… | |
… | |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
|
|
25 | //+GPL |
|
|
26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <sounds.h> |
29 | #include <sounds.h> |
28 | #include <living.h> |
30 | #include <living.h> |
29 | #include <object.h> |
31 | #include <object.h> |
… | |
… | |
105 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
106 | |
108 | |
107 | ob->update_weight (); |
109 | ob->update_weight (); |
108 | link_skills (); |
110 | link_skills (); |
109 | |
111 | |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
111 | |
|
|
112 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
113 | |
113 | |
114 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
115 | if (is_dragon_pl (ob)) |
116 | { |
116 | { |
… | |
… | |
168 | observe = viewpoint = ob; |
168 | observe = viewpoint = ob; |
169 | |
169 | |
170 | deactivate (); |
170 | deactivate (); |
171 | } |
171 | } |
172 | |
172 | |
|
|
173 | //-GPL |
|
|
174 | |
173 | // the need for this function can be explained |
175 | // the need for this function can be explained |
174 | // by load_object not returning the object |
176 | // by load_object not returning the object |
175 | void |
177 | void |
176 | player::set_object (object *op) |
178 | player::set_object (object *op) |
177 | { |
179 | { |
… | |
… | |
223 | { |
225 | { |
224 | viewpoint = op ? op : (object *)observe; |
226 | viewpoint = op ? op : (object *)observe; |
225 | do_los = 1; |
227 | do_los = 1; |
226 | } |
228 | } |
227 | |
229 | |
|
|
230 | //+GPL |
|
|
231 | |
228 | player::player () |
232 | player::player () |
229 | { |
233 | { |
230 | /* There are some elements we want initialised to non zero value - |
234 | /* There are some elements we want initialised to non zero value - |
231 | * we deal with that below this point. |
235 | * we deal with that below this point. |
232 | */ |
236 | */ |
… | |
… | |
267 | { |
271 | { |
268 | /* Clear item stack */ |
272 | /* Clear item stack */ |
269 | free (stack_items); |
273 | free (stack_items); |
270 | } |
274 | } |
271 | |
275 | |
|
|
276 | /* |
|
|
277 | * get_player_archetype() return next player archetype from archetype |
|
|
278 | * list. Not very efficient routine, but used only creating new players. |
|
|
279 | * Note: there MUST be at least one player archetype! |
|
|
280 | */ |
|
|
281 | static archetype * |
|
|
282 | get_player_archetype (archetype *at) |
|
|
283 | { |
|
|
284 | // archetypes could have been reloaded |
|
|
285 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
286 | |
|
|
287 | if (!nat) |
|
|
288 | return at; |
|
|
289 | |
|
|
290 | archvec::iterator i = archetypes.find (nat); |
|
|
291 | |
|
|
292 | for (;;) |
|
|
293 | { |
|
|
294 | if (++i == archetypes.end ()) |
|
|
295 | i = archetypes.begin (); |
|
|
296 | else if (*i == at) |
|
|
297 | cleanup ("not a single player archetype found"); |
|
|
298 | |
|
|
299 | if ((*i)->type == PLAYER) |
|
|
300 | return *i; |
|
|
301 | } |
|
|
302 | } |
|
|
303 | |
272 | /* Tries to add player on the connection passed in ns. |
304 | /* Tries to add player on the connection passed in ns. |
273 | * All we can really get in this is some settings like host and display |
305 | * All we can really get in this is some settings like host and display |
274 | * mode. |
306 | * mode. |
275 | */ |
307 | */ |
276 | player * |
308 | player * |
… | |
… | |
285 | pl->ob->run_away = 25; /* Then we panick... */ |
317 | pl->ob->run_away = 25; /* Then we panick... */ |
286 | |
318 | |
287 | set_first_map (pl->ob); |
319 | set_first_map (pl->ob); |
288 | |
320 | |
289 | return pl; |
321 | return pl; |
290 | } |
|
|
291 | |
|
|
292 | /* |
|
|
293 | * get_player_archetype() return next player archetype from archetype |
|
|
294 | * list. Not very efficient routine, but used only creating new players. |
|
|
295 | * Note: there MUST be at least one player archetype! |
|
|
296 | */ |
|
|
297 | archetype * |
|
|
298 | get_player_archetype (archetype *at) |
|
|
299 | { |
|
|
300 | // archetypes could have been reloaded |
|
|
301 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
302 | |
|
|
303 | if (!nat) |
|
