|
|
1629 | |
|
|
1630 | /* check for loss of invisiblity/hide */ |
|
|
1631 | if (action_makes_visible (op)) |
|
|
1632 | make_visible (op); |
|
|
1633 | |
1821 | switch (ob->type) |
1634 | switch (ob->type) |
1822 | { |
1635 | { |
1823 | case BOW: |
1636 | case BOW: |
1824 | player_fire_bow (op, dir); |
1637 | player_fire_bow (op, dir); |
1825 | break; |
1638 | break; |
1826 | |
1639 | |
1827 | case SPELL: |
1640 | case SPELL: |
1828 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1641 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1829 | break; |
1642 | break; |
1830 | |
1643 | |
1831 | case BUILDER: |
1644 | case BUILDER: |
1832 | apply_map_builder (op, dir); |
1645 | apply_map_builder (op, dir); |
1833 | break; |
1646 | break; |
… | |
… | |
1842 | } |
1655 | } |
1843 | |
1656 | |
1844 | return true; |
1657 | return true; |
1845 | } |
1658 | } |
1846 | |
1659 | |
1847 | /* find_key |
1660 | static object * |
1848 | * We try to find a key for the door as passed. If we find a key |
|
|
1849 | * and successfully use it, we return the key, otherwise NULL |
|
|
1850 | * This function merges both normal and locked door, since the logic |
|
|
1851 | * for both is the same - just the specific key is different. |
|
|
1852 | * pl is the player, |
|
|
1853 | * inv is the objects inventory to searched |
|
|
1854 | * door is the door we are trying to match against. |
|
|
1855 | * This function can be called recursively to search containers. |
|
|
1856 | */ |
|
|
1857 | object * |
|
|
1858 | find_key (object *pl, object *container, object *door) |
1661 | find_key_ (object *pl, object *container, object *door) |
1859 | { |
1662 | { |
1860 | object *tmp, *key; |
1663 | object *tmp, *key; |
1861 | |
1664 | |
1862 | /* Should not happen, but sanity checking is never bad */ |
1665 | /* Should not happen, but sanity checking is never bad */ |
1863 | if (!container->inv) |
1666 | if (!container->inv) |
… | |
… | |
1866 | /* First, lets try to find a key in the top level inventory */ |
1669 | /* First, lets try to find a key in the top level inventory */ |
1867 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1670 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1868 | { |
1671 | { |
1869 | if (door->type == DOOR && tmp->type == KEY) |
1672 | if (door->type == DOOR && tmp->type == KEY) |
1870 | break; |
1673 | break; |
|
|
1674 | |
1871 | /* For sanity, we should really check door type, but other stuff |
1675 | /* For sanity, we should really check door type, but other stuff |
1872 | * (like containers) can be locked with special keys |
1676 | * (like containers) can be locked with special keys |
1873 | */ |
1677 | */ |
1874 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1678 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1875 | break; |
1679 | break; |
… | |
… | |
1881 | * a key, return |
1685 | * a key, return |
1882 | */ |
1686 | */ |
1883 | if (!tmp) |
1687 | if (!tmp) |
1884 | { |
1688 | { |
1885 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1886 | { |
|
|
1887 | /* No reason to search empty containers */ |
1690 | /* No reason to search empty containers */ |
1888 | if (tmp->type == CONTAINER && tmp->inv) |
1691 | if (tmp->type == CONTAINER && tmp->inv) |
1889 | { |
|
|
1890 | if ((key = find_key (pl, tmp, door))) |
1692 | if ((key = find_key_ (pl, tmp, door))) |
1891 | return key; |
1693 | return key; |
1892 | } |
|
|
1893 | } |
|
|
1894 | |
1694 | |
1895 | if (!tmp) |
1695 | if (!tmp) |
1896 | return NULL; |
1696 | return 0; |
1897 | } |
1697 | } |
1898 | |
1698 | |
1899 | /* We get down here if we have found a key. Now if its in a container, |
1699 | /* We get down here if we have found a key. Now if its in a container, |
1900 | * see if we actually want to use it |
