1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify 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 2 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, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
24 | |
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> |
… | |
… | |
33 | #include <algorithm> |
35 | #include <algorithm> |
34 | #include <functional> |
36 | #include <functional> |
35 | |
37 | |
36 | playervec players; |
38 | playervec players; |
37 | |
39 | |
38 | void |
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39 | display_motd (const object *op) |
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40 | { |
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41 | char buf[MAX_BUF]; |
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42 | char motd[HUGE_BUF]; |
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43 | FILE *fp; |
|
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44 | int comp; |
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45 | int size; |
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46 | |
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47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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49 | return; |
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50 | |
|
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51 | motd[0] = '\0'; |
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52 | size = 0; |
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53 | |
|
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54 | while (fgets (buf, MAX_BUF, fp)) |
|
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55 | { |
|
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56 | if (*buf == '#') |
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57 | continue; |
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58 | |
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59 | strncat (motd + size, buf, HUGE_BUF - size); |
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60 | size += strlen (buf); |
|
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61 | } |
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62 | |
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63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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64 | close_and_delete (fp, comp); |
|
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65 | } |
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66 | |
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67 | void |
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68 | send_rules (const object *op) |
|
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69 | { |
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70 | char buf[MAX_BUF]; |
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71 | char rules[HUGE_BUF]; |
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72 | FILE *fp; |
|
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73 | int comp; |
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74 | int size; |
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75 | |
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76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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78 | return; |
|
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79 | |
|
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80 | rules[0] = '\0'; |
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81 | size = 0; |
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82 | |
|
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83 | while (fgets (buf, MAX_BUF, fp)) |
|
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84 | { |
|
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85 | if (*buf == '#') |
|
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86 | continue; |
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87 | |
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88 | if (size + strlen (buf) >= HUGE_BUF) |
|
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89 | { |
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90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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91 | break; |
|
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92 | } |
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93 | |
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94 | strncat (rules + size, buf, HUGE_BUF - size); |
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95 | size += strlen (buf); |
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96 | } |
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97 | |
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98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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99 | close_and_delete (fp, comp); |
|
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100 | } |
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101 | |
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102 | void |
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103 | send_news (const object *op) |
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104 | { |
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105 | char buf[MAX_BUF]; |
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106 | char news[HUGE_BUF]; |
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107 | char subject[MAX_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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114 | return; |
|
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115 | |
|
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116 | news[0] = '\0'; |
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117 | subject[0] = '\0'; |
|
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118 | size = 0; |
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119 | |
|
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120 | while (fgets (buf, MAX_BUF, fp)) |
|
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121 | { |
|
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122 | if (*buf == '#') |
|
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123 | continue; |
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124 | |
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125 | if (*buf == '%') |
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126 | { /* send one news */ |
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127 | if (size > 0) |
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128 | 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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129 | |
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130 | strcpy (subject, buf + 1); |
|
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131 | strip_endline (subject); |
|
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132 | size = 0; |
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133 | news[0] = '\0'; |
|
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134 | } |
|
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135 | else |
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136 | { |
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137 | if (size + strlen (buf) >= HUGE_BUF) |
|
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138 | { |
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139 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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140 | break; |
|
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141 | } |
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142 | strncat (news + size, buf, HUGE_BUF - size); |
|
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143 | size += strlen (buf); |
|
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144 | } |
|
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145 | } |
|
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146 | |
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147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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149 | close_and_delete (fp, comp); |
|
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150 | } |
|
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151 | |
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152 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
153 | static void |
41 | static void |
154 | set_first_map (object *op) |
42 | set_first_map (object *op) |
155 | { |
43 | { |
156 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
157 | op->x = -1; |
45 | op->x = -1; |
158 | op->y = -1; |
46 | op->y = -1; |
159 | } |
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160 | |
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161 | void |
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162 | player::enter_map () |
|
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163 | { |
|
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164 | object *tmp = object::create (); |
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165 | |
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166 | EXIT_PATH (tmp) = maplevel; |
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167 | EXIT_X (tmp) = ob->x; |
|
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168 | EXIT_Y (tmp) = ob->y; |
|
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169 | ob->enter_exit (tmp); |
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170 | |
|
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171 | tmp->destroy (); |
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172 | } |
47 | } |
173 | |
48 | |
174 | void |
49 | void |
175 | player::activate () |
50 | player::activate () |
176 | { |
51 | { |
… | |
… | |
181 | ob->remove (); |
56 | ob->remove (); |
182 | ob->map = 0; |
57 | ob->map = 0; |
183 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
186 | enter_map (); |
|
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187 | } |
61 | } |
188 | |
62 | |
189 | void |
63 | void |
190 | player::deactivate () |
64 | player::deactivate () |
191 | { |
65 | { |
… | |
… | |
198 | |
72 | |
199 | if (ob->map) |
73 | if (ob->map) |
200 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
201 | |
75 | |
202 | ob->remove (); |
76 | ob->remove (); |
|
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
203 | ob->map = 0; |
78 | ob->map = 0; |
204 | party = 0; |
79 | party = 0; |
205 | |
80 | |
206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
207 | |
82 | |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
96 | ob->close_container (); //TODO: client-specific |
222 | |
97 | |
223 | ns->update_look = 0; |
98 | ns->update_look = 0; |
224 | ns->look_position = 0; |
99 | ns->look_position = 0; |
225 | |
100 | |
226 | clear_los (ob); |
101 | clear_los (); |
227 | |
102 | |
228 | ns->reset_stats (); |
103 | ns->reset_stats (); |
229 | |
104 | |
230 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
107 | ob->race = ob->arch->race; |
233 | |
108 | |
234 | ob->carrying = sum_weight (ob); |
109 | ob->update_weight (); |
235 | link_player_skills (ob); |
110 | link_skills (); |
236 | |
111 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
238 | |
113 | |
239 | assign (title, ob->arch->clone.name); |
114 | assign (title, ob->arch->object::name); |
240 | |
115 | |
241 | /* if it's a dragon player, set the correct title here */ |
116 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
117 | if (is_dragon_pl (ob)) |
243 | { |
118 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
119 | object *tmp, *abil = 0, *skin = 0; |
245 | |
120 | |
246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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248 | |
|
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249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
122 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
123 | if (tmp->arch->archname == shstr_dragon_ability_force) |
252 | abil = tmp; |
124 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
125 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
254 | skin = tmp; |
126 | skin = tmp; |
255 | |
127 | |
256 | set_dragon_name (ob, abil, skin); |
128 | set_dragon_name (ob, abil, skin); |
257 | } |
129 | } |
258 | |
130 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
131 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
132 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
133 | esrv_new_player (this); |
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134 | |
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135 | ob->update_stats (); |
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136 | |
|
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137 | ns->floorbox_update (); |
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138 | esrv_send_inventory (ob, ob); |
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139 | esrv_add_spells (this, 0); |
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140 | |
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141 | activate (); |
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142 | |
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143 | INVOKE_PLAYER (CONNECT, this); |
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144 | INVOKE_PLAYER (LOGIN, this); |
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145 | } |
|
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146 | |
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147 | void |
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148 | player::disconnect () |
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149 | { |
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150 | if (ob) |