|
304 | return at; |
|
|
305 | |
|
|
306 | archvec::iterator i = archetypes.find (nat); |
|
|
307 | |
|
|
308 | for (;;) |
|
|
309 | { |
|
|
310 | if (++i == archetypes.end ()) |
|
|
311 | i = archetypes.begin (); |
|
|
312 | else if (*i == at) |
|
|
313 | cleanup ("not a single player archetype found"); |
|
|
314 | |
|
|
315 | if ((*i)->type == PLAYER) |
|
|
316 | return *i; |
|
|
317 | } |
|
|
318 | } |
322 | } |
319 | |
323 | |
320 | object * |
324 | object * |
321 | get_nearest_player (object *mon) |
325 | get_nearest_player (object *mon) |
322 | { |
326 | { |
… | |
… | |
738 | player::chargen_race_done () |
742 | player::chargen_race_done () |
739 | { |
743 | { |
740 | /* this must before then initial items are given */ |
744 | /* this must before then initial items are given */ |
741 | esrv_new_player (ob->contr); |
745 | esrv_new_player (ob->contr); |
742 | |
746 | |
743 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
747 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
744 | if (tl) |
748 | if (tl) |
745 | create_treasure (tl, ob, 0, 0, 0); |
749 | create_treasure (tl, ob, 0, 0, 0); |
746 | |
750 | |
747 | INVOKE_PLAYER (BIRTH, ob->contr); |
751 | INVOKE_PLAYER (BIRTH, ob->contr); |
748 | INVOKE_PLAYER (LOGIN, ob->contr); |
752 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
801 | ob->stats.hp = ob->stats.maxhp; |
805 | ob->stats.hp = ob->stats.maxhp; |
802 | ob->stats.sp = ob->stats.maxsp; |
806 | ob->stats.sp = ob->stats.maxsp; |
803 | ob->stats.grace = 0; |
807 | ob->stats.grace = 0; |
804 | } |
808 | } |
805 | |
809 | |
806 | void |
810 | static void |
807 | flee_player (object *op) |
811 | flee_player (object *op) |
808 | { |
812 | { |
809 | int dir, diff; |
813 | int dir, diff; |
810 | rv_vector rv; |
814 | rv_vector rv; |
811 | |
815 | |
… | |
… | |
861 | if (op->move_type & MOVE_FLYING) |
865 | if (op->move_type & MOVE_FLYING) |
862 | return 1; |
866 | return 1; |
863 | |
867 | |
864 | next = op->below; |
868 | next = op->below; |
865 | |
869 | |
866 | int cnt = MAX_ITEM_PER_DROP; |
870 | int cnt = MAX_ITEM_PER_ACTION; |
867 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
871 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
868 | |
872 | |
869 | /* loop while there are items on the floor that are not marked as |
873 | /* loop while there are items on the floor that are not marked as |
870 | * destroyed */ |
874 | * destroyed */ |
871 | while (next && !next->destroyed ()) |
875 | while (next && !next->destroyed ()) |
… | |
… | |
897 | if (op->contr->mode & PU_DEBUG) |
901 | if (op->contr->mode & PU_DEBUG) |
898 | { |
902 | { |
899 | /* some debugging code to figure out item information */ |
903 | /* some debugging code to figure out item information */ |
900 | const char *str = tmp->name |
904 | const char *str = tmp->name |
901 | ? format ("item name: %s item type: %d weight/value: %d", |
905 | ? 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)))) |
906 | &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", |
907 | : 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)))); |
908 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
905 | |
909 | |
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
910 | new_draw_info (NDI_UNIQUE, 0, op, str); |
907 | } |
911 | } |
908 | |
912 | |
909 | if (op->contr->mode & PU_INHIBIT) |
913 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
1140 | fprintf (stderr, "%s", tmp->name); |
1144 | fprintf (stderr, "%s", tmp->name); |
1141 | } |
1145 | } |
1142 | else |
1146 | else |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1147 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1148 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1149 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1146 | #endif |
1150 | #endif |
1147 | CHK_PICK_PICKUP; |
1151 | CHK_PICK_PICKUP; |
1148 | continue; |
1152 | continue; |
1149 | } |
1153 | } |
1150 | } /* the new pickup model */ |
1154 | } /* the new pickup model */ |
1151 | } |
1155 | } |
1152 | |
1156 | |
1153 | return !stop; |
1157 | return !stop; |
1154 | } |
1158 | } |
1155 | |
1159 | |
|
|
