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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
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> |
… | |
… | |
74 | ob->remove (); |
76 | ob->remove (); |
75 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
76 | ob->map = 0; |
78 | ob->map = 0; |
77 | party = 0; |
79 | party = 0; |
78 | |
80 | |
79 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
80 | |
|
|
81 | players.erase (this); |
81 | players.erase (this); |
82 | } |
82 | } |
83 | |
83 | |
84 | // connect the player with a specific client |
84 | // connect the player with a specific client |
85 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
105 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
106 | |
106 | |
107 | ob->update_weight (); |
107 | ob->update_weight (); |
108 | link_skills (); |
108 | link_skills (); |
109 | |
109 | |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
111 | |
|
|
112 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
113 | |
111 | |
114 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
116 | { |
114 | { |
117 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
118 | |
116 | |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
120 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
134 | |
132 | |
135 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
138 | |
136 | |
|
|
137 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
138 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
139 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
140 | ob->flag [FLAG_READY_BOW] = false; |
|
|
141 | |
|
|
142 | ob->update_stats (); // we unapplied stuff above |
139 | activate (); |
143 | activate (); |
140 | |
144 | |
141 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
142 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
143 | } |
147 | } |
… | |
… | |
167 | // when ns = 0 |
171 | // when ns = 0 |
168 | observe = viewpoint = ob; |
172 | observe = viewpoint = ob; |
169 | |
173 | |
170 | deactivate (); |
174 | deactivate (); |
171 | } |
175 | } |
|
|
176 | |
|
|
177 | //-GPL |
172 | |
178 | |
173 | // the need for this function can be explained |
179 | // the need for this function can be explained |
174 | // by load_object not returning the object |
180 | // by load_object not returning the object |
175 | void |
181 | void |
176 | player::set_object (object *op) |
182 | player::set_object (object *op) |
… | |
… | |
180 | |
186 | |
181 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; |
182 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
183 | |
189 | |
184 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
185 | |
|
|
186 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
187 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
188 | ob->flag [FLAG_READY_BOW] = false; |
|
|
189 | |
|
|
190 | for (object *op = ob->inv; op; op = op->below) |
|
|
191 | if (op->flag [FLAG_APPLIED]) |
|
|
192 | switch (op->type) |
|
|
193 | { |
|
|
194 | case SKILL: |
|
|
195 | ob->flag [FLAG_APPLIED] = false; |
|
|
196 | break; |
|
|
197 | |
|
|
198 | case WAND: |
|
|
199 | case ROD: |
|
|
200 | case HORN: |
|
|
201 | case BOW: |
|
|
202 | ranged_ob = op; |
|
|
203 | break; |
|
|
204 | |
|
|
205 | case WEAPON: |
|
|
206 | combat_ob = op; |
|
|
207 | break; |
|
|
208 | } |
|
|
209 | |
|
|
210 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
211 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
212 | } |
191 | } |
213 | |
192 | |
214 | void |
193 | void |
215 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
216 | { |
195 | { |
… | |
… | |
222 | player::set_viewpoint (object *op) |
201 | player::set_viewpoint (object *op) |
223 | { |
202 | { |
224 | viewpoint = op ? op : (object *)observe; |
203 | viewpoint = op ? op : (object *)observe; |
225 | do_los = 1; |
204 | do_los = 1; |
226 | } |
205 | } |
|
|
206 | |
|
|
207 | //+GPL |
227 | |
208 | |
228 | player::player () |
209 | player::player () |
229 | { |
210 | { |
230 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
231 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
267 | { |
248 | { |
268 | /* Clear item stack */ |
249 | /* Clear item stack */ |
269 | free (stack_items); |
250 | free (stack_items); |
270 | } |
251 | } |
271 | |
252 | |
|
|
253 | /* |
|
|
254 | * get_player_archetype() return next player archetype from archetype |
|
|
255 | * list. Not very efficient routine, but used only creating new players. |
|
|
256 | * Note: there MUST be at least one player archetype! |
|
|
257 | */ |
|
|
258 | static archetype * |
|
|
259 | get_player_archetype (archetype *at) |
|
|
260 | { |
|
|
261 | // archetypes could have been reloaded |
|
|
262 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
263 | |
|
|
264 | if (!nat) |
|
|
265 | return at; |
|
|
266 | |
|
|
267 | archvec::iterator i = archetypes.find (nat); |
|
|
268 | |
|
|
269 | for (;;) |
|
|
270 | { |
|
|
271 | if (++i == archetypes.end ()) |
|
|
272 | i = archetypes.begin (); |