1700 | * see if we actually want to use it |
1901 | */ |
1701 | */ |
1902 | if (pl != container) |
1702 | if (pl != container) |
1903 | { |
1703 | { |
1904 | /* Only let players use keys in containers */ |
1704 | /* Only let players use keys in containers */ |
1905 | if (!pl->contr) |
1705 | if (!pl->contr) |
1906 | return NULL; |
1706 | return 0; |
|
|
1707 | |
1907 | /* cases where this fails: |
1708 | /* cases where this fails: |
1908 | * If we only search the player inventory, return now since we |
1709 | * If we only search the player inventory, return now since we |
1909 | * are not in the players inventory. |
1710 | * are not in the players inventory. |
1910 | * If the container is not active, return now since only active |
1711 | * If the container is not active, return now since only active |
1911 | * containers can be used. |
1712 | * containers can be used. |
… | |
… | |
1915 | * inv must have been an container and must have been active. |
1716 | * inv must have been an container and must have been active. |
1916 | * |
1717 | * |
1917 | * Change the color so that the message doesn't disappear with |
1718 | * Change the color so that the message doesn't disappear with |
1918 | * all the others. |
1719 | * all the others. |
1919 | */ |
1720 | */ |
1920 | if (pl->contr->usekeys == key_inventory || |
1721 | if (pl->contr->usekeys == key_inventory |
1921 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1722 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1922 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1723 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1923 | { |
1724 | { |
1924 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1725 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1925 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1726 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1926 | return NULL; |
1727 | return NULL; |
1927 | } |
1728 | } |
1928 | } |
1729 | } |
1929 | |
1730 | |
1930 | return tmp; |
1731 | return tmp; |
|
|
1732 | } |
|
|
1733 | |
|
|
1734 | /* find_key |
|
|
1735 | * We try to find a key for the door as passed. If we find a key |
|
|
1736 | * and successfully use it, we return the key, otherwise NULL |
|
|
1737 | * This function merges both normal and locked door, since the logic |
|
|
1738 | * for both is the same - just the specific key is different. |
|
|
1739 | * pl is the player, |
|
|
1740 | * inv is the objects inventory to searched |
|
|
1741 | * door is the door we are trying to match against. |
|
|
1742 | * This function can be called recursively to search containers. |
|
|
1743 | */ |
|
|
1744 | object * |
|
|
1745 | find_key (object *pl, object *container, object *door) |
|
|
1746 | { |
|
|
1747 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1748 | { |
|
|
1749 | // for match expressions, we try to find the key by applying the match |
|
|
1750 | // to the op itself, which is supposed to find the "key", instead |
|
|
1751 | // of searching through containers ourselves. |
|
|
1752 | |
|
|
1753 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1754 | } |
|
|
1755 | else |
|
|
1756 | return find_key_ (pl, container, door); |
1931 | } |
1757 | } |
1932 | |
1758 | |
1933 | /* moved door processing out of move_player_attack. |
1759 | /* moved door processing out of move_player_attack. |
1934 | * returns 1 if player has opened the door with a key |
1760 | * returns 1 if player has opened the door with a key |
1935 | * such that the caller should not do anything more, |
1761 | * such that the caller should not do anything more, |
… | |
… | |
1985 | * going to try and move (not fire weapons). |
1811 | * going to try and move (not fire weapons). |
1986 | */ |
1812 | */ |
1987 | bool |
1813 | bool |