1160 | /* routine for both players and monsters. We call this when |
|
|
1161 | * there is a possibility for our action distrubing our hiding |
|
|
1162 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1163 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1164 | * return 0. |
|
|
1165 | */ |
|
|
1166 | static int |
|
|
1167 | action_makes_visible (object *op) |
|
|
1168 | { |
|
|
1169 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1170 | { |
|
|
1171 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1172 | { |
|
|
1173 | // artefact invisibility is permanent, but we still make noise |
|
|
1174 | // this is important for game-balance. |
|
|
1175 | if (op->contr) |
|
|
1176 | op->make_noise (); |
|
|
1177 | |
|
|
1178 | return 0; |
|
|
1179 | } |
|
|
1180 | |
|
|
1181 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1182 | return 0; |
|
|
1183 | |
|
|
1184 | /* If monsters, they should become visible */ |
|
|
1185 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1186 | { |
|
|
1187 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1188 | return 1; |
|
|
1189 | } |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | return 0; |
|
|
1193 | } |
|
|
1194 | |
1156 | /* |
1195 | /* |
1157 | * Find an arrow in the inventory and after that |
1196 | * Find an arrow in the inventory and after that |
1158 | * in the right type container (quiver). Pointer to the |
1197 | * in the right type container (quiver). Pointer to the |
1159 | * found object is returned. |
1198 | * found object is returned. |
1160 | */ |
1199 | */ |
1161 | object * |
1200 | static object * |
1162 | find_arrow (object *op, const char *type) |
1201 | find_arrow (object *op, const char *type) |
1163 | { |
1202 | { |
1164 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1203 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1165 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1204 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1166 | return splay (tmp); |
1205 | return splay (tmp); |
… | |
… | |
1180 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1219 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1181 | * against the target. A full test is not performed, simply a basic test |
1220 | * against the target. A full test is not performed, simply a basic test |
1182 | * of resistances. The archer is making a quick guess at what he sees down |
1221 | * of resistances. The archer is making a quick guess at what he sees down |
1183 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1222 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1184 | */ |
1223 | */ |
1185 | object * |
1224 | static object * |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1225 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1187 | { |
1226 | { |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1227 | object *tmp = NULL, *arrow, *ntmp; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1228 | int attacknum, attacktype, betterby = 0, i; |
1190 | |
1229 | |
… | |
… | |
1259 | * find_better_arrow to find a decent arrow to use. |
1298 | * find_better_arrow to find a decent arrow to use. |
1260 | * op = the shooter |
1299 | * op = the shooter |
1261 | * type = bow->race |
1300 | * type = bow->race |
1262 | * dir = fire direction |
1301 | * dir = fire direction |
1263 | */ |
1302 | */ |
1264 | object * |
1303 | static object * |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1304 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1266 | { |
1305 | { |
1267 | object *tmp = NULL; |
1306 | object *tmp = NULL; |
1268 | maptile *m; |
1307 | maptile *m; |
1269 | int i, mflags, found, number; |
1308 | int i, mflags, found, number; |
… | |
… | |
1484 | * but monsters can't. Putting that code here |
1523 | * but monsters can't. Putting that code here |
1485 | * makes the fire_bow code much cleaner. |
1524 | * makes the fire_bow code much cleaner. |
1486 | * this function should only be called if 'op' is a player, |
1525 | * this function should only be called if 'op' is a player, |
1487 | * hence the function name. |
1526 | * hence the function name. |