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151 | { |
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152 | ob->close_container (); //TODO: client-specific |
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153 | ob->drop_unpaid_items (); |
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154 | } |
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155 | |
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156 | if (ns) |
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157 | { |
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158 | if (active) |
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159 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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160 | |
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161 | INVOKE_PLAYER (DISCONNECT, this); |
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162 | |
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163 | ns->reset_stats (); |
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164 | ns->pl = 0; |
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165 | ns = 0; |
|
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166 | } |
|
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167 | |
|
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168 | // this is important for the player scheduler to get the correct refcount |
|
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169 | // when ns = 0 |
|
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170 | observe = viewpoint = ob; |
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171 | |
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172 | deactivate (); |
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173 | } |
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174 | |
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175 | //-GPL |
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176 | |
|
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177 | // the need for this function can be explained |
|
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178 | // by load_object not returning the object |
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179 | void |
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180 | player::set_object (object *op) |
|
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181 | { |
|
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182 | ob = observe = viewpoint = op; |
|
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183 | ob->contr = this; /* this aren't yet in archetype */ |
|
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184 | |
|
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185 | ob->speed = 1.0f; |
|
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186 | ob->speed_left = 0.5f; |
|
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187 | |
|
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188 | ob->direction = 5; /* So player faces south */ |
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189 | |
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190 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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191 | ob->flag [FLAG_READY_SKILL] = false; |
|
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192 | ob->flag [FLAG_READY_BOW] = false; |
262 | |
193 | |
263 | for (object *op = ob->inv; op; op = op->below) |
194 | for (object *op = ob->inv; op; op = op->below) |
264 | if (op->flag [FLAG_APPLIED]) |
195 | if (op->flag [FLAG_APPLIED]) |
265 | switch (op->type) |
196 | switch (op->type) |
266 | { |
197 | { |
|
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198 | case SKILL: |
|
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199 | ob->flag [FLAG_APPLIED] = false; |
|
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200 | break; |
|
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201 | |
267 | case WAND: |
202 | case WAND: |
268 | case ROD: |
203 | case ROD: |
269 | case HORN: |
204 | case HORN: |
270 | case BOW: |
205 | case BOW: |
271 | case SKILL: |
206 | ranged_ob = op; |
272 | case SKILL_TOOL: |
207 | break; |
|
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208 | |
273 | case WEAPON: |
209 | case WEAPON: |
274 | apply_special (ob, op, AP_UNAPPLY); |
210 | combat_ob = op; |
275 | apply_special (ob, op, AP_APPLY); |
|
|
276 | break; |
211 | break; |
277 | } |
212 | } |
278 | |
213 | |
279 | ob->update_stats (); |
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
280 | ns->floorbox_update (); |
215 | ob->deactivate (); // change_weapon activates, fix this better |
281 | |
|
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282 | esrv_send_inventory (ob, ob); |
|
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283 | esrv_add_spells (this, 0); |
|
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284 | |
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285 | activate (); |
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286 | |
|
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287 | send_rules (ob); |
|
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288 | send_news (ob); |
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289 | display_motd (ob); |
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290 | |
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291 | INVOKE_PLAYER (CONNECT, this); |
|
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292 | INVOKE_PLAYER (LOGIN, this); |
|
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293 | } |
216 | } |
294 | |
217 | |
295 | void |
218 | void |
296 | player::disconnect () |
219 | player::set_observe (object *op) |
297 | { |
220 | { |
298 | if (ns) |
221 | observe = viewpoint = op ? op : ob; |
299 | { |
222 | do_los = 1; |
300 | if (active) |
|
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301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
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302 | |
|
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303 | INVOKE_PLAYER (DISCONNECT, this); |
|
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304 | |
|
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305 | ns->reset_stats (); |
|
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306 | ns->pl = 0; |
|
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307 | ns = 0; |
|
|
308 | } |
|
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309 | |
|
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310 | if (ob) |
|
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311 | ob->close_container (); //TODO: client-specific |
|
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312 | |
|
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313 | deactivate (); |
|
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314 | } |
223 | } |
315 | |
224 | |
316 | // the need for this function can be explained |
|
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317 | // by load_object not returning the object |
|
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318 | void |
225 | void |
319 | player::set_object (object *op) |
226 | player::set_viewpoint (object *op) |
320 | { |
227 | { |
321 | ob = op; |
228 | viewpoint = op ? op : (object *)observe; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
229 | do_los = 1; |
323 | |
|
|
324 | ob->speed_left = 0.5; |
|
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325 | ob->speed = 1.0; |
|
|
326 | ob->direction = 5; /* So player faces south */ |
|
|
327 | } |
230 | } |
|
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231 | |
|
|
232 | //+GPL |
328 | |
233 | |
329 | player::player () |
234 | player::player () |
330 | { |
235 | { |
331 | /* There are some elements we want initialised to non zero value - |
236 | /* There are some elements we want initialised to non zero value - |
332 | * we deal with that below this point. |
237 | * we deal with that below this point. |
… | |
… | |
338 | savebed_map = first_map_path; /* Init. respawn position */ |
243 | savebed_map = first_map_path; /* Init. respawn position */ |
339 | |
244 | |
340 | gen_sp_armour = 10; |
245 | gen_sp_armour = 10; |
341 | bowtype = bow_normal; |
246 | bowtype = bow_normal; |
342 | petmode = pet_normal; |
247 | petmode = pet_normal; |
343 | listening = 10; |
|
|
344 | usekeys = containers; |
248 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
249 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
250 | do_los = 1; |
|
|
251 | |
|
|
252 | weapon_sp = 1.0f; |
|
|
253 | weapon_sp_left = 0.5f; |
347 | } |
254 | } |
348 | |
255 | |
349 | void |
256 | void |
350 | player::do_destroy () |
257 | player::do_destroy () |
351 | { |
258 | { |
… | |
… | |
356 | if (ob) |
263 | if (ob) |
357 | { |
264 | { |
358 | ob->destroy_inv (false); |
265 | ob->destroy_inv (false); |
359 | ob->destroy (); |
266 | ob->destroy (); |
360 | } |
267 | } |
|
|
268 | |
|
|
269 | ob = observe = viewpoint = 0; |
361 | } |
270 | } |
362 | |
271 | |
363 | player::~player () |
272 | player::~player () |
364 | { |
273 | { |
365 | /* Clear item stack */ |
274 | /* Clear item stack */ |
366 | free (stack_items); |
275 | free (stack_items); |
|
|
276 | } |
|
|
277 | |
|
|
278 | /* |
|
|
279 | * get_player_archetype() return next player archetype from archetype |
|
|
280 | * list. Not very efficient routine, but used only creating new players. |
|
|
281 | * Note: there MUST be at least one player archetype! |
|
|
282 | */ |
|
|
283 | static archetype * |
|
|
284 | get_player_archetype (archetype *at) |
|
|
285 | { |
|
|
286 | // archetypes could have been reloaded |
|
|
287 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
288 | |
|
|
289 | if (!nat) |
|
|
290 | return at; |
|
|
291 | |
|
|
292 | archvec::iterator i = archetypes.find (nat); |
|
|
293 | |
|
|
294 | for (;;) |
|
|
295 | { |
|
|
296 | if (++i == archetypes.end ()) |
|
|
297 | i = archetypes.begin (); |
|
|
298 | else if (*i == at) |
|
|
299 | cleanup ("not a single player archetype found"); |
|
|
300 | |
|
|
301 | if ((*i)->type == PLAYER) |
|
|
302 | return *i; |
|
|
303 | } |
367 | } |
304 | } |
368 | |
305 | |
369 | /* Tries to add player on the connection passed in ns. |
306 | /* Tries to add player on the connection passed in ns. |
370 | * All we can really get in this is some settings like host and display |
307 | * All we can really get in this is some settings like host and display |
371 | * mode. |
308 | * mode. |
… | |
… | |
384 | set_first_map (pl->ob); |
321 | set_first_map (pl->ob); |
385 | |
322 | |
386 | return pl; |
323 | return pl; |
387 | } |
324 | } |
388 | |
325 | |
389 | /* |
|
|
390 | * get_player_archetype() return next player archetype from archetype |
|
|
391 | * list. Not very efficient routine, but used only creating new players. |
|
|
392 | * Note: there MUST be at least one player archetype! |
|
|
393 | */ |
|
|
394 | archetype * |
|
|
395 | get_player_archetype (archetype *at) |
|
|
396 | { |
|
|
397 | archetype *start = at; |
|
|
398 | |
|
|
399 | for (;;) |
|
|
400 | { |
|
|
401 | if (at == NULL || at->next == NULL) |
|
|
402 | at = first_archetype; |
|
|
403 | else |
|
|
404 | at = at->next; |
|
|
405 | |
|
|
406 | if (at->clone.type == PLAYER) |
|
|
407 | return at; |
|
|
408 | |
|
|
409 | if (at == start) |
|
|
410 | { |
|
|
411 | LOG (llevError, "No Player archetypes\n"); |
|
|
412 | exit (-1); |
|
|
413 | } |
|
|
414 | } |
|
|
415 | } |
|
|
416 | |
|
|
417 | object * |
326 | object * |
418 | get_nearest_player (object *mon) |
327 | get_nearest_player (object *mon) |
419 | { |
328 | { |
420 | object *op = NULL; |
329 | object *op = NULL; |
421 | objectlink *ol; |
330 | objectlink *ol; |
422 | unsigned lastdist; |
331 | unsigned lastdist; |
423 | rv_vector rv; |
332 | rv_vector rv; |
424 | |
333 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
334 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
335 | { |
427 | /* We should not find free objects on this friendly list, but it |
|
|
428 | * does periodically happen. Given that, lets deal with it. |
|
|
429 | * While unlikely, it is possible the next object on the friendly |
|
|
430 | * list is also free, so encapsulate this in a while loop. |
|
|
431 | */ |
|
|
432 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
433 | { |
|
|
434 | object *tmp = ol->ob; |
|
|
435 | |
|
|
436 | /* Can't do much more other than log the fact, because the object |
|
|
437 | * itself will have been cleared. |
|
|
438 | */ |
|
|
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
|
|
441 | ol = ol->next; |
|
|
442 | remove_friendly_object (tmp); |
|
|
443 | if (!ol) |
|
|
444 | return op; |
|
|
445 | } |
|
|
446 | |
|
|
447 | /* Remove special check for player from this. First, it looks to cause |
|
|
448 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
449 | * complicated method of state checking would be needed in any case - |
|
|
450 | * as it was, a clever player could type quit, and the function would |
|
|
451 | * skip them over while waiting for confirmation. Remove |
|
|
452 | * on_same_map check, as can_detect_enemy also does this |
|
|
453 | */ |
|
|
454 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
336 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
455 | continue; |
337 | continue; |
456 | |
338 | |
457 | if (lastdist > rv.distance) |
339 | if (lastdist > rv.distance) |
458 | { |
340 | { |
… | |
… | |
653 | |
535 | |
654 | return firstdir; |
536 | return firstdir; |
655 | } |
537 | } |
656 | |
538 | |
657 | void |
539 | void |
658 | give_initial_items (object *pl, treasurelist * items) |
540 | give_initial_items (object *pl, treasurelist *items) |
659 | { |
541 | { |
660 | object *op, *next = NULL; |
|
|
661 | |
|
|
662 | if (pl->randomitems != NULL) |
542 | if (pl->randomitems) |
663 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
543 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
664 | |