1988 | move_player_attack (object *op, int dir) |
1814 | move_player_attack (object *op, int dir) |
1989 | { |
1815 | { |
|
|
1816 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1817 | { |
|
|
1818 | --op->speed_left; |
|
|
1819 | return true; |
|
|
1820 | } |
|
|
1821 | |
1990 | int on_battleground; |
1822 | int on_battleground; |
1991 | |
1823 | |
1992 | sint16 nx = freearr_x[dir] + op->x; |
1824 | sint16 nx = freearr_x[dir] + op->x; |
1993 | sint16 ny = freearr_y[dir] + op->y; |
1825 | sint16 ny = freearr_y[dir] + op->y; |
1994 | |
1826 | |
1995 | on_battleground = op_on_battleground (op, 0, 0); |
1827 | on_battleground = op_on_battleground (op, 0, 0); |
1996 | |
1828 | |
1997 | if (out_of_map (op->map, nx, ny)) |
1829 | if (out_of_map (op->map, nx, ny)) |
1998 | return false; |
1830 | return false; |
1999 | |
|
|
2000 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
2001 | { |
|
|
2002 | --op->speed_left; |
|
|
2003 | return true; |
|
|
2004 | } |
|
|
2005 | |
1831 | |
2006 | /* If braced, or can't move to the square, and it is not out of the |
1832 | /* If braced, or can't move to the square, and it is not out of the |
2007 | * map, attack it. Note order of if statement is important - don't |
1833 | * map, attack it. Note order of if statement is important - don't |
2008 | * want to be calling move_ob if braced, because move_ob will move the |
1834 | * want to be calling move_ob if braced, because move_ob will move the |
2009 | * player. This is a pretty nasty hack, because if we could |
1835 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2069 | --op->speed_left; |
1895 | --op->speed_left; |
2070 | |
1896 | |
2071 | op->play_sound (sound_find ("push_player")); |
1897 | op->play_sound (sound_find ("push_player")); |
2072 | push_ob (mon, dir, op); |
1898 | push_ob (mon, dir, op); |
2073 | |
1899 | |
2074 | if (op->contr->tmp_invis || op->hide) |
1900 | if (action_makes_visible (op)) |
2075 | make_visible (op); |
1901 | make_visible (op); |
2076 | |
1902 | |
2077 | return true; |
1903 | return true; |
2078 | } |
1904 | } |
2079 | else |
1905 | else |
… | |
… | |
2101 | push_ob (mon, dir, op); |
1927 | push_ob (mon, dir, op); |
2102 | } |
1928 | } |
2103 | else |
1929 | else |
2104 | op->statusmsg ("You withhold your attack"); |
1930 | op->statusmsg ("You withhold your attack"); |
2105 | |
1931 | |
2106 | if (op->contr->tmp_invis || op->hide) |
1932 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2107 | make_visible (op); |
1933 | make_visible (op); |
2108 | |
1934 | |
2109 | return true; |
1935 | return true; |
2110 | } |
1936 | } |
2111 | } |
1937 | } |
… | |
… | |
2169 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
1995 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2170 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1996 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2171 | |
1997 | |
2172 | op->facing = dir; |
1998 | op->facing = dir; |
2173 | |
1999 | |
2174 | if (op->hide) |
2000 | if (op->flag [FLAG_HIDDEN]) |
2175 | do_hidden_move (op); |
2001 | do_hidden_move (op); |
2176 | |
2002 | |
2177 | bool retval; |
2003 | bool retval; |
2178 | |
2004 | |
2179 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2005 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
… | |
… | |
2310 | const char * |
2136 | const char * |
2311 | gravestone_text (object *op) |
2137 | gravestone_text (object *op) |
2312 | { |
2138 | { |
2313 | static dynbuf_text buf; |
2139 | static dynbuf_text buf; |
2314 | |
2140 | |
2315 | buf << "---- R.I.P. ----\n\n"; |
2141 | buf << "---- R.I.P. ----\n\n" |
2316 | op->name; |
2142 | << op->name; |
2317 | |
2143 | |
2318 | if (op->type == PLAYER) |
2144 | if (op->type == PLAYER) |
2319 | buf << " the " << op->contr->title; |