|
|
273 | else if (*i == at) |
|
|
274 | cleanup ("not a single player archetype found"); |
|
|
275 | |
|
|
276 | if ((*i)->type == PLAYER) |
|
|
277 | return *i; |
|
|
278 | } |
|
|
279 | } |
|
|
280 | |
272 | /* Tries to add player on the connection passed in ns. |
281 | /* 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 |
282 | * All we can really get in this is some settings like host and display |
274 | * mode. |
283 | * mode. |
275 | */ |
284 | */ |
276 | player * |
285 | player * |
277 | player::create () |
286 | player::create () |
278 | { |
287 | { |
279 | player *pl = new player; |
288 | player *pl = new player; |
280 | |
289 | |
281 | pl->set_object (arch_to_object (get_player_archetype (0))); |
290 | pl->set_object (get_player_archetype (0)->instance ()); |
282 | |
291 | |
283 | pl->ob->roll_stats (); |
292 | pl->ob->roll_stats (); |
284 | pl->ob->stats.wc = 2; |
293 | pl->ob->stats.wc = 2; |
285 | pl->ob->run_away = 25; /* Then we panick... */ |
294 | pl->ob->run_away = 25; /* Then we panick... */ |
286 | |
295 | |
287 | set_first_map (pl->ob); |
296 | set_first_map (pl->ob); |
288 | |
297 | |
289 | return pl; |
298 | 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 | } |
299 | } |
319 | |
300 | |
320 | object * |
301 | object * |
321 | get_nearest_player (object *mon) |
302 | get_nearest_player (object *mon) |
322 | { |
303 | { |
… | |
… | |
631 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
612 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
632 | } |
613 | } |
633 | |
614 | |
634 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
615 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
635 | static int |
616 | static int |
636 | roll_stat (void) |
617 | roll_stat () |
637 | { |
618 | { |
638 | int a[4], i, j, k; |
619 | int a[4], i, j, k; |
639 | |
620 | |
640 | for (i = 0; i < 4; i++) |
621 | for (i = 0; i < 4; i++) |
641 | a[i] = (int) rndm (6) + 1; |
622 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
738 | player::chargen_race_done () |
719 | player::chargen_race_done () |
739 | { |
720 | { |
740 | /* this must before then initial items are given */ |
721 | /* this must before then initial items are given */ |
741 | esrv_new_player (ob->contr); |
722 | esrv_new_player (ob->contr); |
742 | |
723 | |
743 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
724 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
744 | if (tl) |
725 | if (tl) |
745 | create_treasure (tl, ob, 0, 0, 0); |
726 | create_treasure (tl, ob, 0, 0, 0); |
746 | |
727 | |
747 | INVOKE_PLAYER (BIRTH, ob->contr); |
728 | INVOKE_PLAYER (BIRTH, ob->contr); |
748 | INVOKE_PLAYER (LOGIN, ob->contr); |
729 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
801 | ob->stats.hp = ob->stats.maxhp; |
782 | ob->stats.hp = ob->stats.maxhp; |
802 | ob->stats.sp = ob->stats.maxsp; |
783 | ob->stats.sp = ob->stats.maxsp; |
803 | ob->stats.grace = 0; |
784 | ob->stats.grace = 0; |
804 | } |
785 | } |
805 | |
786 | |
806 | void |
787 | static void |
807 | flee_player (object *op) |
788 | flee_player (object *op) |
808 | { |
789 | { |
809 | int dir, diff; |
790 | int dir, diff; |
810 | rv_vector rv; |
791 | rv_vector rv; |
811 | |
792 | |
… | |
… | |
835 | dir = absdir (4 + rv.direction); |
816 | dir = absdir (4 + rv.direction); |
836 | for (diff = 0; diff < 3; diff++) |
817 | for (diff = 0; diff < 3; diff++) |
837 | { |
818 | { |
838 | int m = 1 - rndm (2) * 2; |
819 | int m = 1 - rndm (2) * 2; |
839 | |
820 | |
840 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
821 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
841 | return; |
822 | return; |
842 | } |
823 | } |
843 | |
824 | |
844 | /* Cornered, get rid of scared */ |
825 | /* Cornered, get rid of scared */ |
845 | CLEAR_FLAG (op, FLAG_SCARED); |
826 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
855 | { |
836 | { |
856 | object *tmp, *next; |
837 | object *tmp, *next; |
857 | int stop = 0; |
838 | int stop = 0; |
858 | int wvratio; |
839 | int wvratio; |
859 | |
840 | |
860 | /* if you're flying, you cna't pick up anything */ |
841 | /* if you're flying, you can't pick up anything */ |
861 | if (op->move_type & MOVE_FLYING) |
842 | if (op->move_type & MOVE_FLYING) |
862 | return 1; |
843 | return 1; |
863 | |
844 | |
864 | next = op->below; |
845 | next = op->below; |
865 | |
846 | |
866 | int cnt = MAX_ITEM_PER_DROP; |
847 | int cnt = MAX_ITEM_PER_ACTION; |
867 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
848 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
868 | |
849 | |
869 | /* loop while there are items on the floor that are not marked as |
850 | /* loop while there are items on the floor that are not marked as |
870 | * destroyed */ |
851 | * destroyed */ |
871 | while (next && !next->destroyed ()) |
852 | while (next && !next->destroyed ()) |
… | |
… | |
897 | if (op->contr->mode & PU_DEBUG) |
878 | if (op->contr->mode & PU_DEBUG) |
898 | { |
879 | { |
899 | /* some debugging code to figure out item information */ |