544 | |
665 | for (op = pl->inv; op; op = next) |
545 | for (object *next, *op = pl->inv; op; op = next) |
666 | { |
546 | { |
667 | next = op->below; |
547 | next = op->below; |
668 | |
548 | |
669 | /* Forces get applied per default, unless they have the |
549 | /* Forces get applied per default, unless they have the |
670 | * flag "neutral" set. Sorry but I can't think of a better way |
550 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
675 | /* we never give weapons/armour if these cannot be used |
555 | /* we never give weapons/armour if these cannot be used |
676 | * by this player due to race restrictions |
556 | * by this player due to race restrictions |
677 | */ |
557 | */ |
678 | if (pl->type == PLAYER) |
558 | if (pl->type == PLAYER) |
679 | { |
559 | { |
680 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
560 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
561 | && |
681 | (op->type == ARMOUR || op->type == BOOTS || |
562 | (op->type == ARMOUR || op->type == BOOTS |
682 | op->type == CLOAK || op->type == HELMET || |
563 | || op->type == CLOAK || op->type == HELMET |
683 | op->type == SHIELD || op->type == GLOVES || |
564 | || op->type == SHIELD || op->type == GLOVES |
|
|
565 | || op->type == BRACERS || op->type == GIRDLE)) |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
566 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
685 | { |
567 | { |
686 | op->destroy (); |
568 | op->destroy (); |
687 | continue; |
569 | continue; |
688 | } |
570 | } |
689 | } |
571 | } |
690 | |
572 | |
691 | /* This really needs to be better - we should really give |
573 | /* Here we remove duplicated skills (as duplicated spell objects have |
692 | * a substitute spellbook. The problem is that we don't really |
574 | * _very_ confusing effects for players), which could for instance be |
693 | * have a good idea what to replace it with (need something like |
575 | * generated by bad treasurelists. - elmex |
694 | * a first level treasurelist for each skill.) |
|
|
695 | * remove duplicate skills also |
|
|
696 | */ |
576 | */ |
697 | if (op->type == SPELLBOOK || op->type == SKILL) |
577 | if (op->type == SKILL) |
698 | { |
578 | { |
699 | object *tmp; |
|
|
700 | |
|
|
701 | for (tmp = op->below; tmp; tmp = tmp->below) |
579 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
702 | if (tmp->type == op->type && tmp->name == op->name) |
580 | if (tmp->type == op->type && tmp->name == op->name) |
703 | break; |
|
|
704 | |
|
|
705 | if (tmp) |
|
|
706 | { |
581 | { |
707 | op->destroy (); |
582 | op->destroy (); |
|
|
583 | LOG (llevError, |
708 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
584 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
709 | continue; |
585 | break; |
710 | } |
586 | } |
711 | |
587 | |
712 | if (op->nrof > 1) |
588 | if (op->nrof > 1) |
713 | op->nrof = 1; |
589 | op->nrof = 1; |
714 | } |
590 | } |
715 | |
591 | |
716 | if (op->type == SPELLBOOK && op->inv) |
592 | if (op->type == SPELLBOOK && op->inv) |
717 | { |
|
|
718 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
593 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
719 | } |
|
|
720 | |
594 | |
721 | /* Give starting characters identified, uncursed, and undamned |
595 | /* Give starting characters identified, uncursed, and undamned |
722 | * items. Just don't identify gold or silver, or it won't be |
596 | * items. Just don't identify gold or silver, or it won't be |
723 | * merged properly. |
597 | * merged properly. |
724 | */ |
598 | */ |
725 | if (need_identify (op)) |
599 | if (need_identify (op)) |
726 | { |
600 | { |
727 | SET_FLAG (op, FLAG_IDENTIFIED); |
601 | SET_FLAG (op, FLAG_IDENTIFIED); |
728 | CLEAR_FLAG (op, FLAG_CURSED); |
602 | CLEAR_FLAG (op, FLAG_CURSED); |
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
603 | CLEAR_FLAG (op, FLAG_DAMNED); |
730 | } |
604 | } |
|
|
605 | |
731 | if (op->type == SPELL) |
606 | if (op->type == SPELL) |
732 | { |
607 | { |
733 | op->destroy (); |
608 | op->destroy (); |
734 | continue; |
609 | continue; |
735 | } |
610 | } |
… | |
… | |
737 | { |
612 | { |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
613 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
739 | op->stats.exp = 0; |
614 | op->stats.exp = 0; |
740 | op->level = 1; |
615 | op->level = 1; |
741 | } |
616 | } |
742 | /* lock all 'normal items by default */ |
617 | else /* lock all 'normal items by default */ |
743 | else |
|
|
744 | SET_FLAG (op, FLAG_INV_LOCKED); |
618 | SET_FLAG (op, FLAG_INV_LOCKED); |
745 | } /* for loop of objects in player inv */ |
619 | } /* for loop of objects in player inv */ |
746 | |
620 | |
747 | /* Need to set up the skill pointers */ |
621 | /* Need to set up the skill pointers */ |
748 | link_player_skills (pl); |
622 | pl->contr->link_skills (); |
749 | } |
623 | } |
750 | |
624 | |
751 | void |
625 | void |
752 | get_party_password (object *op, partylist *party) |
626 | get_party_password (object *op, partylist *party) |
753 | { |
627 | { |
… | |
… | |
854 | static void |
728 | static void |
855 | start_info (object *op) |
729 | start_info (object *op) |
856 | { |
730 | { |
857 | char buf[MAX_BUF]; |
731 | char buf[MAX_BUF]; |
858 | |
732 | |
859 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
733 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
860 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
734 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
861 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
862 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
863 | } |
735 | } |
864 | |
736 | |
865 | /* This function takes the key that is passed, and does the |
737 | /* This function takes the key that is passed, and does the |
866 | * appropriate action with it (change race, or other things). |
738 | * appropriate action with it (change race, or other things). |
867 | * The function name is for historical reasons - now we have |
739 | * The function name is for historical reasons - now we have |
… | |
… | |
870 | */ |
742 | */ |
871 | void |
743 | void |
872 | player::chargen_race_done () |
744 | player::chargen_race_done () |
873 | { |
745 | { |
874 | /* this must before then initial items are given */ |
746 | /* this must before then initial items are given */ |
875 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
747 | esrv_new_player (ob->contr); |
876 | |
748 | |
877 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
749 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
878 | if (tl) |
750 | if (tl) |
879 | create_treasure (tl, ob, 0, 0, 0); |
751 | create_treasure (tl, ob, 0, 0, 0); |
880 | |
752 | |
881 | INVOKE_PLAYER (BIRTH, ob->contr); |
753 | INVOKE_PLAYER (BIRTH, ob->contr); |
882 | INVOKE_PLAYER (LOGIN, ob->contr); |
754 | INVOKE_PLAYER (LOGIN, ob->contr); |
883 | |
755 | |
884 | ob->contr->ns->state = ST_PLAYING; |
756 | ob->contr->ns->state = ST_PLAYING; |
885 | |
757 | |
886 | if (ob->msg) |
758 | if (ob->msg) |
887 | ob->msg = 0; |
759 | ob->msg = 0; |
888 | |
|
|
889 | /* We create this now because some of the unique maps will need it |
|
|
890 | * to save here. |
|
|
891 | */ |
|
|
892 | { |
|
|
893 | char buf[MAX_BUF]; |
|
|
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
895 | make_path_to_file (buf); |
|
|
896 | } |
|
|
897 | |
760 | |
898 | start_info (ob); |
761 | start_info (ob); |
899 | CLEAR_FLAG (ob, FLAG_WIZ); |
762 | CLEAR_FLAG (ob, FLAG_WIZ); |
900 | give_initial_items (ob, ob->randomitems); |
763 | give_initial_items (ob, ob->randomitems); |
901 | link_player_skills (ob); |
|
|
902 | esrv_send_inventory (ob, ob); |
764 | esrv_send_inventory (ob, ob); |
903 | ob->update_stats (); |
765 | ob->update_stats (); |
904 | |
766 | |
905 | /* This moves the player to a different start map, if there |
767 | /* This moves the player to a different start map, if there |
906 | * is one for this race |
768 | * is one for this race |
907 | */ |
769 | */ |
908 | if (*first_map_ext_path) |
770 | if (*first_map_ext_path) |
909 | { |
771 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
910 | object *tmp; |
|
|
911 | char mapname[MAX_BUF]; |
|
|
912 | |
|
|
913 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
914 | tmp = object::create (); |
|
|
915 | EXIT_PATH (tmp) = mapname; |
|
|
916 | EXIT_X (tmp) = ob->x; |
|
|
917 | EXIT_Y (tmp) = ob->y; |
|
|
918 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
919 | * if the map isn't there, then stay on the |
|
|
920 | * default initial map */ |
|
|
921 | tmp->destroy (); |
|
|
922 | } |
|
|
923 | else |
772 | else |
924 | LOG (llevDebug, "first_map_ext_path not set\n"); |
773 | LOG (llevDebug, "first_map_ext_path not set\n"); |
925 | } |
774 | } |
926 | |
775 | |
927 | void |
776 | void |
… | |
… | |
937 | int x = ob->x, y = ob->y; |
786 | int x = ob->x, y = ob->y; |
938 | |
787 | |
939 | ob->remove_statbonus (); |
788 | ob->remove_statbonus (); |
940 | ob->remove (); |
789 | ob->remove (); |
941 | ob->arch = get_player_archetype (ob->arch); |
790 | ob->arch = get_player_archetype (ob->arch); |
942 | ob->arch->clone.copy_to (ob); |
791 | ob->arch->copy_to (ob); |
943 | ob->instantiate (); |
792 | ob->instantiate (); |
944 | ob->stats = ob->contr->orig_stats; |
793 | ob->stats = ob->contr->orig_stats; |
945 | ob->name = ob->name_pl = name; |
794 | ob->name = ob->name_pl = name; |
946 | ob->x = x; |
795 | ob->x = x; |
947 | ob->y = y; |
796 | ob->y = y; |
948 | SET_ANIMATION (ob, 2); /* So player faces south */ |
797 | SET_ANIMATION (ob, 2); /* So player faces south */ |
949 | insert_ob_in_map (ob, ob->map, ob, 0); |
798 | insert_ob_in_map (ob, ob->map, ob, 0); |
950 | assign (ob->contr->title, ob->arch->clone.name); |
799 | assign (ob->contr->title, ob->arch->object::name); |
951 | ob->add_statbonus (); |
800 | ob->add_statbonus (); |
952 | } |
801 | } |
953 | while (!allowed_class (ob)); |
802 | while (!allowed_class (ob)); |
954 | |
803 | |
955 | update_object (ob, UP_OBJ_FACE); |
804 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
958 | ob->stats.hp = ob->stats.maxhp; |
807 | ob->stats.hp = ob->stats.maxhp; |
959 | ob->stats.sp = ob->stats.maxsp; |
808 | ob->stats.sp = ob->stats.maxsp; |
960 | ob->stats.grace = 0; |
809 | ob->stats.grace = 0; |
961 | } |
810 | } |
962 | |
811 | |
963 | void |
812 | static void |
964 | flee_player (object *op) |
813 | flee_player (object *op) |
965 | { |
814 | { |
966 | int dir, diff; |
815 | int dir, diff; |
967 | rv_vector rv; |
816 | rv_vector rv; |
968 | |
817 | |
… | |
… | |
971 | LOG (llevDebug, "Fleeing player is dead.\n"); |
820 | LOG (llevDebug, "Fleeing player is dead.\n"); |
972 | CLEAR_FLAG (op, FLAG_SCARED); |
821 | CLEAR_FLAG (op, FLAG_SCARED); |
973 | return; |
822 | return; |
974 | } |
823 | } |
975 | |
824 | |
976 | if (op->enemy == NULL) |
825 | if (!op->enemy) |
977 | { |
826 | { |
978 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
827 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
979 | CLEAR_FLAG (op, FLAG_SCARED); |
828 | CLEAR_FLAG (op, FLAG_SCARED); |
980 | return; |
829 | return; |
981 | } |
830 | } |
982 | |
831 | |
983 | /* Seen some crashes here. Since we don't store an |
|
|
984 | * op->enemy_count, it is possible that something destroys the |
|
|
985 | * actual enemy, and the object is recycled. |
|
|
986 | */ |
|
|
987 | if (op->enemy->map == NULL) |
|
|
988 | { |
|
|
989 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
990 | op->enemy = NULL; |
|
|
991 | return; |
|
|
992 | } |
|
|
993 | |
|
|
994 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
832 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
995 | { |
833 | { |
996 | op->enemy = NULL; |
834 | op->enemy = NULL; |
997 | CLEAR_FLAG (op, FLAG_SCARED); |
835 | CLEAR_FLAG (op, FLAG_SCARED); |
998 | return; |
836 | return; |
… | |
… | |
1001 | get_rangevector (op, op->enemy, &rv, 0); |
839 | get_rangevector (op, op->enemy, &rv, 0); |
1002 | |
840 | |
1003 | dir = absdir (4 + rv.direction); |
841 | dir = absdir (4 + rv.direction); |
1004 | for (diff = 0; diff < 3; diff++) |
842 | for (diff = 0; diff < 3; diff++) |
1005 | { |
843 | { |
1006 | int m = 1 - (RANDOM () & 2); |
844 | int m = 1 - rndm (2) * 2; |
1007 | |
845 | |
1008 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1009 | return; |
847 | return; |
1010 | } |
848 | } |
1011 | |
849 | |
… | |
… | |
1022 | check_pick (object *op) |
860 | check_pick (object *op) |
1023 | { |
861 | { |
1024 | object *tmp, *next; |
862 | object *tmp, *next; |
1025 | int stop = 0; |
863 | int stop = 0; |
1026 | int wvratio; |
864 | int wvratio; |
1027 | char putstring[128]; |
|
|
1028 | |
865 | |
1029 | /* if you're flying, you cna't pick up anything */ |
866 | /* if you're flying, you cna't pick up anything */ |
1030 | if (op->move_type & MOVE_FLYING) |
867 | if (op->move_type & MOVE_FLYING) |
1031 | return 1; |
868 | return 1; |
1032 | |
869 | |
1033 | next = op->below; |
870 | next = op->below; |
1034 | |
871 | |
|
|
872 | int cnt = MAX_ITEM_PER_DROP; |
|
|
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
874 | |
1035 | /* loop while there are items on the floor that are not marked as |
875 | /* loop while there are items on the floor that are not marked as |
1036 | * destroyed */ |
876 | * destroyed */ |
1037 | while (next && !next->destroyed ()) |
877 | while (next && !next->destroyed ()) |
1038 | { |
878 | { |
1039 | tmp = next; |
879 | tmp = next; |
1040 | next = tmp->below; |
880 | next = tmp->below; |
1041 | |
881 | |
|
|
882 | if (cnt <= 0) |
|
|
883 | { |
|
|
884 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
885 | return 0; |
|
|
886 | } |
|
|
887 | |
1042 | if (op->destroyed ()) |
888 | if (op->destroyed ()) |
1043 | return 0; |
889 | return 0; |
1044 | |
890 | |
1045 | if (!can_pick (op, tmp)) |
891 | if (!can_pick (op, tmp)) |
1046 | continue; |
892 | continue; |
1047 | |
893 | |
1048 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