2145 | buf << " the " << op->contr->title; |
2320 | |
2146 | |
2321 | buf << "\n\n"; |
2147 | buf << "\n\n"; |
… | |
… | |
2497 | { |
2323 | { |
2498 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2324 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2499 | |
2325 | |
2500 | if (over_hp > 0) |
2326 | if (over_hp > 0) |
2501 | { |
2327 | { |
2502 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2328 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2503 | op->last_heal = 0; |
2329 | op->last_heal = 0; |
2504 | } |
2330 | } |
2505 | else |
2331 | else |
2506 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2332 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2507 | } |
2333 | } |
… | |
… | |
2563 | |
2389 | |
2564 | if (op->stats.food < 0) |
2390 | if (op->stats.food < 0) |
2565 | { |
2391 | { |
2566 | op->stats.hp += op->stats.food; |
2392 | op->stats.hp += op->stats.food; |
2567 | op->stats.food = 0; |
2393 | op->stats.food = 0; |
|
|
2394 | |
|
|
2395 | if (op->stats.hp < 0) |
|
|
2396 | { |
|
|
2397 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2398 | op->contr->killer->destroy (); |
2568 | } |
2399 | } |
|
|
2400 | } |
2569 | |
2401 | |
|
|
2402 | /* killer should be set here already */ |
2570 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2403 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2571 | kill_player (op); |
2404 | kill_player (op); |
2572 | } |
2405 | } |
2573 | } |
2406 | } |
2574 | |
2407 | |
… | |
… | |
2579 | */ |
2412 | */ |
2580 | void |
2413 | void |
2581 | kill_player (object *op) |
2414 | kill_player (object *op) |
2582 | { |
2415 | { |
2583 | int x, y; |
2416 | int x, y; |
2584 | char buf[MAX_BUF]; |
|
|
2585 | maptile *map; /* this is for resurrection */ |
2417 | maptile *map; /* this is for resurrection */ |
2586 | int will_kill_again; |
2418 | int will_kill_again; |
2587 | archetype *at; |
2419 | archetype *at; |
2588 | object *tmp; |
2420 | object *tmp; |
2589 | |
2421 | |
2590 | if (save_life (op)) |
2422 | if (save_life (op)) |
2591 | return; |
2423 | return; |
|
|
2424 | |
|
|
2425 | dynbuf_text deathtab; |
|
|
2426 | |
|
|
2427 | /* restore player */ |
|
|
2428 | at = archetype::find ("poisoning"); |
|
|
2429 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2430 | { |
|
|
2431 | tmp->destroy (); |
|
|
2432 | deathtab << "Your body feels cleansed...\r"; |
|
|
2433 | } |
|
|
2434 | |
|
|
2435 | at = archetype::find ("confusion"); |
|
|
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2437 | { |
|
|
2438 | tmp->destroy (); |
|
|
2439 | deathtab << "Your mind feels clearer...\r"; |
|
|
2440 | } |
|
|
2441 | |
|
|
2442 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2443 | |
|
|
2444 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2445 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2446 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2447 | |
|
|
2448 | if (op->stats.food <= 0) |
|
|
2449 | op->stats.food = 999; |
|
|
2450 | |
|
|
2451 | // remove all spell effects that are active |
|
|
2452 | // to avoid long-term effects such as word-of-recall |
|
|
2453 | for (object *item = op->inv; item; ) |
|
|
2454 | { |
|
|
2455 | object *next = item->below; |
|
|
2456 | |
|
|
2457 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2458 | item->destroy (); |
|
|
2459 | |
|
|
2460 | item = next; |
|
|
2461 | } |
2592 | |
2462 | |
2593 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2463 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2594 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2464 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2595 | * Look at op_on_battleground() for more info --AndreasV |
2465 | * Look at op_on_battleground() for more info --AndreasV |
2596 | */ |
2466 | */ |