880 | /* some debugging code to figure out item information */ |
900 | const char *str = tmp->name |
881 | const char *str = tmp->name |
901 | ? format ("item name: %s item type: %d weight/value: %d", |
882 | ? 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)))) |
883 | &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", |
884 | : 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)))); |
885 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
905 | |
886 | |
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
887 | new_draw_info (NDI_UNIQUE, 0, op, str); |
907 | } |
888 | } |
908 | |
889 | |
909 | if (op->contr->mode & PU_INHIBIT) |
890 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
996 | continue; |
977 | continue; |
997 | } |
978 | } |
998 | |
979 | |
999 | /* wands/staves/rods/horns */ |
980 | /* wands/staves/rods/horns */ |
1000 | if (op->contr->mode & PU_MAGIC_DEVICE) |
981 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1001 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
982 | if (tmp->type == WAND |
|
|
983 | || tmp->type == ROD |
|
|
984 | || tmp->type == HORN |
|
|
985 | || tmp->type == POWER_CRYSTAL) |
1002 | { |
986 | { |
1003 | CHK_PICK_PICKUP; |
987 | CHK_PICK_PICKUP; |
1004 | continue; |
988 | continue; |
1005 | } |
989 | } |
1006 | |
990 | |
1007 | /* pick up all magical items */ |
991 | /* pick up all magical items */ |
1008 | if (op->contr->mode & PU_MAGICAL) |
992 | if (op->contr->mode & PU_MAGICAL) |
1009 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
993 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
994 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1010 | { |
995 | { |
1011 | CHK_PICK_PICKUP; |
996 | CHK_PICK_PICKUP; |
1012 | continue; |
997 | continue; |
1013 | } |
998 | } |
1014 | |
999 | |
… | |
… | |
1021 | } |
1006 | } |
1022 | } |
1007 | } |
1023 | |
1008 | |
1024 | /* rings & amulets - talismans seems to be typed AMULET */ |
1009 | /* rings & amulets - talismans seems to be typed AMULET */ |
1025 | if (op->contr->mode & PU_JEWELS) |
1010 | if (op->contr->mode & PU_JEWELS) |
1026 | if (tmp->type == RING || tmp->type == AMULET) |
1011 | if (tmp->type == RING |
|
|
1012 | || tmp->type == AMULET |
|
|
1013 | || tmp->type == GIRDLE |
|
|
1014 | || tmp->type == SKILL_TOOL) |
1027 | { |
1015 | { |
1028 | CHK_PICK_PICKUP; |
1016 | CHK_PICK_PICKUP; |
1029 | continue; |
1017 | continue; |
1030 | } |
1018 | } |
1031 | |
1019 | |
… | |
… | |
1080 | CHK_PICK_PICKUP; |
1068 | CHK_PICK_PICKUP; |
1081 | continue; |
1069 | continue; |
1082 | } |
1070 | } |
1083 | |
1071 | |
1084 | if (op->contr->mode & PU_GLOVES) |
1072 | if (op->contr->mode & PU_GLOVES) |
1085 | if (tmp->type == GLOVES) |
1073 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1086 | { |
1074 | { |
1087 | CHK_PICK_PICKUP; |
1075 | CHK_PICK_PICKUP; |
1088 | continue; |
1076 | continue; |
1089 | } |
1077 | } |
1090 | |
1078 | |
… | |
… | |
1140 | fprintf (stderr, "%s", tmp->name); |
1128 | fprintf (stderr, "%s", tmp->name); |
1141 | } |
1129 | } |
1142 | else |
1130 | else |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1131 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1132 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1133 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1146 | #endif |
1134 | #endif |
1147 | CHK_PICK_PICKUP; |
1135 | CHK_PICK_PICKUP; |
1148 | continue; |
1136 | continue; |
1149 | } |
1137 | } |
1150 | } /* the new pickup model */ |
1138 | } /* the new pickup model */ |
1151 | } |
1139 | } |
1152 | |
1140 | |
1153 | return !stop; |
1141 | return !stop; |
1154 | } |
1142 | } |
1155 | |
1143 | |
|
|
1144 | /* routine for both players and monsters. We call this when |
|
|
1145 | * there is a possibility for our action distrubing our hiding |
|
|
1146 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1147 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1148 | * return 0. |
|
|
1149 | */ |
|
|
1150 | static int |
|
|
1151 | action_makes_visible (object *op) |
|
|
1152 | { |
|
|
1153 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1154 | { |
|
|
1155 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1156 | { |
|
|
1157 | // artefact invisibility is permanent, but we still make noise |
|
|
1158 | // this is important for game-balance. |
|
|
1159 | if (op->contr) |
|
|
1160 | op->make_noise (); |
|
|
1161 | |
|
|
1162 | return 0; |
|
|
1163 | } |
|
|
1164 | |
|
|
1165 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1166 | return 0; |
|
|
1167 | |
|
|
1168 | /* If monsters, they should become visible */ |
|
|
1169 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1170 | { |
|
|
1171 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1172 | return 1; |
|
|
1173 | } |
|
|
1174 | } |
|
|
1175 | |
|
|
1176 | return 0; |
|
|
1177 | } |
|
|
1178 | |
1156 | /* |
1179 | /* |
1157 | * Find an arrow in the inventory and after that |
1180 | * Find an arrow in the inventory and after that |