894 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1049 | { |
895 | { |
1050 | if (item_matched_string (op, tmp, op->contr->search_str)) |
896 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1051 | pick_up (op, tmp); |
897 | CHK_PICK_PICKUP; |
|
|
898 | |
1052 | continue; |
899 | continue; |
1053 | } |
900 | } |
1054 | |
901 | |
1055 | /* high not bit set? We're using the old autopickup model */ |
902 | /* pickup handling */ |
|
|
903 | if (op->contr->mode & PU_DEBUG) |
|
|
904 | { |
|
|
905 | /* some debugging code to figure out item information */ |
|
|
906 | const char *str = tmp->name |
|
|
907 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
908 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
909 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
910 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
911 | |
|
|
912 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
913 | } |
|
|
914 | |
|
|
915 | if (op->contr->mode & PU_INHIBIT) |
|
|
916 | return 1; |
|
|
917 | |
|
|
918 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
919 | return 1; |
|
|
920 | |
|
|
921 | /* philosophy: |
|
|
922 | * It's easy to grab an item type from a pile, as long as it's |
|
|
923 | * generic. This takes no game-time. For more detailed pickups |
|
|
924 | * and selections, select-items should be used. This is a |
|
|
925 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
926 | * example. |
|
|
927 | * The drawback: right now it has no frontend, so you need to |
|
|
928 | * stick the bits you want into a calculator in hex mode and then |
|
|
929 | * convert to decimal and then 'pickup <#> |
|
|
930 | */ |
|
|
931 | |
|
|
932 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
933 | * STOP then we stop. All the rest are applied sequentially, |
|
|
934 | * meaning if any test passes, the item gets picked up. */ |
|
|
935 | |
|
|
936 | /* if mode is set to pick nothing up, return */ |
|
|
937 | if (op->contr->mode == PU_NOTHING) |
|
|
938 | return 1; |
|
|
939 | |
|
|
940 | /* if mode is set to stop when encountering objects, return */ |
|
|
941 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
942 | * anything up */ |
|
|
943 | if (op->contr->mode & PU_STOP) |
|
|
944 | return 0; |
|
|
945 | |
|
|
946 | /* useful for going into stores and not losing your settings... */ |
|
|
947 | /* and for battles wher you don't want to get loaded down while |
|
|
948 | * fighting */ |
|
|
949 | if (op->contr->mode & PU_INHIBIT) |
|
|
950 | return 1; |
|
|
951 | |
|
|
952 | /* prevent us from turning into auto-thieves :) */ |
|
|
953 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
954 | continue; |
|
|
955 | |
|
|
956 | /* ignore known cursed objects */ |
|
|
957 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
958 | continue; |
|
|
959 | |
|
|
960 | /* all food and drink if desired */ |
|
|
961 | /* question: don't pick up known-poisonous stuff? */ |
1056 | if (!(op->contr->mode & PU_NEWMODE)) |
962 | if (op->contr->mode & PU_FOOD) |
|
|
963 | if (tmp->type == FOOD) |
1057 | { |
964 | { |
1058 | switch (op->contr->mode) |
965 | CHK_PICK_PICKUP; |
|
|
966 | continue; |
|
|
967 | } |
|
|
968 | |
|
|
969 | if (op->contr->mode & PU_DRINK) |
|
|
970 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
971 | { |
|
|
972 | CHK_PICK_PICKUP; |
|
|
973 | continue; |
|
|
974 | } |
|
|
975 | |
|
|
976 | if (op->contr->mode & PU_POTION) |
|
|
977 | if (tmp->type == POTION) |
|
|
978 | { |
|
|
979 | CHK_PICK_PICKUP; |
|
|
980 | continue; |
|
|
981 | } |
|
|
982 | |
|
|
983 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
984 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
985 | if (tmp->type == SPELLBOOK) |
|
|
986 | { |
|
|
987 | CHK_PICK_PICKUP; |
|
|
988 | continue; |
|
|
989 | } |
|
|
990 | |
|
|
991 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
992 | if (tmp->type == SKILLSCROLL) |
|
|
993 | { |
|
|
994 | CHK_PICK_PICKUP; |
|
|
995 | continue; |
|
|
996 | } |
|
|
997 | |
|
|
998 | if (op->contr->mode & PU_READABLES) |
|
|
999 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1000 | { |
|
|
1001 | CHK_PICK_PICKUP; |
|
|
1002 | continue; |
|
|
1003 | } |
|
|
1004 | |
|
|
1005 | /* wands/staves/rods/horns */ |
|
|
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | /* pick up all magical items */ |
|
|
1014 | if (op->contr->mode & PU_MAGICAL) |
|
|
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1016 | { |
|
|
1017 | CHK_PICK_PICKUP; |
|
|
1018 | continue; |
|
|
1019 | } |
|
|
1020 | |
|
|
1021 | if (op->contr->mode & PU_VALUABLES) |
|
|
1022 | { |
|
|
1023 | if (tmp->type == MONEY || tmp->type == GEM) |
1059 | { |
1024 | { |
1060 | case 0: |
1025 | CHK_PICK_PICKUP; |
1061 | return 1; /* don't pick up */ |
1026 | continue; |
1062 | case 1: |
|
|
1063 | pick_up (op, tmp); |
|
|
1064 | return 1; |
|
|
1065 | case 2: |
|
|
1066 | pick_up (op, tmp); |
|
|
1067 | return 0; |
|
|
1068 | case 3: |
|
|
1069 | return 0; /* stop before pickup */ |
|
|
1070 | case 4: |
|
|
1071 | pick_up (op, tmp); |
|
|
1072 | break; |
|
|
1073 | case 5: |
|
|
1074 | pick_up (op, tmp); |
|
|
1075 | stop = 1; |
|
|
1076 | break; |
|
|
1077 | case 6: |
|
|
1078 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1079 | pick_up (op, tmp); |
|
|
1080 | break; |
|
|
1081 | |
|
|
1082 | case 7: |
|
|
1083 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1084 | pick_up (op, tmp); |
|
|
1085 | break; |
|
|
1086 | |
|
|
1087 | default: |
|
|
1088 | /* use value density */ |
|
|
1089 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1090 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1091 | pick_up (op, tmp); |
|
|
1092 | } |
1027 | } |
1093 | } |
1028 | } |
1094 | else |
1029 | |
1095 | { /* old model */ |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1096 | /* NEW pickup handling */ |
|
|
1097 | if (op->contr->mode & PU_DEBUG) |
1031 | if (op->contr->mode & PU_JEWELS) |
|
|
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1098 | { |
1033 | { |
1099 | /* some debugging code to figure out item information */ |
1034 | CHK_PICK_PICKUP; |
1100 | if (tmp->name != NULL) |
|
|
1101 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1102 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1103 | else |
|
|
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1105 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | |
|
|
1107 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | /* philosophy: |
|
|
1111 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1112 | * generic. This takes no game-time. For more detailed pickups |
|
|
1113 | * and selections, select-items should be used. This is a |
|
|
1114 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1115 | * example. |
|
|
1116 | * The drawback: right now it has no frontend, so you need to |
|
|
1117 | * stick the bits you want into a calculator in hex mode and then |
|
|
1118 | * convert to decimal and then 'pickup <#> |
|
|
1119 | */ |
|
|
1120 | |
|
|
1121 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1122 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1123 | * meaning if any test passes, the item gets picked up. */ |
|
|
1124 | |
|
|
1125 | /* if mode is set to pick nothing up, return */ |
|
|
1126 | |
|
|
1127 | if (op->contr->mode & PU_NOTHING) |
|
|
1128 | return 1; |
|
|
1129 | |
|
|
1130 | /* if mode is set to stop when encountering objects, return */ |
|
|
1131 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1132 | * anything up */ |
|
|
1133 | |
|
|
1134 | if (op->contr->mode & PU_STOP) |
|
|
1135 | return 0; |
|
|
1136 | |
|
|
1137 | /* useful for going into stores and not losing your settings... */ |
|
|
1138 | /* and for battles wher you don't want to get loaded down while |
|
|
1139 | * fighting */ |
|
|
1140 | if (op->contr->mode & PU_INHIBIT) |
|
|
1141 | return 1; |
|
|
1142 | |
|
|
1143 | /* prevent us from turning into auto-thieves :) */ |
|
|
1144 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1145 | continue; |
1035 | continue; |
|
|
1036 | } |
1146 | |
1037 | |
1147 | /* ignore known cursed objects */ |
1038 | /* we don't forget dragon food */ |
1148 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1039 | if (op->contr->mode & PU_FLESH) |
|
|
1040 | if (tmp->type == FLESH) |
|
|
1041 | { |
|
|
1042 | CHK_PICK_PICKUP; |
1149 | continue; |
1043 | continue; |
|
|
1044 | } |
1150 | |
1045 | |
1151 | /* all food and drink if desired */ |
1046 | /* bows and arrows. Bows are good for selling! */ |
1152 | /* question: don't pick up known-poisonous stuff? */ |
1047 | if (op->contr->mode & PU_BOW) |
|
|
1048 | if (tmp->type == BOW) |
|
|
1049 | { |
|
|
1050 | CHK_PICK_PICKUP; |
|
|
1051 | continue; |
|
|
1052 | } |
|
|
1053 | |
|
|
1054 | if (op->contr->mode & PU_ARROW) |
|
|
1055 | if (tmp->type == ARROW) |
|
|
1056 | { |
|
|
1057 | CHK_PICK_PICKUP; |
|
|
1058 | continue; |
|
|
1059 | } |
|
|
1060 | |
|
|
1061 | /* all kinds of armor etc. */ |
|
|
1062 | if (op->contr->mode & PU_ARMOUR) |
|
|
1063 | if (tmp->type == ARMOUR) |
|
|
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | if (op->contr->mode & PU_HELMET) |
|
|
1070 | if (tmp->type == HELMET) |
|
|
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | if (op->contr->mode & PU_SHIELD) |
|
|
1077 | if (tmp->type == SHIELD) |
|
|
1078 | { |
|
|
1079 | CHK_PICK_PICKUP; |
|
|
1080 | continue; |
|
|
1081 | } |
|
|
1082 | |
1153 | if (op->contr->mode & PU_FOOD) |
1083 | if (op->contr->mode & PU_BOOTS) |
1154 | if (tmp->type == FOOD) |
1084 | if (tmp->type == BOOTS) |
|
|
1085 | { |
|
|
1086 | CHK_PICK_PICKUP; |
|
|
1087 | continue; |
|
|
1088 | } |
|
|
1089 | |
|
|
1090 | if (op->contr->mode & PU_GLOVES) |
|
|
1091 | if (tmp->type == GLOVES) |
|
|
1092 | { |
|
|
1093 | CHK_PICK_PICKUP; |
|
|
1094 | continue; |
|
|
1095 | } |
|
|
1096 | |
|
|
1097 | if (op->contr->mode & PU_CLOAK) |
|
|
1098 | if (tmp->type == CLOAK) |
|
|
1099 | { |
|
|
1100 | CHK_PICK_PICKUP; |
|
|
1101 | continue; |
|
|
1102 | } |
|
|
1103 | |
|
|
1104 | /* hoping to catch throwing daggers here */ |
|
|
1105 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1106 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1107 | { |
|
|
1108 | CHK_PICK_PICKUP; |
|
|
1109 | continue; |
|
|
1110 | } |
|
|
1111 | |
|
|
1112 | /* careful: chairs and tables are weapons! */ |
|
|
1113 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1114 | { |
|
|
1115 | if (tmp->type == WEAPON) |
|
|
1116 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1155 | { |
1117 | { |
1156 | pick_up (op, tmp); |
1118 | CHK_PICK_PICKUP; |
1157 | continue; |
1119 | continue; |
1158 | } |
1120 | } |
|
|
1121 | } |
1159 | |
1122 | |
|
|
1123 | /* misc stuff that's useful */ |
1160 | if (op->contr->mode & PU_DRINK) |
1124 | if (op->contr->mode & PU_KEY) |
1161 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1125 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1162 | { |
1126 | { |
1163 | pick_up (op, tmp); |
1127 | CHK_PICK_PICKUP; |
1164 | continue; |
1128 | continue; |
1165 | } |
1129 | } |
1166 | |
1130 | |
|
|
1131 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1132 | * pickups */ |
1167 | if (op->contr->mode & PU_POTION) |
1133 | if (op->contr->mode & PU_RATIO) |
1168 | if (tmp->type == POTION) |
1134 | { |
|
|
1135 | /* use value density to decide what else to grab */ |
|
|
1136 | /* >=7 was >= op->contr->mode */ |
|
|
1137 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1169 | { |
1138 | */ |
1170 | pick_up (op, tmp); |
|
|
1171 | continue; |
|
|
1172 | } |
|
|
1173 | |
|
|
1174 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1175 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1176 | if (tmp->type == SPELLBOOK) |
|
|
1177 | { |
|
|
1178 | pick_up (op, tmp); |
|
|
1179 | continue; |
|
|
1180 | } |
|
|
1181 | |
|
|
1182 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1183 | if (tmp->type == SKILLSCROLL) |
|
|
1184 | { |
|
|
1185 | pick_up (op, tmp); |
|
|
1186 | continue; |
|
|
1187 | } |
|
|
1188 | |
|
|
1189 | if (op->contr->mode & PU_READABLES) |
|
|
1190 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1191 | { |
|
|
1192 | pick_up (op, tmp); |
|
|
1193 | continue; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | /* wands/staves/rods/horns */ |
|
|
1197 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1198 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1199 | { |
|
|
1200 | pick_up (op, tmp); |
|
|
1201 | continue; |
|
|
1202 | } |
|
|
1203 | |
|
|
1204 | /* pick up all magical items */ |
|
|
1205 | if (op->contr->mode & PU_MAGICAL) |
1139 | wvratio = op->contr->mode & PU_RATIO; |
1206 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1140 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1207 | { |
|
|
1208 | pick_up (op, tmp); |
|
|
1209 | continue; |
|
|
1210 | } |
|
|
1211 | |
|
|
1212 | if (op->contr->mode & PU_VALUABLES) |
|
|
1213 | { |
1141 | { |
1214 | if (tmp->type == MONEY || tmp->type == GEM) |
1142 | #if 0 |
|
|
1143 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1144 | if (tmp->name != NULL) |
1215 | { |
1145 | { |
1216 | pick_up (op, tmp); |
1146 | fprintf (stderr, "%s", tmp->name); |
1217 | continue; |
|
|
1218 | } |
1147 | } |
1219 | } |
|
|
1220 | |
|
|
1221 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1222 | if (op->contr->mode & PU_JEWELS) |
|
|
1223 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1224 | { |
|
|
1225 | pick_up (op, tmp); |
|
|
1226 | continue; |
|
|
1227 | } |
|
|
1228 | |
|
|
1229 | /* we don't forget dragon food */ |
|
|
1230 | if (op->contr->mode & PU_FLESH) |
|
|
1231 | if (tmp->type == FLESH) |
|
|
1232 | { |
|
|
1233 | pick_up (op, tmp); |
|
|
1234 | continue; |
|
|
1235 | } |
|
|
1236 | |
|
|
1237 | /* bows and arrows. Bows are good for selling! */ |
|
|
1238 | if (op->contr->mode & PU_BOW) |
|
|
1239 | if (tmp->type == BOW) |
|
|
1240 | { |
|
|
1241 | pick_up (op, tmp); |
|
|
1242 | continue; |
|
|
1243 | } |
|
|
1244 | |
|
|
1245 | if (op->contr->mode & PU_ARROW) |