2597 | if (op_on_battleground (op, &x, &y)) |
2467 | if (op_on_battleground (op, &x, &y)) |
2598 | { |
2468 | { |
2599 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2600 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2601 | |
|
|
2602 | /* restore player */ |
|
|
2603 | at = archetype::find ("poisoning"); |
|
|
2604 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2605 | { |
|
|
2606 | tmp->destroy (); |
|
|
2607 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2608 | } |
|
|
2609 | |
|
|
2610 | at = archetype::find ("confusion"); |
|
|
2611 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2612 | { |
|
|
2613 | tmp->destroy (); |
|
|
2614 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2615 | } |
|
|
2616 | |
|
|
2617 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2618 | op->stats.hp = op->stats.maxhp; |
|
|
2619 | if (op->stats.food <= 0) |
|
|
2620 | op->stats.food = 999; |
|
|
2621 | |
2470 | |
2622 | /* create a bodypart-trophy to make the winner happy */ |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2623 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2472 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2624 | { |
2473 | { |
2625 | tmp->name = format ("%s's finger" , &op->name); |
2474 | tmp->name = format ("%s's finger" , &op->name); |
… | |
… | |
2636 | } |
2485 | } |
2637 | |
2486 | |
2638 | /* teleport defeated player to new destination */ |
2487 | /* teleport defeated player to new destination */ |
2639 | transfer_ob (op, x, y, 0, NULL); |
2488 | transfer_ob (op, x, y, 0, NULL); |
2640 | op->contr->braced = 0; |
2489 | op->contr->braced = 0; |
|
|
2490 | |
|
|
2491 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2641 | return; |
2492 | return; |
2642 | } |
2493 | } |
2643 | |
2494 | |
|
|
2495 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2496 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2497 | |
2644 | INVOKE_PLAYER (DEATH, op->contr); |
2498 | INVOKE_PLAYER (DEATH, op->contr); |
2645 | |
2499 | |
2646 | command_kill_pets (op, 0); |
2500 | command_kill_pets (op, 0); |
2647 | |
|
|
2648 | if (op->stats.food < 0) |
|
|
2649 | { |
|
|
2650 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2651 | op->contr->killer->destroy (); |
|
|
2652 | } |
|
|
2653 | |
2501 | |
2654 | op->contr->play_sound (sound_find ("player_dies")); |
2502 | op->contr->play_sound (sound_find ("player_dies")); |
2655 | |
2503 | |
2656 | /* save the map location for corpse, gravestone */ |
2504 | /* save the map location for corpse, gravestone */ |
2657 | x = op->x; |
2505 | x = op->x; |
… | |
… | |
2687 | |
2535 | |
2688 | lost_a_stat = 0; |
2536 | lost_a_stat = 0; |
2689 | |
2537 | |
2690 | for (z = 0; z < num_stats_lose; z++) |
2538 | for (z = 0; z < num_stats_lose; z++) |
2691 | { |
2539 | { |
2692 | i = RANDOM () % NUM_STATS; |
2540 | i = rndm (NUM_STATS); |
2693 | |
2541 | |
2694 | if (settings.stat_loss_on_death) |
2542 | if (settings.stat_loss_on_death) |
2695 | { |
2543 | { |
2696 | /* Pick a random stat and take a point off it. Tell the player |
2544 | /* Pick a random stat and take a point off it. Tell the player |
2697 | * what he lost. |
2545 | * what he lost. |
… | |
… | |
2748 | } |
2596 | } |
2749 | } |
2597 | } |
2750 | |
2598 | |
2751 | if (lose_this_stat) |
2599 | if (lose_this_stat) |
2752 | { |
2600 | { |
2753 | this_stat = get_attr_value (&(dep->stats), i); |
2601 | this_stat = get_attr_value (&dep->stats, i); |
2754 | /* We could try to do something clever like find another |
2602 | /* We could try to do something clever like find another |
2755 | * stat to reduce if this fails. But chances are, if |
2603 | * stat to reduce if this fails. But chances are, if |
2756 | * stats have been depleted to -50, all are pretty low |