1158 | * in the right type container (quiver). Pointer to the |
1181 | * in the right type container (quiver). Pointer to the |
1159 | * found object is returned. |
1182 | * found object is returned. |
1160 | */ |
1183 | */ |
1161 | object * |
1184 | static object * |
1162 | find_arrow (object *op, const char *type) |
1185 | find_arrow (object *op, const char *type) |
1163 | { |
1186 | { |
1164 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1187 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1165 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1188 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1166 | return splay (tmp); |
1189 | return splay (tmp); |
… | |
… | |
1180 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1203 | * 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 |
1204 | * 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 |
1205 | * 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. |
1206 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1184 | */ |
1207 | */ |
1185 | object * |
1208 | static object * |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1209 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1187 | { |
1210 | { |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1211 | object *tmp = NULL, *arrow, *ntmp; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1212 | int attacknum, attacktype, betterby = 0, i; |
1190 | |
1213 | |
… | |
… | |
1259 | * find_better_arrow to find a decent arrow to use. |
1282 | * find_better_arrow to find a decent arrow to use. |
1260 | * op = the shooter |
1283 | * op = the shooter |
1261 | * type = bow->race |
1284 | * type = bow->race |
1262 | * dir = fire direction |
1285 | * dir = fire direction |
1263 | */ |
1286 | */ |
1264 | object * |
1287 | static object * |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1288 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1266 | { |
1289 | { |
1267 | object *tmp = NULL; |
1290 | object *tmp = NULL; |
1268 | maptile *m; |
1291 | maptile *m; |
1269 | int i, mflags, found, number; |
1292 | int i, mflags, found, number; |
… | |
… | |
1484 | * but monsters can't. Putting that code here |
1507 | * but monsters can't. Putting that code here |
1485 | * makes the fire_bow code much cleaner. |
1508 | * makes the fire_bow code much cleaner. |
1486 | * this function should only be called if 'op' is a player, |
1509 | * this function should only be called if 'op' is a player, |
1487 | * hence the function name. |
1510 | * hence the function name. |
1488 | */ |
1511 | */ |
1489 | int |
1512 | static int |
1490 | player_fire_bow (object *op, int dir) |
1513 | player_fire_bow (object *op, int dir) |
1491 | { |
1514 | { |
1492 | int ret; |
1515 | int ret; |
1493 | |
1516 | |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1517 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1522 | } |
1545 | } |
1523 | |
1546 | |
1524 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1547 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1525 | * Broken apart from 'fire' to keep it more readable. |
1548 | * Broken apart from 'fire' to keep it more readable. |
1526 | */ |
1549 | */ |
1527 | void |
1550 | static void |
1528 | fire_misc_object (object *op, int dir) |
1551 | fire_misc_object (object *op, int dir) |
1529 | { |
1552 | { |
1530 | object *item = op->contr->ranged_ob; |
1553 | object *item = op->contr->ranged_ob; |
1531 | |
1554 | |
1532 | if (!item) |
1555 | if (!item) |
… | |
… | |
1539 | { |
1562 | { |
1540 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1563 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1541 | return; |
1564 | return; |
1542 | } |
1565 | } |
1543 | |
1566 | |
1544 | if (!op->change_weapon (item)) |
1567 | if (!op->apply (item)) |
1545 | return; |
1568 | return; |
1546 | |
1569 | |
1547 | if (item->type == WAND) |
1570 | if (item->type == WAND) |
1548 | { |
1571 | { |
1549 | if (item->stats.food <= 0) |
1572 | if (item->stats.food <= 0) |
… | |
… | |
1554 | return; |
1577 | return; |
1555 | } |
1578 | } |
1556 | } |
1579 | } |
1557 | else if (item->type == ROD || item->type == HORN) |
1580 | else if (item->type == ROD || item->type == HORN) |
1558 | { |
1581 | { |
1559 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1582 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1560 | |
1583 | |
1561 | // using the maximum of the rods charge allows at least one spell cast |
1584 | // using the maximum of the rods charge allows at least one spell cast |
1562 | // for a rod or horn, this fixes some broken rods. |
1585 | // for a rod or horn, this fixes some broken rods. |
1563 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1586 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1564 | { |
1587 | { |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
1588 | op->contr->play_sound (sound_find ("wand_poof")); |
1566 | |
1589 | |
1567 | if (item->type == ROD) |