|
|
1246 | if (tmp->type == ARROW) |
|
|
1247 | { |
|
|
1248 | pick_up (op, tmp); |
|
|
1249 | continue; |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | /* all kinds of armor etc. */ |
|
|
1253 | if (op->contr->mode & PU_ARMOUR) |
|
|
1254 | if (tmp->type == ARMOUR) |
|
|
1255 | { |
|
|
1256 | pick_up (op, tmp); |
|
|
1257 | continue; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | if (op->contr->mode & PU_HELMET) |
|
|
1261 | if (tmp->type == HELMET) |
|
|
1262 | { |
|
|
1263 | pick_up (op, tmp); |
|
|
1264 | continue; |
|
|
1265 | } |
|
|
1266 | |
|
|
1267 | if (op->contr->mode & PU_SHIELD) |
|
|
1268 | if (tmp->type == SHIELD) |
|
|
1269 | { |
|
|
1270 | pick_up (op, tmp); |
|
|
1271 | continue; |
|
|
1272 | } |
|
|
1273 | |
|
|
1274 | if (op->contr->mode & PU_BOOTS) |
|
|
1275 | if (tmp->type == BOOTS) |
|
|
1276 | { |
|
|
1277 | pick_up (op, tmp); |
|
|
1278 | continue; |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | if (op->contr->mode & PU_GLOVES) |
|
|
1282 | if (tmp->type == GLOVES) |
|
|
1283 | { |
|
|
1284 | pick_up (op, tmp); |
|
|
1285 | continue; |
|
|
1286 | } |
|
|
1287 | |
|
|
1288 | if (op->contr->mode & PU_CLOAK) |
|
|
1289 | if (tmp->type == CLOAK) |
|
|
1290 | { |
|
|
1291 | pick_up (op, tmp); |
|
|
1292 | continue; |
|
|
1293 | } |
|
|
1294 | |
|
|
1295 | /* hoping to catch throwing daggers here */ |
|
|
1296 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1297 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1298 | { |
|
|
1299 | pick_up (op, tmp); |
|
|
1300 | continue; |
|
|
1301 | } |
|
|
1302 | |
|
|
1303 | /* careful: chairs and tables are weapons! */ |
|
|
1304 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1305 | { |
|
|
1306 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1307 | { |
|
|
1308 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1309 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1310 | { |
|
|
1311 | pick_up (op, tmp); |
|
|
1312 | continue; |
|
|
1313 | } |
|
|
1314 | } |
|
|
1315 | |
|
|
1316 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1317 | { |
|
|
1318 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1319 | { |
|
|
1320 | pick_up (op, tmp); |
|
|
1321 | continue; |
|
|
1322 | } |
|
|
1323 | } |
|
|
1324 | } |
|
|
1325 | |
|
|
1326 | /* misc stuff that's useful */ |
|
|
1327 | if (op->contr->mode & PU_KEY) |
|
|
1328 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1329 | { |
|
|
1330 | pick_up (op, tmp); |
|
|
1331 | continue; |
|
|
1332 | } |
|
|
1333 | |
|
|
1334 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1335 | * pickups */ |
|
|
1336 | if (op->contr->mode & PU_RATIO) |
|
|
1337 | { |
|
|
1338 | /* use value density to decide what else to grab */ |
|
|
1339 | /* >=7 was >= op->contr->mode */ |
|
|
1340 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1341 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1342 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1343 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1344 | { |
|
|
1345 | pick_up (op, tmp); |
|
|
1346 | #if 0 |
|
|
1347 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1348 | if (tmp->name != NULL) |
|
|
1349 | { |
|
|
1350 | fprintf (stderr, "%s", tmp->name); |
|
|
1351 | } |
|
|
1352 | else |
1148 | else |
1353 | fprintf (stderr, "%s", tmp->arch->name); |
1149 | fprintf (stderr, "%s", tmp->arch->archname); |
1354 | fprintf (stderr, ",%d] = ", tmp->type); |
1150 | fprintf (stderr, ",%d] = ", tmp->type); |
1355 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1151 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1356 | #endif |
1152 | #endif |
|
|
1153 | CHK_PICK_PICKUP; |
1357 | continue; |
1154 | continue; |
1358 | } |
|
|
1359 | } |
1155 | } |
1360 | } /* the new pickup model */ |
1156 | } /* the new pickup model */ |
1361 | } |
1157 | } |
1362 | |
1158 | |
1363 | return !stop; |
1159 | return !stop; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | /* routine for both players and monsters. We call this when |
|
|
1163 | * there is a possibility for our action distrubing our hiding |
|
|
1164 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1165 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1166 | * return 0. |
|
|
1167 | */ |
|
|
1168 | static int |
|
|
1169 | action_makes_visible (object *op) |
|
|
1170 | { |
|
|
1171 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1172 | { |
|
|
1173 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1174 | { |
|
|
1175 | // artefact invisibility is permanent, but we still make noise |
|
|
1176 | // this is important for game-balance. |
|
|
1177 | if (op->contr) |
|
|
1178 | op->make_noise (); |
|
|
1179 | |
|
|
1180 | return 0; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1184 | return 0; |
|
|
1185 | |
|
|
1186 | /* If monsters, they should become visible */ |
|
|
1187 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1188 | { |
|
|
1189 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1190 | return 1; |
|
|
1191 | } |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | return 0; |
1364 | } |
1195 | } |
1365 | |
1196 | |
1366 | /* |
1197 | /* |
1367 | * Find an arrow in the inventory and after that |
1198 | * Find an arrow in the inventory and after that |
1368 | * in the right type container (quiver). Pointer to the |
1199 | * in the right type container (quiver). Pointer to the |
1369 | * found object is returned. |
1200 | * found object is returned. |
1370 | */ |
1201 | */ |
1371 | object * |
1202 | static object * |
1372 | find_arrow (object *op, const char *type) |
1203 | find_arrow (object *op, const char *type) |
1373 | { |
1204 | { |
1374 | object *tmp = 0; |
|
|
1375 | |
|
|
1376 | for (op = op->inv; op; op = op->below) |
1205 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1377 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1378 | tmp = find_arrow (op, type); |
|
|
1379 | else if (op->type == ARROW && op->race == type) |
1206 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1207 | return splay (tmp); |
|
|
1208 | |
|
|
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1210 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1211 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1212 | { |
|
|
1213 | splay (tmp); |
1380 | return op; |
1214 | return arrow; |
|
|
1215 | } |
1381 | |
1216 | |
1382 | return tmp; |
1217 | return 0; |
1383 | } |
1218 | } |
1384 | |
1219 | |
1385 | /* |
1220 | /* |
1386 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1221 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1387 | * against the target. A full test is not performed, simply a basic test |
1222 | * against the target. A full test is not performed, simply a basic test |
1388 | * of resistances. The archer is making a quick guess at what he sees down |
1223 | * of resistances. The archer is making a quick guess at what he sees down |
1389 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1224 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1390 | */ |
1225 | */ |
1391 | object * |
1226 | static object * |
1392 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1227 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1393 | { |
1228 | { |
1394 | object *tmp = NULL, *arrow, *ntmp; |
1229 | object *tmp = NULL, *arrow, *ntmp; |
1395 | int attacknum, attacktype, betterby = 0, i; |
1230 | int attacknum, attacktype, betterby = 0, i; |
1396 | |
1231 | |
1397 | if (!type) |
1232 | if (!type) |
… | |
… | |
1401 | { |
1236 | { |
1402 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1237 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1403 | { |
1238 | { |
1404 | i = 0; |
1239 | i = 0; |
1405 | ntmp = find_better_arrow (arrow, target, type, &i); |
1240 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1241 | |
1406 | if (i > betterby) |
1242 | if (i > betterby) |
1407 | { |
1243 | { |
1408 | tmp = ntmp; |
1244 | tmp = ntmp; |
1409 | betterby = i; |
1245 | betterby = i; |
1410 | } |
1246 | } |
1411 | } |
1247 | } |
1412 | else if (arrow->type == ARROW && arrow->race == type) |
1248 | else if (arrow->type == ARROW && arrow->race == type) |
1413 | { |
1249 | { |
1414 | /* allways prefer assasination/slaying */ |
1250 | /* allways prefer assasination/slaying */ |
1415 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1251 | if (target->race && arrow->slaying.contains (target->race)) |
1416 | { |
1252 | { |
1417 | if (arrow->attacktype & AT_DEATH) |
1253 | if (arrow->attacktype & AT_DEATH) |
1418 | { |
1254 | { |
1419 | *better = 100; |
1255 | *better = 100; |
1420 | return arrow; |
1256 | return arrow; |
… | |
… | |
1428 | else |
1264 | else |
1429 | { |
1265 | { |
1430 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1266 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1431 | { |
1267 | { |
1432 | attacktype = 1 << attacknum; |
1268 | attacktype = 1 << attacknum; |
1433 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1269 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1434 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1270 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1435 | { |
1271 | { |
1436 | tmp = arrow; |
1272 | tmp = arrow; |
1437 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1273 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1438 | } |
1274 | } |
1439 | } |
1275 | } |
|
|
1276 | |
1440 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1277 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1441 | { |
1278 | { |
1442 | tmp = arrow; |
1279 | tmp = arrow; |
1443 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1280 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1444 | } |
1281 | } |
|
|
1282 | |
1445 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1283 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1446 | { |
1284 | { |
1447 | tmp = arrow; |
1285 | tmp = arrow; |
1448 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1286 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1449 | } |
1287 | } |
1450 | } |
1288 | } |
1451 | } |
1289 | } |
1452 | } |
1290 | } |
|
|
1291 | |
1453 | if (tmp == NULL && arrow == NULL) |
1292 | if (tmp == NULL && arrow == NULL) |
1454 | return find_arrow (op, type); |
1293 | return find_arrow (op, type); |
1455 | |
1294 | |
1456 | *better = betterby; |
1295 | *better = betterby; |
1457 | return tmp; |
1296 | return tmp; |
… | |
… | |
1461 | * find_better_arrow to find a decent arrow to use. |
1300 | * find_better_arrow to find a decent arrow to use. |
1462 | * op = the shooter |
1301 | * op = the shooter |
1463 | * type = bow->race |
1302 | * type = bow->race |
1464 | * dir = fire direction |
1303 | * dir = fire direction |
1465 | */ |
1304 | */ |
1466 | object * |
1305 | static object * |
1467 | pick_arrow_target (object *op, const char *type, int dir) |
1306 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1468 | { |
1307 | { |
1469 | object *tmp = NULL; |
1308 | object *tmp = NULL; |
1470 | maptile *m; |
1309 | maptile *m; |
1471 | int i, mflags, found, number; |
1310 | int i, mflags, found, number; |
1472 | sint16 x, y; |
1311 | sint16 x, y; |
… | |
… | |
1487 | for (i = 0, found = 0; i < 20; i++) |
1326 | for (i = 0, found = 0; i < 20; i++) |
1488 | { |
1327 | { |
1489 | x += freearr_x[dir]; |
1328 | x += freearr_x[dir]; |
1490 | y += freearr_y[dir]; |
1329 | y += freearr_y[dir]; |
1491 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1330 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1331 | |
1492 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1332 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1493 | { |
1333 | { |
1494 | tmp = NULL; |
1334 | tmp = 0; |
1495 | break; |
1335 | break; |
1496 | } |
1336 | } |
1497 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1337 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1498 | { |
1338 | { |
1499 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1339 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1500 | * perhaps a bad assumption. |
1340 | * perhaps a bad assumption. |
1501 | */ |
1341 | */ |
1502 | tmp = NULL; |
1342 | tmp = 0; |
1503 | break; |
1343 | break; |
1504 | } |
1344 | } |
|
|
1345 | |
1505 | if (mflags & P_IS_ALIVE) |
1346 | if (mflags & P_IS_ALIVE) |
1506 | { |
|
|
1507 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1347 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1508 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1348 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1509 | { |
|
|
1510 | found++; |
|
|
1511 | break; |
|
|
1512 | } |
|
|
1513 | if (found) |
|
|
1514 | break; |
1349 | break; |
1515 | } |
|
|
1516 | } |
1350 | } |
1517 | if (tmp == NULL) |
1351 | |
|
|
1352 | if (!tmp) |
1518 | return find_arrow (op, type); |
1353 | return find_arrow (op, type); |
1519 | |
1354 | |
1520 | if (tmp->head) |
1355 | if (tmp->head) |
1521 | tmp = tmp->head; |
1356 | tmp = tmp->head; |
1522 | |
1357 | |
… | |
… | |
1535 | */ |
1370 | */ |
1536 | int |
1371 | int |
1537 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1372 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1538 | { |
1373 | { |
1539 | object *left, *bow; |
1374 | object *left, *bow; |
1540 | int bowspeed, mflags; |
1375 | int mflags; |
1541 | maptile *m; |
1376 | maptile *m; |
1542 | |
1377 | |
1543 | if (!dir) |
1378 | if (!dir) |
1544 | { |
1379 | { |
1545 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1380 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1546 | return 0; |
1381 | return 0; |
1547 | } |
1382 | } |
1548 | |
1383 | |
1549 | if (player *pl = op->contr) |
1384 | if (op->contr) |
1550 | { |
1385 | bow = op->current_weapon; |
1551 | bow = pl->ranged_ob; |
|
|
1552 | if (!op->change_weapon (bow)) |
|
|
1553 | return 0; |
|
|
1554 | } |
|
|
1555 | else |
1386 | else |
1556 | { |