2604 | * stats have been depleted to -50, all are pretty low |
2757 | * and should be roughly the same, so it shouldn't make a |
2605 | * and should be roughly the same, so it shouldn't make a |
2758 | * difference. |
2606 | * difference. |
… | |
… | |
2772 | /* If no stat lost, tell the player. */ |
2620 | /* If no stat lost, tell the player. */ |
2773 | if (!lost_a_stat) |
2621 | if (!lost_a_stat) |
2774 | { |
2622 | { |
2775 | /* determine_god() seems to not work sometimes... why is this? |
2623 | /* determine_god() seems to not work sometimes... why is this? |
2776 | Should I be using something else? GD */ |
2624 | Should I be using something else? GD */ |
2777 | const char *god = determine_god (op); |
2625 | shstr_tmp god = determine_god (op); |
2778 | |
2626 | |
2779 | if (god && (strcmp (god, "none"))) |
2627 | if (god != shstr_none) |
2780 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2628 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2781 | else |
2629 | else |
2782 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2630 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2783 | } |
2631 | } |
2784 | #else |
2632 | #else |
2785 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2633 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2786 | #endif |
2634 | #endif |
2787 | |
2635 | |
2788 | /* Put a gravestone up where the character 'almost' died. List the |
2636 | /* Put a gravestone up where the character 'almost' died. List the |
2789 | * exp loss on the stone. |
2637 | * exp loss on the stone. |
2790 | */ |
2638 | */ |
2791 | tmp = arch_to_object (archetype::find ("gravestone")); |
2639 | tmp = arch_to_object (archetype::find ("gravestone")); |
2792 | tmp->name = format ("%s's gravestone", &op->name); |
2640 | tmp->name = format ("%s's gravestone", &op->name); |
2793 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2641 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2794 | tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); |
2642 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
|
|
2643 | &op->name, op->contr->title, op->contr->killer_name ()); |
2795 | tmp->x = op->x, tmp->y = op->y; |
2644 | tmp->x = op->x, tmp->y = op->y; |
2796 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2645 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2797 | |
2646 | |
2798 | /**************************************/ |
2647 | /**************************************/ |
2799 | /* */ |
2648 | /* */ |
2800 | /* Subtract the experience points, */ |
2649 | /* Subtract the experience points, */ |
2801 | /* if we died cause of food, give us */ |
|
|
2802 | /* food, and reset HP's... */ |
|
|
2803 | /* */ |
2650 | /* */ |
2804 | /**************************************/ |
2651 | /**************************************/ |
2805 | |
2652 | |
2806 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2807 | /* restore player */ |
|
|
2808 | at = archetype::find ("poisoning"); |
|
|
2809 | tmp = present_arch_in_ob (at, op); |
|
|
2810 | |
|
|
2811 | if (tmp) |
|
|
2812 | { |
|
|
2813 | tmp->destroy (); |
|
|
2814 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2815 | } |
|
|
2816 | |
|
|
2817 | at = archetype::find ("confusion"); |
|
|
2818 | tmp = present_arch_in_ob (at, op); |
|
|
2819 | if (tmp) |
|
|
2820 | { |
|
|
2821 | tmp->destroy (); |
|
|
2822 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2823 | } |
|
|
2824 | |
|
|
2825 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2826 | |
|
|
2827 | // remove all spell effects that are active |
|
|
2828 | // to avoid long-term effects such as word-of-recall |
|
|
2829 | for (object *item = op->inv; item; ) |
|
|
2830 | { |
|
|
2831 | object *next = item->below; |
|
|
2832 | |
|
|