1590 | 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)); |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1600 | } |
1623 | } |
1601 | |
1624 | |
1602 | /* Received a fire command for the player - go and do it. |
1625 | /* Received a fire command for the player - go and do it. |
1603 | */ |
1626 | */ |
1604 | bool |
1627 | bool |
1605 | fire (object *op, int dir) |
1628 | fire (object *who, int dir) |
1606 | { |
1629 | { |
1607 | int spellcost = 0; |
1630 | int spellcost = 0; |
1608 | |
1631 | |
1609 | player *pl = op->contr; |
1632 | player *pl = who->contr; |
1610 | |
1633 | |
1611 | if (pl->golem) |
1634 | if (pl->golem) |
1612 | { |
1635 | { |
1613 | control_golem (op->contr->golem, dir); |
1636 | control_golem (who->contr->golem, dir); |
1614 | return false; |
1637 | return false; |
1615 | } |
1638 | } |
1616 | |
1639 | |
1617 | object *ob = pl->ranged_ob; |
1640 | object *ob = pl->ranged_ob; |
1618 | |
1641 | |
1619 | if (!ob) |
1642 | if (!ob) |
1620 | return false; |
1643 | return false; |
1621 | |
1644 | |
1622 | if (op->speed_left > 0.f) |
1645 | if (who->speed_left > 0.f) |
1623 | --op->speed_left; |
1646 | --who->speed_left; |
1624 | else |
1647 | else |
1625 | return false; |
1648 | return false; |
1626 | |
1649 | |
1627 | if (!op->change_weapon (ob)) |
1650 | if (!who->apply (ob)) |
1628 | return false; |
1651 | return false; |
1629 | |
1652 | |
1630 | /* check for loss of invisiblity/hide */ |
1653 | /* check for loss of invisiblity/hide */ |
1631 | if (action_makes_visible (op)) |
1654 | if (action_makes_visible (who)) |
1632 | make_visible (op); |
1655 | make_visible (who); |
1633 | |
1656 | |
1634 | switch (ob->type) |
1657 | switch (ob->type) |
1635 | { |
1658 | { |
1636 | case BOW: |
1659 | case BOW: |
1637 | player_fire_bow (op, dir); |
1660 | player_fire_bow (who, dir); |
1638 | break; |
1661 | break; |
1639 | |
1662 | |
1640 | case SPELL: |
1663 | case SPELL: |
1641 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1664 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1642 | break; |
1665 | break; |
1643 | |
1666 | |
1644 | case BUILDER: |
1667 | case BUILDER: |
1645 | apply_map_builder (op, dir); |
1668 | apply_map_builder (who, dir); |
1646 | break; |
1669 | break; |
1647 | |
1670 | |
1648 | case SKILL: |
1671 | case SKILL: |
1649 | do_skill (op, op, ob, dir, 0); |
1672 | do_skill (who, who, ob, dir, 0); |
1650 | break; |
1673 | break; |
1651 | |
1674 | |
|
|
1675 | case RANGED: |
|
|
1676 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1677 | break; |
|
|
1678 | |
1652 | default: |
1679 | default: |
1653 | fire_misc_object (op, dir); |
1680 | fire_misc_object (who, dir); |
1654 | break; |
1681 | break; |
1655 | } |
1682 | } |
1656 | |
1683 | |
1657 | return true; |
1684 | return true; |
1658 | } |
1685 | } |
… | |
… | |
1811 | * going to try and move (not fire weapons). |
1838 | * going to try and move (not fire weapons). |
1812 | */ |
1839 | */ |
1813 | bool |
1840 | bool |
1814 | move_player_attack (object *op, int dir) |
1841 | move_player_attack (object *op, int dir) |
1815 | { |
1842 | { |
1816 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1843 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1817 | { |
1844 | { |
1818 | --op->speed_left; |
1845 | --op->speed_left; |
1819 | return true; |
1846 | return true; |
1820 | } |
1847 | } |
1821 | |
1848 | |
1822 | int on_battleground; |
|
|
1823 | |
|
|
1824 | sint16 nx = freearr_x[dir] + op->x; |
1849 | sint16 nx = freearr_x[dir] + op->x; |
1825 | sint16 ny = freearr_y[dir] + op->y; |
1850 | sint16 ny = freearr_y[dir] + op->y; |
1826 | |
|
|
1827 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1828 | |
1851 | |
1829 | if (out_of_map (op->map, nx, ny)) |
1852 | if (out_of_map (op->map, nx, ny)) |
1830 | return false; |
1853 | return false; |
1831 | |
1854 | |
1832 | /* If braced, or can't move to the square, and it is not out of the |
1855 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1904 | } |
1927 | } |
1905 | else |
1928 | else |
1906 | return false; |
1929 | return false; |
1907 | } |
1930 | } |
1908 | |
1931 | |
|
|
1932 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1933 | |
1909 | /* in certain circumstances, you shouldn't attack friendly |
1934 | /* in certain circumstances, you shouldn't attack friendly |
1910 | * creatures. Note that if you are braced, you can't push |
1935 | * creatures. Note that if you are braced, you can't push |
1911 | * someone, but put it inside this loop so that you won't |
1936 | * someone, but put it inside this loop so that you won't |
1912 | * attack them either. |
1937 | * attack them either. |
1913 | */ |
1938 | */ |
… | |
… | |
1977 | } |
2002 | } |
1978 | |
2003 | |
1979 | bool |
2004 | bool |
1980 | move_player (object *op, int dir) |
2005 | move_player (object *op, int dir) |
1981 | { |
2006 | { |
1982 | int pick; |
|
|
1983 | |
|
|
1984 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2007 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1985 | return 0; |