1387 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1388 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1389 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1390 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1397 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1398 | return 0; |
1568 | } |
1399 | } |
1569 | |
1400 | |
1570 | // optimisation: move object to top so we will find it quickly again |
1401 | // optimisation: move object to top so we will find it quickly again |
1571 | if (bow->below) |
1402 | splay (bow); |
1572 | { |
|
|
1573 | bow->remove (); |
|
|
1574 | op->insert (bow); |
|
|
1575 | } |
|
|
1576 | |
|
|
1577 | } |
1403 | } |
1578 | |
1404 | |
1579 | if (!bow->race || !bow->skill) |
1405 | if (!bow->race || !bow->skill) |
1580 | { |
1406 | { |
1581 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1407 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1582 | return 0; |
1408 | return 0; |
1583 | } |
1409 | } |
1584 | |
|
|
1585 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1586 | |
|
|
1587 | /* penalize ROF for bestarrow */ |
|
|
1588 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1589 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1590 | |
|
|
1591 | if (bowspeed < 1) |
|
|
1592 | bowspeed = 1; |
|
|
1593 | |
1410 | |
1594 | if (arrow == NULL) |
1411 | if (arrow == NULL) |
1595 | { |
1412 | { |
1596 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1413 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1597 | { |
1414 | { |
… | |
… | |
1616 | } |
1433 | } |
1617 | |
1434 | |
1618 | /* this should not happen, but sometimes does */ |
1435 | /* this should not happen, but sometimes does */ |
1619 | if (arrow->nrof == 0) |
1436 | if (arrow->nrof == 0) |
1620 | { |
1437 | { |
|
|
1438 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1621 | arrow->destroy (); |
1439 | arrow->destroy (); |
1622 | return 0; |
1440 | return 0; |
1623 | } |
1441 | } |
1624 | |
1442 | |
1625 | left = arrow; /* these are arrows left to the player */ |
1443 | left = arrow; /* these are arrows left to the player */ |
1626 | arrow = get_split_ob (arrow, 1); |
1444 | arrow = arrow->split (); |
1627 | if (!arrow) |
1445 | if (!arrow) |
1628 | { |
1446 | { |
1629 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1447 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1630 | return 0; |
1448 | return 0; |
1631 | } |
1449 | } |
… | |
… | |
1635 | arrow->direction = dir; |
1453 | arrow->direction = dir; |
1636 | |
1454 | |
1637 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1455 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1638 | arrow->stats.hp = arrow->stats.dam; |
1456 | arrow->stats.hp = arrow->stats.dam; |
1639 | arrow->stats.grace = arrow->attacktype; |
1457 | arrow->stats.grace = arrow->attacktype; |
|
|
1458 | arrow->custom_name = arrow->slaying; |
1640 | |
1459 | |
1641 | if (arrow->slaying) |
1460 | #if 0 |
1642 | arrow->spellarg = strdup (arrow->slaying); |
1461 | if (player *pl = op->contr) |
1643 | |
|
|
1644 | if (op->type == PLAYER) |
|
|
1645 | { |
|
|
1646 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1647 | op->update_stats (); |
|
|
1648 | } |
1462 | { |
|
|
1463 | float speed = pl->weapon_sp; |
|
|
1464 | |
|
|
1465 | /* penalize ROF for bestarrow */ |
|
|
1466 | if (pl->bowtype == bow_bestarrow) |
|
|
1467 | speed *= .9f; |
|
|
1468 | else |
|
|
1469 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1470 | |
|
|
1471 | op->speed_left += speed - op->speed; |
|
|
1472 | } |
|
|
1473 | #endif |
1649 | |
1474 | |
1650 | SET_ANIMATION (arrow, arrow->direction); |
1475 | SET_ANIMATION (arrow, arrow->direction); |
1651 | |
1476 | |
1652 | /* update the speed */ |
1477 | /* update the speed */ |
1653 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 |
1478 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1654 | + bow->stats.dam / 7.0; |
1479 | + bow->stats.dam / 7.f; |
1655 | |
1480 | |
1656 | arrow->set_speed (max (arrow->speed, 2.0)); |
1481 | arrow->set_speed (max (arrow->speed, 2.f)); |
1657 | arrow->speed_left = 0; |
1482 | arrow->speed_left = 0; |
1658 | |
1483 | |
1659 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1484 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1660 | |
1485 | |
1661 | if (op->type == PLAYER) |
1486 | if (op->type == PLAYER) |
… | |
… | |
1684 | |
1509 | |
1685 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1510 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1686 | arrow->move_type = MOVE_FLY_LOW; |
1511 | arrow->move_type = MOVE_FLY_LOW; |
1687 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1512 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1688 | |
1513 | |
1689 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1514 | op->play_sound (sound_find ("fire_arrow")); |
1690 | m->insert (arrow, sx, sy, op); |
1515 | m->insert (arrow, sx, sy, op); |
1691 | |
1516 | |
1692 | if (!arrow->destroyed ()) |
1517 | if (!arrow->destroyed ()) |
1693 | move_arrow (arrow); |
1518 | move_arrow (arrow); |
1694 | |
|
|
1695 | if (op->type == PLAYER) |
|
|
1696 | { |
|
|
1697 | if (left->destroyed ()) |
|
|
1698 | esrv_del_item (op->contr, left->count); |
|
|
1699 | else |
|
|
1700 | esrv_send_item (op, left); |
|
|
1701 | } |
|
|
1702 | |
1519 | |
1703 | return 1; |
1520 | return 1; |
1704 | } |
1521 | } |
1705 | |
1522 | |
1706 | /* Special fire code for players - this takes into |
1523 | /* Special fire code for players - this takes into |
… | |
… | |
1708 | * but monsters can't. Putting that code here |
1525 | * but monsters can't. Putting that code here |
1709 | * makes the fire_bow code much cleaner. |
1526 | * makes the fire_bow code much cleaner. |
1710 | * this function should only be called if 'op' is a player, |
1527 | * this function should only be called if 'op' is a player, |
1711 | * hence the function name. |
1528 | * hence the function name. |
1712 | */ |
1529 | */ |
1713 | int |
1530 | static int |
1714 | player_fire_bow (object *op, int dir) |
1531 | player_fire_bow (object *op, int dir) |
1715 | { |
1532 | { |
1716 | int ret = 0, wcmod = 0; |
1533 | int ret; |
1717 | |
1534 | |
1718 | if (op->contr->bowtype == bow_bestarrow) |
1535 | if (op->contr->bowtype == bow_bestarrow) |
1719 | { |
1536 | { |
1720 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1537 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1721 | } |
1538 | } |
1722 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1539 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1723 | { |
1540 | { |
1724 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1541 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1725 | wcmod = -1; |
|
|
1726 | |
|
|
1727 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1542 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1728 | } |
1543 | } |
1729 | else if (op->contr->bowtype == bow_threewide) |
1544 | else if (op->contr->bowtype == bow_threewide) |
1730 | { |
1545 | { |
1731 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1546 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1547 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1733 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1548 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1734 | } |
1549 | } |
1735 | else if (op->contr->bowtype == bow_spreadshot) |
1550 | else if (op->contr->bowtype == bow_spreadshot) |
1736 | { |
1551 | { |
1737 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1552 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1738 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1553 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1739 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1554 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1740 | } |
1555 | } |
1741 | else |
1556 | else |
1742 | { |
1557 | { |
… | |
… | |
1744 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1559 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1745 | } |
1560 | } |
1746 | |
1561 | |
1747 | return ret; |
1562 | return ret; |
1748 | } |
1563 | } |
1749 | |
|
|
1750 | |
1564 | |
1751 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1565 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1752 | * Broken apart from 'fire' to keep it more readable. |
1566 | * Broken apart from 'fire' to keep it more readable. |
1753 | */ |
1567 | */ |
1754 | void |
1568 | static void |
1755 | fire_misc_object (object *op, int dir) |
1569 | fire_misc_object (object *op, int dir) |
1756 | { |
1570 | { |
1757 | object *item = op->contr->ranged_ob; |
1571 | object *item = op->contr->ranged_ob; |
1758 | |
1572 | |
1759 | if (!item) |
1573 | if (!item) |
… | |
… | |
1773 | |
1587 | |
1774 | if (item->type == WAND) |
1588 | if (item->type == WAND) |
1775 | { |
1589 | { |
1776 | if (item->stats.food <= 0) |
1590 | if (item->stats.food <= 0) |
1777 | { |
1591 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1592 | op->contr->play_sound (sound_find ("wand_poof")); |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1593 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1780 | |
1594 | |
1781 | return; |
1595 | return; |
1782 | } |
1596 | } |
1783 | } |
1597 | } |
1784 | else if (item->type == ROD || item->type == HORN) |
1598 | else if (item->type == ROD || item->type == HORN) |
1785 | { |
1599 | { |
1786 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1600 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1601 | |
|
|
1602 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1603 | // for a rod or horn, this fixes some broken rods. |
|
|
1604 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1787 | { |
1605 | { |
1788 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1606 | op->contr->play_sound (sound_find ("wand_poof")); |
1789 | |
1607 | |
1790 | if (item->type == ROD) |
1608 | if (item->type == ROD) |
1791 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1609 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1792 | else |
1610 | else |
1793 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1611 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1796 | } |
1614 | } |
1797 | } |
1615 | } |
1798 | |
1616 | |
1799 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1617 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1800 | { |
1618 | { |
1801 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1619 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1620 | |
1802 | if (item->type == WAND) |
1621 | if (item->type == WAND) |
1803 | { |
1622 | { |
1804 | if (!(--item->stats.food)) |
1623 | if (!(--item->stats.food)) |
1805 | { |
1624 | { |
1806 | object *tmp; |
1625 | object *tmp; |
1807 | |
1626 | |
1808 | if (item->arch) |
1627 | if (item->arch) |
1809 | { |
1628 | { |
1810 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1629 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1811 | item->face = item->arch->clone.face; |
1630 | item->face = item->arch->face; |
1812 | item->set_speed (0); |
1631 | item->set_speed (0); |
1813 | } |
1632 | } |
1814 | |
1633 | |
1815 | if ((tmp = item->in_player ())) |
1634 | if (object *pl = item->visible_to ()) |
1816 | esrv_update_item (UPD_ANIM, tmp, item); |
1635 | esrv_update_item (UPD_ANIM, pl, item); |
1817 | } |
1636 | } |
1818 | } |
1637 | } |
1819 | else if (item->type == ROD || item->type == HORN) |
1638 | else if (item->type == ROD || item->type == HORN) |
1820 | drain_rod_charge (item); |
1639 | drain_rod_charge (item); |
1821 | } |
1640 | } |
1822 | } |
1641 | } |
1823 | |
1642 | |
1824 | /* Received a fire command for the player - go and do it. |
1643 | /* Received a fire command for the player - go and do it. |
1825 | */ |
1644 | */ |
1826 | void |
1645 | bool |
1827 | fire (object *op, int dir) |
1646 | fire (object *op, int dir) |
1828 | { |
1647 | { |
1829 | int spellcost = 0; |
1648 | int spellcost = 0; |
|
|
1649 | |
|
|
1650 | player *pl = op->contr; |
|
|
1651 | |
|
|
1652 | if (pl->golem) |
|
|
1653 | { |
|
|
1654 | control_golem (op->contr->golem, dir); |
|
|
1655 | return false; |
|
|
1656 | } |
|
|
1657 | |
|
|
1658 | object *ob = pl->ranged_ob; |
|
|
1659 | |
|
|
1660 | if (!ob) |
|
|
1661 | return false; |
|
|
1662 | |
|
|
1663 | if (op->speed_left > 0.f) |
|
|
1664 | --op->speed_left; |
|
|
1665 | else |
|
|
1666 | return false; |
|
|
1667 | |
|
|
1668 | if (!op->change_weapon (ob)) |
|
|
1669 | return false; |
1830 | |
1670 | |
1831 | /* check for loss of invisiblity/hide */ |
1671 | /* check for loss of invisiblity/hide */ |
1832 | if (action_makes_visible (op)) |
1672 | if (action_makes_visible (op)) |
1833 | make_visible (op); |
1673 | make_visible (op); |
1834 | |
1674 | |
1835 | player *pl = op->contr; |
|
|
1836 | |
|
|
1837 | if (pl->golem) |
|
|
1838 | { |
|
|
1839 | control_golem (op->contr->golem, dir); |
|
|
1840 | return; |
|
|
1841 | } |
|
|
1842 | |
|
|
1843 | object *ob = pl->ranged_ob; |
|
|
1844 | |
|
|
1845 | if (!ob) |
|
|
1846 | return; |
|
|
1847 | |
|
|
1848 | switch (ob->type) |
1675 | switch (ob->type) |
1849 | { |
1676 | { |
1850 | case BOW: |
1677 | case BOW: |
1851 | player_fire_bow (op, dir); |
1678 | player_fire_bow (op, dir); |
1852 | break; |
1679 | break; |
1853 | |
1680 | |
1854 | case SPELL: |
1681 | case SPELL: |
1855 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1682 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1856 | break; |
1683 | break; |
1857 | |
1684 | |
1858 | case BUILDER: |
1685 | case BUILDER: |
1859 | apply_map_builder (op, dir); |
1686 | apply_map_builder (op, dir); |
1860 | break; |
1687 | break; |
1861 | |
1688 | |
1862 | case SKILL: |
1689 | case SKILL: |
1863 | case SKILL_TOOL: |
|
|
1864 | do_skill (op, op, ob, dir, 0); |
1690 | do_skill (op, op, ob, dir, 0); |
1865 | break; |
1691 | break; |
1866 | |
1692 | |
1867 | default: |
1693 | default: |
1868 | fire_misc_object (op, dir); |
1694 | fire_misc_object (op, dir); |
1869 | break; |
1695 | break; |
1870 | } |
1696 | } |
1871 | } |
|
|
1872 | |
1697 | |
1873 | /* find_key |
1698 | return true; |
1874 | * We try to find a key for the door as passed. If we find a key |