2833 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2834 | item->destroy (); |
|
|
2835 | |
|
|
2836 | item = next; |
|
|
2837 | } |
|
|
2838 | |
|
|
2839 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2653 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2840 | apply_death_exp_penalty (op); |
2654 | apply_death_exp_penalty (op); |
2841 | |
|
|
2842 | if (op->stats.food < 100) |
|
|
2843 | op->stats.food = 900; |
|
|
2844 | |
|
|
2845 | op->stats.hp = op->stats.maxhp; |
|
|
2846 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2847 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2848 | |
2655 | |
2849 | /* |
2656 | /* |
2850 | * Check to see if the player has any unpaid items. If so, remove them |
2657 | * Check to see if the player has any unpaid items. If so, remove them |
2851 | * and put them back in the map. |
2658 | * and put them back in the map. |
2852 | */ |
2659 | */ |
… | |
… | |
2887 | if (will_kill_again & (1 << at)) |
2694 | if (will_kill_again & (1 << at)) |
2888 | force->resist[at] = 100; |
2695 | force->resist[at] = 100; |
2889 | |
2696 | |
2890 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |
2891 | op->update_stats (); |
2698 | op->update_stats (); |
2892 | |
|
|
2893 | } |
2699 | } |
2894 | |
2700 | |
2895 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2896 | } |
2702 | } |
2897 | |
2703 | |
2898 | void |
2704 | void |
2899 | loot_object (object *op) |
2705 | loot_object (object *op) |
2900 | { /* Grab and destroy some treasure */ |
2706 | { /* Grab and destroy some treasure */ |
… | |
… | |
2998 | } |
2804 | } |
2999 | |
2805 | |
3000 | void |
2806 | void |
3001 | make_visible (object *op) |
2807 | make_visible (object *op) |
3002 | { |
2808 | { |
3003 | op->hide = 0; |
2809 | op->flag [FLAG_HIDDEN] = 0; |
3004 | op->invisible = 0; |
2810 | op->invisible = 0; |
3005 | |
2811 | |
3006 | if (op->type == PLAYER) |
2812 | if (op->type == PLAYER) |
3007 | { |
2813 | { |
3008 | op->contr->tmp_invis = 0; |
2814 | op->contr->tmp_invis = 0; |
… | |
… | |
3033 | |
2839 | |
3034 | if (!ob || !ob->map) |
2840 | if (!ob || !ob->map) |
3035 | return 0; |
2841 | return 0; |
3036 | |
2842 | |
3037 | /* so, on normal lighted maps, its hard to hide */ |
2843 | /* so, on normal lighted maps, its hard to hide */ |
3038 | level = ob->map->darkness - 2; |
2844 | level = ob->map->darklevel () - 2; |
3039 | |
2845 | |
3040 | /* this also picks up whether the object is glowing. |
2846 | /* this also picks up whether the object is glowing. |
3041 | * If you carry a light on a non-dark map, its not |
2847 | * If you carry a light on a non-dark map, its not |
3042 | * as bad as carrying a light on a pitch dark map */ |
2848 | * as bad as carrying a light on a pitch dark map */ |
3043 | if (has_carried_lights (ob)) |
2849 | if (ob->has_carried_lights ()) |
3044 | level = -(10 + (2 * ob->map->darkness)); |
2850 | level = -(10 + (2 * ob->map->darklevel ())); |
3045 | |
2851 | |
3046 | /* scan through all nearby squares for terrain to hide in */ |
2852 | /* scan through all nearby squares for terrain to hide in */ |
3047 | for (i = 0, x = ob->x, y = ob->y; |
2853 | for (i = 0, x = ob->x, y = ob->y; |
3048 | i <= SIZEOFFREE1; |
2854 | i <= SIZEOFFREE1; |
3049 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2855 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
… | |
… | |
3196 | while (op) |
3002 | while (op) |
3197 | { |
3003 | { |
3198 | dx = rv.distance_x + op->arch->x; |
3004 | dx = rv.distance_x + op->arch->x; |
3199 | dy = rv.distance_y + op->arch->y; |
3005 | dy = rv.distance_y + op->arch->y; |
3200 | |
3006 | |
3201 | /* only the viewable area the player sees is updated by LOS |
3007 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3202 | * code, so we need to restrict ourselves to that range of values |