2008 | return 0; |
1986 | |
2009 | |
1987 | /* Sanity check: make sure dir is valid */ |
2010 | /* Sanity check: make sure dir is valid */ |
1988 | if ((dir < 0) || (dir >= 9)) |
2011 | if (dir < 0 || dir >= 9) |
1989 | { |
2012 | { |
1990 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2013 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
1991 | return 0; |
2014 | return 0; |
1992 | } |
2015 | } |
1993 | |
2016 | |
… | |
… | |
1999 | |
2022 | |
2000 | if (op->flag [FLAG_HIDDEN]) |
2023 | if (op->flag [FLAG_HIDDEN]) |
2001 | do_hidden_move (op); |
2024 | do_hidden_move (op); |
2002 | |
2025 | |
2003 | bool retval; |
2026 | bool retval; |
|
|
2027 | int pick = 0; |
2004 | |
2028 | |
2005 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2029 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2006 | retval = RESULT_INT (0); |
2030 | retval = RESULT_INT (0); |
2007 | else if (op->contr->fire_on) |
2031 | else if (op->contr->fire_on) |
2008 | retval = fire (op, dir); |
2032 | retval = fire (op, dir); |
… | |
… | |
2065 | return move_player (op, op->direction); |
2089 | return move_player (op, op->direction); |
2066 | |
2090 | |
2067 | return false; |
2091 | return false; |
2068 | } |
2092 | } |
2069 | |
2093 | |
2070 | int |
2094 | static int |
2071 | save_life (object *op) |
2095 | save_life (object *op) |
2072 | { |
2096 | { |
2073 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2097 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2074 | return 0; |
2098 | return 0; |
2075 | |
2099 | |
… | |
… | |
2084 | |
2108 | |
2085 | if (op->stats.hp < 0) |
2109 | if (op->stats.hp < 0) |
2086 | op->stats.hp = op->stats.maxhp; |
2110 | op->stats.hp = op->stats.maxhp; |
2087 | |
2111 | |
2088 | if (op->stats.food < 0) |
2112 | if (op->stats.food < 0) |
2089 | op->stats.food = 999; |
2113 | op->stats.food = MAX_FOOD; |
2090 | |
2114 | |
2091 | op->update_stats (); |
2115 | op->update_stats (); |
2092 | return 1; |
2116 | return 1; |
2093 | } |
2117 | } |
2094 | |
2118 | |
… | |
… | |
2122 | void |
2146 | void |
2123 | object::drop_unpaid_items () |
2147 | object::drop_unpaid_items () |
2124 | { |
2148 | { |
2125 | if (!flag [FLAG_REMOVED]) |
2149 | if (!flag [FLAG_REMOVED]) |
2126 | ::drop_unpaid_items (inv, this); |
2150 | ::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 | } |
2151 | } |
2165 | |
2152 | |
2166 | void |
2153 | void |
2167 | do_some_living (object *op) |
2154 | do_some_living (object *op) |
2168 | { |
2155 | { |
… | |
… | |
2360 | |
2347 | |
2361 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2348 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2362 | { |
2349 | { |
2363 | op->statusmsg ("You blindly grab for a bite of food. " |
2350 | op->statusmsg ("You blindly grab for a bite of food. " |
2364 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2351 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2365 | manual_apply (op, tmp, 0); |
2352 | op->apply (tmp); |
2366 | |
2353 | |
2367 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2354 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2368 | break; |
2355 | break; |
2369 | } |
2356 | } |
2370 | else if (tmp->type == FLESH) |
2357 | else if (tmp->type == FLESH) |
… | |
… | |
2376 | */ |
2363 | */ |
2377 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2364 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2378 | { |
2365 | { |
2379 | op->statusmsg ("You blindly grab for a bite of food. " |
2366 | op->statusmsg ("You blindly grab for a bite of food. " |
2380 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2367 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2381 | manual_apply (op, flesh, 0); |
2368 | op->apply (flesh); |
2382 | } |
2369 | } |
2383 | |
2370 | |
2384 | // If player is still starving, alert him! |
2371 | // If player is still starving, alert him! |
2385 | if (op->stats.food < 0) |
2372 | if (op->stats.food < 0) |
2386 | op->failmsg ("You are starving! " |
2373 | op->failmsg ("You are starving! " |
… | |
… | |
2423 | return; |
2410 | return; |
2424 | |
2411 | |
2425 | dynbuf_text deathtab; |
2412 | dynbuf_text deathtab; |
2426 | |
2413 | |
2427 | /* restore player */ |
2414 | /* restore player */ |
2428 | at = archetype::find ("poisoning"); |
2415 | at = archetype::find (shstr_poisoning); |
2429 | if (object *tmp = present_arch_in_ob (at, op)) |
2416 | if (object *tmp = present_arch_in_ob (at, op)) |
2430 | { |
2417 | { |
2431 | tmp->destroy (); |
2418 | tmp->destroy (); |
2432 | deathtab << "Your body feels cleansed...\r"; |
2419 | deathtab << "Your body feels cleansed...\r"; |
2433 | } |
2420 | } |
2434 | |
2421 | |
2435 | at = archetype::find ("confusion"); |
2422 | at = archetype::find (shstr_confusion); |
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
2423 | if (object *tmp = present_arch_in_ob (at, op)) |
2437 | { |
2424 | { |
2438 | tmp->destroy (); |
2425 | tmp->destroy (); |
2439 | deathtab << "Your mind feels clearer...\r"; |