1488 | */ |
1527 | */ |
1489 | int |
1528 | static int |
1490 | player_fire_bow (object *op, int dir) |
1529 | player_fire_bow (object *op, int dir) |
1491 | { |
1530 | { |
1492 | int ret; |
1531 | int ret; |
1493 | |
1532 | |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1533 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1522 | } |
1561 | } |
1523 | |
1562 | |
1524 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1563 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1525 | * Broken apart from 'fire' to keep it more readable. |
1564 | * Broken apart from 'fire' to keep it more readable. |
1526 | */ |
1565 | */ |
1527 | void |
1566 | static void |
1528 | fire_misc_object (object *op, int dir) |
1567 | fire_misc_object (object *op, int dir) |
1529 | { |
1568 | { |
1530 | object *item = op->contr->ranged_ob; |
1569 | object *item = op->contr->ranged_ob; |
1531 | |
1570 | |
1532 | if (!item) |
1571 | if (!item) |
… | |
… | |
1554 | return; |
1593 | return; |
1555 | } |
1594 | } |
1556 | } |
1595 | } |
1557 | else if (item->type == ROD || item->type == HORN) |
1596 | else if (item->type == ROD || item->type == HORN) |
1558 | { |
1597 | { |
1559 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1598 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1560 | |
1599 | |
1561 | // using the maximum of the rods charge allows at least one spell cast |
1600 | // using the maximum of the rods charge allows at least one spell cast |
1562 | // for a rod or horn, this fixes some broken rods. |
1601 | // for a rod or horn, this fixes some broken rods. |
1563 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1602 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1564 | { |
1603 | { |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
1604 | op->contr->play_sound (sound_find ("wand_poof")); |
1566 | |
1605 | |
1567 | if (item->type == ROD) |
1606 | if (item->type == ROD) |
1568 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1607 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1977 | } |
2016 | } |
1978 | |
2017 | |
1979 | bool |
2018 | bool |
1980 | move_player (object *op, int dir) |
2019 | move_player (object *op, int dir) |
1981 | { |
2020 | { |
1982 | int pick; |
|
|
1983 | |
|
|
1984 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2021 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1985 | return 0; |
2022 | return 0; |
1986 | |
2023 | |
1987 | /* Sanity check: make sure dir is valid */ |
2024 | /* Sanity check: make sure dir is valid */ |
1988 | if ((dir < 0) || (dir >= 9)) |
2025 | if ((dir < 0) || (dir >= 9)) |
… | |
… | |
1999 | |
2036 | |
2000 | if (op->flag [FLAG_HIDDEN]) |
2037 | if (op->flag [FLAG_HIDDEN]) |
2001 | do_hidden_move (op); |
2038 | do_hidden_move (op); |
2002 | |
2039 | |
2003 | bool retval; |
2040 | bool retval; |
|
|
2041 | int pick = 0; |
2004 | |
2042 | |
2005 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2043 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2006 | retval = RESULT_INT (0); |
2044 | retval = RESULT_INT (0); |
2007 | else if (op->contr->fire_on) |
2045 | else if (op->contr->fire_on) |
2008 | retval = fire (op, dir); |
2046 | retval = fire (op, dir); |
… | |
… | |
2065 | return move_player (op, op->direction); |
2103 | return move_player (op, op->direction); |
2066 | |
2104 | |
2067 | return false; |
2105 | return false; |
2068 | } |
2106 | } |
2069 | |
2107 | |
2070 | int |
2108 | static int |
2071 | save_life (object *op) |
2109 | save_life (object *op) |
2072 | { |
2110 | { |
2073 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2111 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2074 | return 0; |
2112 | return 0; |
2075 | |
2113 | |
… | |
… | |
2122 | void |
2160 | void |
2123 | object::drop_unpaid_items () |
2161 | object::drop_unpaid_items () |
2124 | { |
2162 | { |
2125 | if (!flag [FLAG_REMOVED]) |
2163 | if (!flag [FLAG_REMOVED]) |
2126 | ::drop_unpaid_items (inv, this); |
2164 | ::drop_unpaid_items (inv, this); |
2127 | } |
|
|
2128 | |
|
|
2129 | /* |
|
|
2130 | * Returns pointer a static string containing gravestone text |
|
|