1699 | } |
1875 | * and successfully use it, we return the key, otherwise NULL |
1700 | |
1876 | * This function merges both normal and locked door, since the logic |
1701 | static object * |
1877 | * for both is the same - just the specific key is different. |
|
|
1878 | * pl is the player, |
|
|
1879 | * inv is the objects inventory to searched |
|
|
1880 | * door is the door we are trying to match against. |
|
|
1881 | * This function can be called recursively to search containers. |
|
|
1882 | */ |
|
|
1883 | object * |
|
|
1884 | find_key (object *pl, object *container, object *door) |
1702 | find_key_ (object *pl, object *container, object *door) |
1885 | { |
1703 | { |
1886 | object *tmp, *key; |
1704 | object *tmp, *key; |
1887 | |
1705 | |
1888 | /* Should not happen, but sanity checking is never bad */ |
1706 | /* Should not happen, but sanity checking is never bad */ |
1889 | if (!container->inv) |
1707 | if (!container->inv) |
… | |
… | |
1892 | /* First, lets try to find a key in the top level inventory */ |
1710 | /* First, lets try to find a key in the top level inventory */ |
1893 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1711 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1894 | { |
1712 | { |
1895 | if (door->type == DOOR && tmp->type == KEY) |
1713 | if (door->type == DOOR && tmp->type == KEY) |
1896 | break; |
1714 | break; |
|
|
1715 | |
1897 | /* For sanity, we should really check door type, but other stuff |
1716 | /* For sanity, we should really check door type, but other stuff |
1898 | * (like containers) can be locked with special keys |
1717 | * (like containers) can be locked with special keys |
1899 | */ |
1718 | */ |
1900 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1719 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1901 | break; |
1720 | break; |
… | |
… | |
1907 | * a key, return |
1726 | * a key, return |
1908 | */ |
1727 | */ |
1909 | if (!tmp) |
1728 | if (!tmp) |
1910 | { |
1729 | { |
1911 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1730 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1912 | { |
|
|
1913 | /* No reason to search empty containers */ |
1731 | /* No reason to search empty containers */ |
1914 | if (tmp->type == CONTAINER && tmp->inv) |
1732 | if (tmp->type == CONTAINER && tmp->inv) |
1915 | { |
|
|
1916 | if ((key = find_key (pl, tmp, door))) |
1733 | if ((key = find_key_ (pl, tmp, door))) |
1917 | return key; |
1734 | return key; |
1918 | } |
|
|
1919 | } |
|
|
1920 | |
1735 | |
1921 | if (!tmp) |
1736 | if (!tmp) |
1922 | return NULL; |
1737 | return 0; |
1923 | } |
1738 | } |
1924 | |
1739 | |
1925 | /* We get down here if we have found a key. Now if its in a container, |
1740 | /* We get down here if we have found a key. Now if its in a container, |
1926 | * see if we actually want to use it |
1741 | * see if we actually want to use it |
1927 | */ |
1742 | */ |
1928 | if (pl != container) |
1743 | if (pl != container) |
1929 | { |
1744 | { |
1930 | /* Only let players use keys in containers */ |
1745 | /* Only let players use keys in containers */ |
1931 | if (!pl->contr) |
1746 | if (!pl->contr) |
1932 | return NULL; |
1747 | return 0; |
|
|
1748 | |
1933 | /* cases where this fails: |
1749 | /* cases where this fails: |
1934 | * If we only search the player inventory, return now since we |
1750 | * If we only search the player inventory, return now since we |
1935 | * are not in the players inventory. |
1751 | * are not in the players inventory. |
1936 | * If the container is not active, return now since only active |
1752 | * If the container is not active, return now since only active |
1937 | * containers can be used. |
1753 | * containers can be used. |
… | |
… | |
1941 | * inv must have been an container and must have been active. |
1757 | * inv must have been an container and must have been active. |
1942 | * |
1758 | * |
1943 | * Change the color so that the message doesn't disappear with |
1759 | * Change the color so that the message doesn't disappear with |
1944 | * all the others. |
1760 | * all the others. |
1945 | */ |
1761 | */ |
1946 | if (pl->contr->usekeys == key_inventory || |
1762 | if (pl->contr->usekeys == key_inventory |
1947 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1763 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1948 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1764 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1949 | { |
1765 | { |
1950 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1766 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1951 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1767 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1952 | return NULL; |
1768 | return NULL; |
1953 | } |
1769 | } |
1954 | } |
1770 | } |
1955 | |
1771 | |
1956 | return tmp; |
1772 | return tmp; |
|
|
1773 | } |
|
|
1774 | |
|
|
1775 | /* find_key |
|
|
1776 | * We try to find a key for the door as passed. If we find a key |
|
|
1777 | * and successfully use it, we return the key, otherwise NULL |
|
|
1778 | * This function merges both normal and locked door, since the logic |
|
|
1779 | * for both is the same - just the specific key is different. |
|
|
1780 | * pl is the player, |
|
|
1781 | * inv is the objects inventory to searched |
|
|
1782 | * door is the door we are trying to match against. |
|
|
1783 | * This function can be called recursively to search containers. |
|
|
1784 | */ |
|
|
1785 | object * |
|
|
1786 | find_key (object *pl, object *container, object *door) |
|
|
1787 | { |
|
|
1788 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1789 | { |
|
|
1790 | // for match expressions, we try to find the key by applying the match |
|
|
1791 | // to the op itself, which is supposed to find the "key", instead |
|
|
1792 | // of searching through containers ourselves. |
|
|
1793 | |
|
|
1794 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1795 | } |
|
|
1796 | else |
|
|
1797 | return find_key_ (pl, container, door); |
1957 | } |
1798 | } |
1958 | |
1799 | |
1959 | /* moved door processing out of move_player_attack. |
1800 | /* moved door processing out of move_player_attack. |
1960 | * returns 1 if player has opened the door with a key |
1801 | * returns 1 if player has opened the door with a key |
1961 | * such that the caller should not do anything more, |
1802 | * such that the caller should not do anything more, |
1962 | * 0 otherwise |
1803 | * 0 otherwise |
1963 | */ |
1804 | */ |
1964 | static int |
1805 | static int |
1965 | player_attack_door (object *op, object *door) |
1806 | player_attack_door (object *op, object *door) |
1966 | { |
1807 | { |
1967 | /* If its a door, try to find a use a key. If we do destroy the door, |
1808 | /* If its a door, try to find a key. If we do destroy the door, |
1968 | * might as well return immediately as there is nothing more to do - |
1809 | * might as well return immediately as there is nothing more to do - |
1969 | * otherwise, we fall through to the rest of the code. |
1810 | * otherwise, we fall through to the rest of the code. |
1970 | */ |
1811 | */ |
1971 | object *key = find_key (op, op, door); |
1812 | object *key = find_key (op, op, door); |
1972 | |
1813 | |
1973 | /* IF we found a key, do some extra work */ |
1814 | /* If we found a key, do some extra work */ |
1974 | if (key) |
1815 | if (key) |
1975 | { |
1816 | { |
1976 | object *container = key->env; |
1817 | object *container = key->env; |
1977 | |
|
|
1978 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1979 | |
1818 | |
1980 | if (action_makes_visible (op)) |
1819 | if (action_makes_visible (op)) |
1981 | make_visible (op); |
1820 | make_visible (op); |
1982 | |
1821 | |
1983 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1822 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1985 | |
1824 | |
1986 | if (door->type == DOOR) |
1825 | if (door->type == DOOR) |
1987 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1826 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1988 | else if (door->type == LOCKED_DOOR) |
1827 | else if (door->type == LOCKED_DOOR) |
1989 | { |
1828 | { |
1990 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1829 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1991 | remove_door2 (door); /* remove door without violence ;-) */ |
1830 | remove_door2 (door); /* remove door without violence ;-) */ |
1992 | } |
1831 | } |
1993 | |
1832 | |
1994 | /* Do this after we print the message */ |
1833 | /* Do this after we print the message */ |
1995 | decrease_ob (key); /* Use up one of the keys */ |
1834 | key->decrease (); /* Use up one of the keys */ |
1996 | /* Need to update the weight the container the key was in */ |
|
|
1997 | if (container != op) |
|
|
1998 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1999 | |
1835 | |
2000 | return 1; /* Nothing more to do below */ |
1836 | return 1; /* Nothing more to do below */ |
2001 | } |
1837 | } |
2002 | else if (door->type == LOCKED_DOOR) |
1838 | else if (door->type == LOCKED_DOOR) |
2003 | { |
1839 | { |
2004 | /* Might as well return now - no other way to open this */ |
1840 | /* Might as well return now - no other way to open this */ |
2005 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1841 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2006 | return 1; |
1842 | return 1; |
2007 | } |
1843 | } |
2008 | |
1844 | |
2009 | return 0; |
1845 | return 0; |
2010 | } |
1846 | } |
… | |
… | |
2013 | * It should keep the code cleaner. |
1849 | * It should keep the code cleaner. |
2014 | * When this is called, the players direction has been updated |
1850 | * When this is called, the players direction has been updated |
2015 | * (taking into account confusion.) The player is also actually |
1851 | * (taking into account confusion.) The player is also actually |
2016 | * going to try and move (not fire weapons). |
1852 | * going to try and move (not fire weapons). |
2017 | */ |
1853 | */ |
2018 | void |
1854 | bool |
2019 | move_player_attack (object *op, int dir) |
1855 | move_player_attack (object *op, int dir) |
2020 | { |
1856 | { |
2021 | object *tmp, *mon; |
1857 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1858 | { |
|
|
1859 | --op->speed_left; |
|
|
1860 | return true; |
|
|
1861 | } |
|
|
1862 | |
2022 | int on_battleground; |
1863 | int on_battleground; |
2023 | maptile *m; |
|
|
2024 | |
1864 | |
2025 | sint16 nx = freearr_x[dir] + op->x; |
1865 | sint16 nx = freearr_x[dir] + op->x; |
2026 | sint16 ny = freearr_y[dir] + op->y; |
1866 | sint16 ny = freearr_y[dir] + op->y; |
2027 | |
1867 | |
2028 | on_battleground = op_on_battleground (op, 0, 0); |
1868 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1869 | |
|
|
1870 | if (out_of_map (op->map, nx, ny)) |
|
|
1871 | return false; |
2029 | |
1872 | |
2030 | /* If braced, or can't move to the square, and it is not out of the |
1873 | /* If braced, or can't move to the square, and it is not out of the |
2031 | * map, attack it. Note order of if statement is important - don't |
1874 | * map, attack it. Note order of if statement is important - don't |
2032 | * want to be calling move_ob if braced, because move_ob will move the |
1875 | * want to be calling move_ob if braced, because move_ob will move the |
2033 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
2034 | * move to some space, it then means that if we are braced, we should |
1877 | * move to some space, it then means that if we are braced, we should |
2035 | * do nothing at all. As it is, if we are braced, we go through |
1878 | * do nothing at all. As it is, if we are braced, we go through |
2036 | * quite a bit of processing. However, it probably is less than what |
1879 | * quite a bit of processing. However, it probably is less than what |
2037 | * move_ob uses. |
1880 | * move_ob uses. |
2038 | */ |
1881 | */ |
2039 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1882 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1883 | |
|
|
1884 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1885 | * we find a monster - that is something we know we want to attack. |
|
|
1886 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1887 | * on the space |
|
|
1888 | */ |
|
|
1889 | object *mon; |
|
|
1890 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1891 | { |
|
|
1892 | if ((mon->flag [FLAG_ALIVE] |
|
|
1893 | || mon->type == LOCKED_DOOR |
|
|
1894 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1895 | && mon != op) |
|
|
1896 | break; |
2040 | { |
1897 | } |
2041 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1898 | |
|
|
1899 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1900 | return false; /* into a wall */ |
|
|
1901 | |
|
|
1902 | mon = mon->head_ (); |
|
|
1903 | |
|
|
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1905 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1906 | if (player_attack_door (op, mon)) |
|
|
1907 | { |
|
|
1908 | --op->contr->weapon_sp_left; |
|
|
1909 | return true; |
2042 | { |
1910 | } |
2043 | m = op->map->xy_find (nx, ny); |
1911 | |
2044 | if (!m) |
1912 | /* The following deals with possibly attacking peaceful |
2045 | return; /* Don't think this should happen */ |
1913 | * or friendly creatures. Basically, all players are considered |
|
|
1914 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1915 | * object should be pushed instead of attacked. It is assumed that |
|
|
1916 | * if you are braced, you will not attack friends accidently, |
|
|
1917 | * and thus will not push them. |
|
|
1918 | */ |
|
|
1919 | |
|
|
1920 | /* If the creature is a pet, push it even if the player is not |
|
|
1921 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1922 | * player owns it and it is either friendly or unagressive. |
|
|
1923 | */ |
|
|
1924 | if (op->type == PLAYER |
|
|
1925 | && ((mon->owner && mon->owner->contr |
|
|