2426 | deathtab << "Your mind feels clearer...\r"; |
2440 | } |
2427 | } |
… | |
… | |
2442 | cure_disease (op, 0, 0); /* remove any disease */ |
2429 | cure_disease (op, 0, 0); /* remove any disease */ |
2443 | |
2430 | |
2444 | max_it (op->stats.hp , op->stats.maxhp); |
2431 | max_it (op->stats.hp , op->stats.maxhp); |
2445 | max_it (op->stats.sp , op->stats.maxsp); |
2432 | max_it (op->stats.sp , op->stats.maxsp); |
2446 | max_it (op->stats.grace, op->stats.maxgrace); |
2433 | max_it (op->stats.grace, op->stats.maxgrace); |
2447 | |
|
|
2448 | if (op->stats.food <= 0) |
2434 | max_it (op->stats.food , 200); |
2449 | op->stats.food = 999; |
|
|
2450 | |
2435 | |
2451 | // remove all spell effects that are active |
2436 | // remove all spell effects that are active |
2452 | // to avoid long-term effects such as word-of-recall |
2437 | // to avoid long-term effects such as word-of-recall |
2453 | for (object *item = op->inv; item; ) |
2438 | for (object *item = op->inv; item; ) |
2454 | { |
2439 | { |
… | |
… | |
2467 | if (op_on_battleground (op, &x, &y)) |
2452 | if (op_on_battleground (op, &x, &y)) |
2468 | { |
2453 | { |
2469 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2454 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2470 | |
2455 | |
2471 | /* create a bodypart-trophy to make the winner happy */ |
2456 | /* create a bodypart-trophy to make the winner happy */ |
2472 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2457 | object *tmp = archetype::find (shstr_finger)->instance (); |
2473 | { |
2458 | |
2474 | tmp->name = format ("%s's finger" , &op->name); |
2459 | tmp->name = format ("%s's finger" , &op->name); |
2475 | tmp->name_pl = format ("%s's fingers", &op->name); |
2460 | tmp->name_pl = format ("%s's fingers", &op->name); |
2476 | tmp->msg = format ( |
2461 | tmp->msg = format ( |
2477 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2462 | "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, |
2463 | &op->name, op->contr->title, |
2479 | (int)op->level, |
2464 | (int)op->level, |
2480 | op->contr->killer_name () |
2465 | op->contr->killer_name () |
2481 | ); |
2466 | ); |
2482 | tmp->value = 0, tmp->type = 0; |
2467 | tmp->value = 0, tmp->type = 0; |
2483 | tmp->materialname = "organics"; |
2468 | tmp->material = name_to_material (shstr_organic); |
2484 | tmp->insert_at (op, tmp); |
2469 | tmp->insert_at (op, tmp); |
2485 | } |
|
|
2486 | |
2470 | |
2487 | /* teleport defeated player to new destination */ |
2471 | /* teleport defeated player to new destination */ |
2488 | transfer_ob (op, x, y, 0, NULL); |
2472 | transfer_ob (op, x, y, 0, NULL); |
2489 | op->contr->braced = 0; |
2473 | op->contr->braced = 0; |
2490 | |
2474 | |
… | |
… | |
2552 | lost_a_stat = 1; |
2536 | lost_a_stat = 1; |
2553 | } |
2537 | } |
2554 | else |
2538 | else |
2555 | { |
2539 | { |
2556 | /* deplete a stat */ |
2540 | /* deplete a stat */ |
2557 | archetype *deparch = archetype::find ("depletion"); |
2541 | archetype *deparch = archetype::find (shstr_depletion); |
2558 | object *dep; |
2542 | object *dep; |
2559 | |
2543 | |
2560 | dep = present_arch_in_ob (deparch, op); |
2544 | dep = present_arch_in_ob (deparch, op); |
2561 | if (!dep) |
2545 | if (!dep) |
2562 | { |
2546 | { |
2563 | dep = arch_to_object (deparch); |
2547 | dep = deparch->instance (); |
2564 | insert_ob_in_ob (dep, op); |
2548 | insert_ob_in_ob (dep, op); |
2565 | } |
2549 | } |
2566 | lose_this_stat = 1; |
2550 | lose_this_stat = 1; |
2567 | if (settings.balanced_stat_loss) |
2551 | if (settings.balanced_stat_loss) |
2568 | { |
2552 | { |
… | |
… | |
2634 | #endif |
2618 | #endif |
2635 | |
2619 | |
2636 | /* Put a gravestone up where the character 'almost' died. List the |
2620 | /* Put a gravestone up where the character 'almost' died. List the |
2637 | * exp loss on the stone. |
2621 | * exp loss on the stone. |
2638 | */ |
2622 | */ |
2639 | tmp = arch_to_object (archetype::find ("gravestone")); |
2623 | tmp = archetype::find (shstr_gravestone)->instance (); |
2640 | tmp->name = format ("%s's gravestone", &op->name); |
2624 | tmp->name = format ("%s's gravestone", &op->name); |
2641 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2625 | 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", |
2626 | 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 ()); |
2627 | &op->name, op->contr->title, op->contr->killer_name ()); |
2644 | tmp->x = op->x, tmp->y = op->y; |
2628 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2699 | } |
2683 | } |
2700 | |
2684 | |
2701 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2685 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2702 | } |
2686 | } |
2703 | |
2687 | |
2704 | void |
2688 | static void |
2705 | loot_object (object *op) |
2689 | loot_object (object *op) |
2706 | { /* Grab and destroy some treasure */ |
2690 | { /* Grab and destroy some treasure */ |
2707 | object *tmp, *tmp2, *next; |
2691 | object *tmp, *tmp2, *next; |
2708 | |
2692 | |