2131 | * Moved from apply.c to player.c - player.c is what |
|
|
2132 | * actually uses this function. player.c may not be quite the |
|
|
2133 | * best, a misc file for object actions is probably better, |
|
|
2134 | * but there isn't one in the server directory. |
|
|
2135 | */ |
|
|
2136 | const char * |
|
|
2137 | gravestone_text (object *op) |
|
|
2138 | { |
|
|
2139 | static dynbuf_text buf; |
|
|
2140 | |
|
|
2141 | buf << "---- R.I.P. ----\n\n" |
|
|
2142 | << op->name; |
|
|
2143 | |
|
|
2144 | if (op->type == PLAYER) |
|
|
2145 | buf << " the " << op->contr->title; |
|
|
2146 | |
|
|
2147 | buf << "\n\n"; |
|
|
2148 | |
|
|
2149 | buf << "who was level "; |
|
|
2150 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2151 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2152 | |
|
|
2153 | if (op->type == PLAYER) |
|
|
2154 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2155 | |
|
|
2156 | { |
|
|
2157 | static char buf2[128]; |
|
|
2158 | time_t now = time (NULL); |
|
|
2159 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2160 | buf << buf2; |
|
|
2161 | } |
|
|
2162 | |
|
|
2163 | return buf; |
|
|
2164 | } |
2165 | } |
2165 | |
2166 | |
2166 | void |
2167 | void |
2167 | do_some_living (object *op) |
2168 | do_some_living (object *op) |
2168 | { |
2169 | { |
… | |
… | |
2423 | return; |
2424 | return; |
2424 | |
2425 | |
2425 | dynbuf_text deathtab; |
2426 | dynbuf_text deathtab; |
2426 | |
2427 | |
2427 | /* restore player */ |
2428 | /* restore player */ |
2428 | at = archetype::find ("poisoning"); |
2429 | at = archetype::find (shstr_poisoning); |
2429 | if (object *tmp = present_arch_in_ob (at, op)) |
2430 | if (object *tmp = present_arch_in_ob (at, op)) |
2430 | { |
2431 | { |
2431 | tmp->destroy (); |
2432 | tmp->destroy (); |
2432 | deathtab << "Your body feels cleansed...\r"; |
2433 | deathtab << "Your body feels cleansed...\r"; |
2433 | } |
2434 | } |
2434 | |
2435 | |
2435 | at = archetype::find ("confusion"); |
2436 | at = archetype::find (shstr_confusion); |
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
2437 | if (object *tmp = present_arch_in_ob (at, op)) |
2437 | { |
2438 | { |
2438 | tmp->destroy (); |
2439 | tmp->destroy (); |
2439 | deathtab << "Your mind feels clearer...\r"; |
2440 | deathtab << "Your mind feels clearer...\r"; |
2440 | } |
2441 | } |
… | |
… | |
2467 | if (op_on_battleground (op, &x, &y)) |
2468 | if (op_on_battleground (op, &x, &y)) |
2468 | { |
2469 | { |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2470 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2470 | |
2471 | |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2472 | /* create a bodypart-trophy to make the winner happy */ |
2472 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2473 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2473 | { |
2474 | { |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2475 | tmp->name = format ("%s's finger" , &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2476 | tmp->name_pl = format ("%s's fingers", &op->name); |
2476 | tmp->msg = format ( |
2477 | tmp->msg = format ( |
2477 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2478 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2478 | &op->name, op->contr->title, |
2479 | &op->name, op->contr->title, |
2479 | (int)op->level, |
2480 | (int)op->level, |
2480 | op->contr->killer_name () |
2481 | op->contr->killer_name () |
2481 | ); |
2482 | ); |
2482 | tmp->value = 0, tmp->type = 0; |
2483 | tmp->value = 0, tmp->type = 0; |
2483 | tmp->materialname = "organics"; |
2484 | tmp->material = name_to_material (shstr_organic); |
2484 | tmp->insert_at (op, tmp); |
2485 | tmp->insert_at (op, tmp); |
2485 | } |
2486 | } |
2486 | |
2487 | |
2487 | /* teleport defeated player to new destination */ |
2488 | /* teleport defeated player to new destination */ |
2488 | transfer_ob (op, x, y, 0, NULL); |
2489 | transfer_ob (op, x, y, 0, NULL); |
… | |
… | |
2552 | lost_a_stat = 1; |
2553 | lost_a_stat = 1; |
2553 | } |
2554 | } |
2554 | else |
2555 | else |
2555 | { |
2556 | { |
2556 | /* deplete a stat */ |