|
|
3203 | * for any meaningful values. |
|
|
3204 | */ |
|
|
3205 | if (abs (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3206 | abs (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3207 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3208 | return 1; |
3008 | return 1; |
3209 | |
3009 | |
3210 | op = op->more; |
3010 | op = op->more; |
3211 | } |
3011 | } |
3212 | |
3012 | |
3213 | return 0; |
3013 | return 0; |
3214 | } |
3014 | } |
3215 | |
3015 | |
3216 | /* routine for both players and monsters. We call this when |
3016 | /* routine for both players and monsters. We call this when |
3217 | * there is a possibility for our action distrubing our hiding |
3017 | * there is a possibility for our action distrubing our hiding |
3218 | * place or invisiblity spell. Artefact invisiblity is not |
3018 | * place or invisiblity spell. Artefact invisiblity causes |
3219 | * effected by this. If we arent invisible to begin with, we |
3019 | * "noise" instead. If we arent invisible to begin with, we |
3220 | * return 0. |
3020 | * return 0. |
3221 | */ |
3021 | */ |
3222 | int |
3022 | int |
3223 | action_makes_visible (object *op) |
3023 | action_makes_visible (object *op) |
3224 | { |
3024 | { |
3225 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3025 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
3226 | { |
3026 | { |
3227 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
3027 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3028 | { |
|
|
3029 | // artefact invisibility is permanent, but we still make noise |
|
|
3030 | // this is important for game-balance. |
|
|
3031 | if (op->contr) |
|
|
3032 | op->make_noise (); |
|
|
3033 | |
3228 | return 0; |
3034 | return 0; |
|
|
3035 | } |
3229 | |
3036 | |
3230 | if (op->contr && op->contr->tmp_invis == 0) |
3037 | if (op->contr && op->contr->tmp_invis == 0) |
3231 | return 0; |
3038 | return 0; |
3232 | |
3039 | |
3233 | /* If monsters, they should become visible */ |
3040 | /* If monsters, they should become visible */ |
3234 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
3041 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
3235 | { |
3042 | { |
3236 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
3043 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
3237 | return 1; |
3044 | return 1; |
3238 | } |
3045 | } |
3239 | } |
3046 | } |
3240 | |
3047 | |
3241 | return 0; |
3048 | return 0; |
… | |
… | |
3469 | if (pl->ranged_ob == ob) |
3276 | if (pl->ranged_ob == ob) |
3470 | pl->ranged_ob = 0; |
3277 | pl->ranged_ob = 0; |
3471 | } |
3278 | } |
3472 | |
3279 | |
3473 | sint8 |
3280 | sint8 |
3474 | player::visibility_at (maptile *map, int x, int y) const |
3281 | player::darkness_at (maptile *map, int x, int y) const |
3475 | { |
3282 | { |
3476 | if (!ns) |
3283 | if (!ns) |
3477 | return 0; |
3284 | return LOS_BLOCKED; |
3478 | |
3285 | |
3479 | int dx, dy; |
3286 | int dx, dy; |
3480 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3287 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3481 | return 0; |
3288 | return LOS_BLOCKED; |
3482 | |
3289 | |
3483 | x += dx - ns->current_x + ns->mapx / 2; |
3290 | x += dx - ns->current_x; |
3484 | y += dy - ns->current_y + ns->mapy / 2; |
3291 | y += dy - ns->current_y; |
3485 | |
3292 | |
3486 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3487 | return 0; |
|
|
3488 | |
|
|
3489 | return 100 - blocked_los [x][y]; |
3293 | return blocked_los (x, y); |
3490 | } |
3294 | } |
3491 | |
3295 | |
3492 | void |
3296 | void |
3493 | player::infobox (const char *title, const char *msg, int color) |
3297 | player::infobox (const char *title, const char *msg, int color) |
3494 | { |
3298 | { |