2709 | op->close_container (); /* close open sack first */ |
2693 | op->close_container (); /* close open sack first */ |
… | |
… | |
2740 | * fix_weight(): Check recursively the weight of all players, and fix |
2724 | * fix_weight(): Check recursively the weight of all players, and fix |
2741 | * what needs to be fixed. Refresh windows and fix speed if anything |
2725 | * what needs to be fixed. Refresh windows and fix speed if anything |
2742 | * was changed. |
2726 | * was changed. |
2743 | */ |
2727 | */ |
2744 | void |
2728 | void |
2745 | fix_weight (void) |
2729 | fix_weight () |
2746 | { |
2730 | { |
2747 | for_all_players (pl) |
2731 | for_all_players (pl) |
2748 | { |
2732 | { |
2749 | sint32 old = pl->ob->carrying; |
2733 | sint32 old = pl->ob->carrying; |
2750 | |
2734 | |
… | |
… | |
2757 | } |
2741 | } |
2758 | } |
2742 | } |
2759 | } |
2743 | } |
2760 | |
2744 | |
2761 | void |
2745 | void |
2762 | fix_luck (void) |
2746 | fix_luck () |
2763 | { |
2747 | { |
2764 | for_all_players (pl) |
2748 | for_all_players (pl) |
2765 | if (!pl->ob->contr->ns->state) |
2749 | if (!pl->ob->contr->ns->state) |
2766 | pl->ob->change_luck (0); |
2750 | pl->ob->change_luck (0); |
2767 | } |
2751 | } |
… | |
… | |
3011 | } |
2995 | } |
3012 | |
2996 | |
3013 | return 0; |
2997 | return 0; |
3014 | } |
2998 | } |
3015 | |
2999 | |
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 |
3000 | /* op_on_battleground - checks if the given object op (usually |
3052 | * a player) is standing on a valid battleground-tile, |
3001 | * a player) is standing on a valid battleground-tile, |
3053 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3002 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3054 | * -exit-coord. (and if x, y not NULL) |
3003 | * -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 |
3004 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3074 | && tmp->name == shstr_battleground |
3023 | && tmp->name == shstr_battleground |
3075 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3024 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3076 | { |
3025 | { |
3077 | /* before we assign the exit, check if this is a teambattle */ |
3026 | /* before we assign the exit, check if this is a teambattle */ |
3078 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3027 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3079 | { |
|
|
3080 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3028 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3029 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3081 | { |
3030 | { |
3082 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3083 | { |
|
|
3084 | if (x && y) |
3031 | if (x && y) |
3085 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3032 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3086 | |
3033 | |
3087 | return 1; |
3034 | return 1; |
3088 | } |
|
|
3089 | } |
3035 | } |
3090 | } |
|
|
3091 | |
3036 | |
3092 | if (x && y) |
3037 | if (x && y) |
3093 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3038 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3094 | |
3039 | |
3095 | return 1; |
3040 | return 1; |
… | |
… | |
3233 | else |
3178 | else |
3234 | j = 1; |
3179 | j = 1; |
3235 | strcat (buf, spellpathnames[i]); |
3180 | strcat (buf, spellpathnames[i]); |
3236 | } |
3181 | } |
3237 | } |
3182 | } |
|
|
3183 | |
3238 | strcat (buf, "."); |
3184 | strcat (buf, "."); |
3239 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3185 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3240 | } |
3186 | } |
3241 | |
3187 | |
3242 | /* evtl. adding flags: */ |
3188 | /* evtl. adding flags: */ |
… | |
… | |
3252 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3198 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3253 | } |
3199 | } |
3254 | else |
3200 | else |
3255 | { |
3201 | { |
3256 | /* generate misc. treasure */ |
3202 | /* generate misc. treasure */ |
3257 | tmp = arch_to_object (tr->item); |
3203 | tmp = tr->item->instance (); |
3258 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3204 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3259 | who->insert (tmp); |
3205 | who->insert (tmp); |
3260 | } |
3206 | } |
3261 | } |
3207 | } |
3262 | |
3208 | |
3263 | /** |
3209 | //-GPL |
3264 | * Unready an object for a player. This function does nothing if the object was |
|
|
3265 | * not readied. |
|
|
3266 | */ |
|
|
3267 | void |
|
|
3268 | player_unready_range_ob (player *pl, object *ob) |
|
|
3269 | { |
|
|
3270 | if (pl->ob->current_weapon == ob) |
|
|
3271 | pl->ob->current_weapon = 0; |
|
|
3272 | |
|
|
3273 | if (pl->combat_ob == ob) |
|
|
3274 | pl->combat_ob = 0; |
|
|
3275 | |
|
|
3276 | if (pl->ranged_ob == ob) |
|
|
3277 | pl->ranged_ob = 0; |
|
|
3278 | } |
|
|
3279 | |
3210 | |
3280 | sint8 |
3211 | sint8 |
3281 | player::darkness_at (maptile *map, int x, int y) const |
3212 | player::darkness_at (maptile *map, int x, int y) const |
3282 | { |
3213 | { |
3283 | if (!ns) |
3214 | if (!ns) |