2557 | /* deplete a stat */ |
2557 | archetype *deparch = archetype::find ("depletion"); |
2558 | archetype *deparch = archetype::find (shstr_depletion); |
2558 | object *dep; |
2559 | object *dep; |
2559 | |
2560 | |
2560 | dep = present_arch_in_ob (deparch, op); |
2561 | dep = present_arch_in_ob (deparch, op); |
2561 | if (!dep) |
2562 | if (!dep) |
2562 | { |
2563 | { |
… | |
… | |
2634 | #endif |
2635 | #endif |
2635 | |
2636 | |
2636 | /* Put a gravestone up where the character 'almost' died. List the |
2637 | /* Put a gravestone up where the character 'almost' died. List the |
2637 | * exp loss on the stone. |
2638 | * exp loss on the stone. |
2638 | */ |
2639 | */ |
2639 | tmp = arch_to_object (archetype::find ("gravestone")); |
2640 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2640 | tmp->name = format ("%s's gravestone", &op->name); |
2641 | tmp->name = format ("%s's gravestone", &op->name); |
2641 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2642 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2642 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2643 | 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 ()); |
2644 | &op->name, op->contr->title, op->contr->killer_name ()); |
2644 | tmp->x = op->x, tmp->y = op->y; |
2645 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2699 | } |
2700 | } |
2700 | |
2701 | |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2702 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2702 | } |
2703 | } |
2703 | |
2704 | |
2704 | void |
2705 | static void |
2705 | loot_object (object *op) |
2706 | loot_object (object *op) |
2706 | { /* Grab and destroy some treasure */ |
2707 | { /* Grab and destroy some treasure */ |
2707 | object *tmp, *tmp2, *next; |
2708 | object *tmp, *tmp2, *next; |
2708 | |
2709 | |
2709 | op->close_container (); /* close open sack first */ |
2710 | op->close_container (); /* close open sack first */ |
… | |
… | |
3011 | } |
3012 | } |
3012 | |
3013 | |
3013 | return 0; |
3014 | return 0; |
3014 | } |
3015 | } |
3015 | |
3016 | |
3016 | /* routine for both players and monsters. We call this when |
|
|
3017 | * there is a possibility for our action distrubing our hiding |
|
|
3018 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3019 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3020 | * return 0. |
|
|
3021 | */ |
|
|
3022 | int |
|
|
3023 | action_makes_visible (object *op) |
|
|
3024 | { |
|
|
3025 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3026 | { |
|
|
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 | |
|
|
3034 | return 0; |
|
|
3035 | } |
|
|
3036 | |
|
|
3037 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3038 | return 0; |
|
|
3039 | |
|
|
3040 | /* If monsters, they should become visible */ |
|
|
3041 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3042 | { |
|
|
3043 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3044 | return 1; |
|
|
3045 | } |
|
|
3046 | } |
|
|
3047 | |
|
|
3048 | return 0; |
|
|
3049 | } |
|
|
3050 | |
|
|
3051 | /* op_on_battleground - checks if the given object op (usually |
3017 | /* op_on_battleground - checks if the given object op (usually |
3052 | * a player) is standing on a valid battleground-tile, |
3018 | * a player) is standing on a valid battleground-tile, |
3053 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3019 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3054 | * -exit-coord. (and if x, y not NULL) |
3020 | * -exit-coord. (and if x, y not NULL) |
3055 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3021 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3275 | |
3241 | |
3276 | if (pl->ranged_ob == ob) |
3242 | if (pl->ranged_ob == ob) |
3277 | pl->ranged_ob = 0; |
3243 | pl->ranged_ob = 0; |
3278 | } |
3244 | } |
3279 | |
3245 | |
|
|
3246 | //-GPL |
|
|
3247 | |
3280 | sint8 |
3248 | sint8 |
3281 | player::darkness_at (maptile *map, int x, int y) const |
3249 | player::darkness_at (maptile *map, int x, int y) const |
3282 | { |
3250 | { |
3283 | if (!ns) |
3251 | if (!ns) |
3284 | return LOS_BLOCKED; |
3252 | return LOS_BLOCKED; |