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1927 | || mon->owner == op) |
|
|
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1929 | { |
|
|
1930 | /* If we're braced, we don't want to switch places with it */ |
|
|
1931 | if (op->contr->braced) |
|
|
1932 | return false; |
|
|
1933 | |
|
|
1934 | if (op->speed_left > 0.f) |
|
|
1935 | { |
|
|
1936 | --op->speed_left; |
|
|
1937 | |
|
|
1938 | op->play_sound (sound_find ("push_player")); |
|
|
1939 | push_ob (mon, dir, op); |
|
|
1940 | |
|
|
1941 | if (action_makes_visible (op)) |
|
|
1942 | make_visible (op); |
|
|
1943 | |
|
|
1944 | return true; |
2046 | } |
1945 | } |
2047 | else |
1946 | else |
2048 | m = op->map; |
|
|
2049 | |
|
|
2050 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2051 | return; |
1947 | return false; |
|
|
1948 | } |
2052 | |
1949 | |
2053 | mon = 0; |
|
|
2054 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2055 | * we find a monster - that is something we know we want to attack. |
|
|
2056 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2057 | * on the space |
|
|
2058 | */ |
|
|
2059 | while (tmp) |
|
|
2060 | { |
|
|
2061 | if (tmp == op) |
|
|
2062 | { |
|
|
2063 | tmp = tmp->above; |
|
|
2064 | continue; |
|
|
2065 | } |
|
|
2066 | |
|
|
2067 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2068 | { |
|
|
2069 | mon = tmp; |
|
|
2070 | break; |
|
|
2071 | } |
|
|
2072 | |
|
|
2073 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2074 | mon = tmp; |
|
|
2075 | |
|
|
2076 | tmp = tmp->above; |
|
|
2077 | } |
|
|
2078 | |
|
|
2079 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2080 | return; /* into a wall */ |
|
|
2081 | |
|
|
2082 | if (mon->head) |
|
|
2083 | mon = mon->head; |
|
|
2084 | |
|
|
2085 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2086 | if (player_attack_door (op, mon)) |
|
|
2087 | return; |
|
|
2088 | |
|
|
2089 | /* The following deals with possibly attacking peaceful |
|
|
2090 | * or frienddly creatures. Basically, all players are considered |
|
|
2091 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2092 | * object should be pushed instead of attacked. It is assumed that |
|
|
2093 | * if you are braced, you will not attack friends accidently, |
|
|
2094 | * and thus will not push them. |
|
|
2095 | */ |
|
|
2096 | |
|
|
2097 | /* If the creature is a pet, push it even if the player is not |
|
|
2098 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2099 | * player owns it and it is either friendly or unagressive. |
|
|
2100 | */ |
|
|
2101 | if ((op->type == PLAYER) |
|
|
2102 | #if COZY_SERVER |
|
|
2103 | && |
|
|
2104 | ((mon->owner && mon->owner->contr |
|
|
2105 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2106 | #else |
|
|
2107 | && mon->owner == op |
|
|
2108 | #endif |
|
|
2109 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2110 | { |
|
|
2111 | /* If we're braced, we don't want to switch places with it */ |
|
|
2112 | if (op->contr->braced) |
|
|
2113 | return; |
|
|
2114 | |
|
|
2115 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2116 | push_ob (mon, dir, op); |
|
|
2117 | if (op->contr->tmp_invis || op->hide) |
|
|
2118 | make_visible (op); |
|
|
2119 | |
|
|
2120 | return; |
|
|
2121 | } |
|
|
2122 | |
|
|
2123 | /* in certain circumstances, you shouldn't attack friendly |
1950 | /* in certain circumstances, you shouldn't attack friendly |
2124 | * creatures. Note that if you are braced, you can't push |
1951 | * creatures. Note that if you are braced, you can't push |
2125 | * someone, but put it inside this loop so that you won't |
1952 | * someone, but put it inside this loop so that you won't |
2126 | * attack them either. |
1953 | * attack them either. |
2127 | */ |
1954 | */ |
2128 | if ((mon->type == PLAYER || mon->enemy != op) && |
1955 | if ((mon->type == PLAYER || mon->enemy != op) |
2129 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1956 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2130 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2131 | (op->contr->peaceful |
1957 | && ((op->contr->peaceful |
2132 | || (mon->type == PLAYER |
1958 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2133 | && mon->contr-> |
|
|
2134 | peaceful)) && |
|
|
2135 | #else |
|
|
2136 | op->contr->peaceful && |
|
|
2137 | #endif |
|
|
2138 | !on_battleground)) |
1959 | && !on_battleground)) |
|
|
1960 | { |
|
|
1961 | if (op->speed_left > 0.f) |
2139 | { |
1962 | { |
|
|
1963 | --op->speed_left; |
|
|
1964 | |
2140 | if (!op->contr->braced) |
1965 | if (!op->contr->braced) |
2141 | { |
1966 | { |
2142 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1967 | op->play_sound (sound_find ("push_player")); |
2143 | push_ob (mon, dir, op); |
1968 | push_ob (mon, dir, op); |
2144 | } |
1969 | } |
2145 | else |
1970 | else |
2146 | new_draw_info (0, 0, op, "You withhold your attack"); |
1971 | op->statusmsg ("You withhold your attack"); |
2147 | |
1972 | |
2148 | if (op->contr->tmp_invis || op->hide) |
1973 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2149 | make_visible (op); |
1974 | make_visible (op); |
2150 | } |
|
|
2151 | |
1975 | |
|
|
1976 | return true; |
|
|
1977 | } |
|
|
1978 | } |
2152 | /* If the object is a boulder or other rollable object, then |
1979 | /* If the object is a boulder or other rollable object, then |
2153 | * roll it if not braced. You can't roll it if you are braced. |
1980 | * roll it if not braced. You can't roll it if you are braced. |
2154 | */ |
1981 | */ |
2155 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1982 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1983 | { |
|
|
1984 | if (op->speed_left > 0.f) |
2156 | { |
1985 | { |
|
|
1986 | --op->speed_left; |
|
|
1987 | |
2157 | recursive_roll (mon, dir, op); |
1988 | recursive_roll (mon, dir, op); |
2158 | if (action_makes_visible (op)) |
1989 | if (action_makes_visible (op)) |
2159 | make_visible (op); |
1990 | make_visible (op); |
2160 | } |
|
|
2161 | |
1991 | |
|
|
1992 | return true; |
|
|
1993 | } |
|
|
1994 | } |
2162 | /* Any generic living creature. Including things like doors. |
1995 | /* Any generic living creature. Including things like doors. |
2163 | * Way it works is like this: First, it must have some hit points |
1996 | * Way it works is like this: First, it must have some hit points |
2164 | * and be living. Then, it must be one of the following: |
1997 | * and be living. Then, it must be one of the following: |
2165 | * 1) Not a player, 2) A player, but of a different party. Note |
1998 | * 1) Not a player, 2) A player, but of a different party. Note |
2166 | * that party_number -1 is no party, so attacks can still happen. |
1999 | * that party_number -1 is no party, so attacks can still happen. |
2167 | */ |
2000 | */ |
2168 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2001 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2169 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2002 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2170 | { |
2003 | { |
2171 | /* If the player hasn't hit something this tick, and does |
2004 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2172 | * so, give them speed boost based on weapon speed. Doing |
|
|
2173 | * it here is better than process_players2, which basically |
|
|
2174 | * incurred a 1 tick offset. |
|
|
2175 | */ |
|
|
2176 | if (!op->contr->has_hit) |
|
|
2177 | { |
2005 | { |
2178 | op->speed_left += op->contr->weapon_sp - op->speed; |
2006 | --op->contr->weapon_sp_left; |
2179 | |
|
|
2180 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2181 | } |
|
|
2182 | |
2007 | |
2183 | skill_attack (mon, op, 0, 0, 0); |
2008 | skill_attack (mon, op, 0, 0, 0); |
2184 | |
|
|
2185 | /* If attacking another player, that player gets automatic |
|
|
2186 | * hitback, and doesn't loose luck either. |
|
|
2187 | * Disable hitback on the battleground or if the target is |
|
|
2188 | * the wiz. |
|
|
2189 | */ |
|
|
2190 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2191 | { |
|
|
2192 | short luck = mon->stats.luck; |
|
|
2193 | |
|
|
2194 | mon->contr->has_hit = 1; |
|
|
2195 | skill_attack (op, mon, 0, 0, 0); |
|
|
2196 | mon->stats.luck = luck; |
|
|
2197 | } |
|
|
2198 | |
2009 | |
2199 | if (action_makes_visible (op)) |
2010 | if (action_makes_visible (op)) |
2200 | make_visible (op); |
2011 | make_visible (op); |
2201 | } |
|
|
2202 | } /* if player should attack something */ |
|
|
2203 | } |
|
|
2204 | |
2012 | |
2205 | int |
2013 | return true; |
|
|
2014 | } |
|
|
2015 | } |
|
|
2016 | |
|
|
2017 | return false; |
|
|
2018 | } |
|
|
2019 | |
|
|
2020 | bool |
2206 | move_player (object *op, int dir) |
2021 | move_player (object *op, int dir) |
2207 | { |
2022 | { |
2208 | int pick; |
|
|
2209 | |
|
|
2210 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2023 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2211 | return 0; |
2024 | return 0; |
2212 | |
2025 | |
2213 | /* Sanity check: make sure dir is valid */ |
2026 | /* Sanity check: make sure dir is valid */ |
2214 | if ((dir < 0) || (dir >= 9)) |
2027 | if ((dir < 0) || (dir >= 9)) |
2215 | { |
2028 | { |
… | |
… | |
2221 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2034 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2222 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2035 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2223 | |
2036 | |
2224 | op->facing = dir; |
2037 | op->facing = dir; |
2225 | |
2038 | |
2226 | if (op->hide) |
2039 | if (op->flag [FLAG_HIDDEN]) |
2227 | do_hidden_move (op); |
2040 | do_hidden_move (op); |
2228 | |
2041 | |
|
|
2042 | bool retval; |
|
|
2043 | int pick = 0; |
|
|
2044 | |
2229 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2045 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2230 | /*nop */ ; |
2046 | retval = RESULT_INT (0); |
2231 | else if (op->contr->fire_on) |
2047 | else if (op->contr->fire_on) |
2232 | fire (op, dir); |
2048 | retval = fire (op, dir); |
2233 | else |
2049 | else |
2234 | { |
2050 | { |
2235 | move_player_attack (op, dir); |
2051 | retval = move_player_attack (op, dir); |
2236 | pick = check_pick (op); |
2052 | pick = check_pick (op); |
2237 | } |
2053 | } |
2238 | |
2054 | |
2239 | /* Add special check for newcs players and fire on - this way, the |
2055 | /* Add special check for newcs players and fire on - this way, the |
2240 | * server can handle repeat firing. |
2056 | * server can handle repeat firing. |
… | |
… | |
2247 | /* Update how the player looks. Use the facing, so direction may |
2063 | /* Update how the player looks. Use the facing, so direction may |
2248 | * get reset to zero. This allows for full animation capabilities |
2064 | * get reset to zero. This allows for full animation capabilities |
2249 | * for players. |
2065 | * for players. |
2250 | */ |
2066 | */ |
2251 | animate_object (op, op->facing); |
2067 | animate_object (op, op->facing); |
2252 | return 0; |
2068 | |
|
|
2069 | return retval; |
2253 | } |
2070 | } |
2254 | |
2071 | |
2255 | /* This is similar to handle_player, below, but is only used by the |
2072 | /* This is similar to handle_player, below, but is only used by the |
2256 | * new client/server stuff. |
2073 | * new client/server stuff. |
2257 | * This is sort of special, in that the new client/server actually uses |
2074 | * This is sort of special, in that the new client/server actually uses |
2258 | * the new speed values for commands. |
2075 | * the new speed values for commands. |
2259 | * |
2076 | * |
2260 | * Returns true if there are more actions we can do. |
2077 | * Returns true if there are more actions we can do. Should not do |
|
|
2078 | * many actions in a row, as that would be too unfair to other |
|
|
2079 | * players. |
2261 | */ |
2080 | */ |
2262 | int |
2081 | bool |
2263 | handle_newcs_player (object *op) |
2082 | handle_newcs_player (object *op) |
2264 | { |
2083 | { |
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2084 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2266 | { |
2085 | { |
2267 | flee_player (op); |
2086 | if (op->speed_left > 0.f) |
2268 | /* If player is still scared, that is his action for this tick */ |
|
|
2269 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2270 | { |
2087 | { |
2271 | op->speed_left--; |
2088 | --op->speed_left; |
|
|
2089 | flee_player (op); |
|
|
2090 | |
2272 | return 0; |
2091 | return true; |
2273 | } |
2092 | } |
|
|
2093 | else |
|
|
2094 | return false; |
2274 | } |
2095 | } |
2275 | |
2096 | |
2276 | /* call this here - we also will call this in do_ericserver, but |
2097 | /* call this here - we also will call this in do_ericserver, but |
2277 | * the players time has been increased when doericserver has been |
2098 | * the players time has been increased when doericserver has been |
2278 | * called, so we recheck it here. |
2099 | * called, so we recheck it here. |
2279 | */ |
2100 | */ |
2280 | if (op->contr->ns->handle_command ()) |
2101 | if (op->contr->ns->handle_command ()) |
2281 | return 1; |
2102 | return true; |
2282 | |
2103 | |
2283 | if (op->speed_left > 0) |
|
|
2284 | { |
|
|
2285 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2104 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2286 | { |
|
|
2287 | /* All move commands take 1 tick, at least for now */ |
|
|
2288 | op->speed_left--; |
|
|
2289 | |
|
|
2290 | /* Instead of all the stuff below, let move_player take care |
|
|
2291 | * of it. Also, some of the skill stuff is only put in |
|
|
2292 | * there, as well as the confusion stuff. |
|
|
2293 | */ |
|
|
2294 | move_player (op, op->direction); |
2105 | return move_player (op, op->direction); |
2295 | |
2106 | |
2296 | return op->speed_left > 0; |
|
|
2297 | } |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | return 0; |
2107 | return false; |
2301 | } |
2108 | } |
2302 | |
2109 | |
2303 | int |
2110 | static int |
2304 | save_life (object *op) |
2111 | save_life (object *op) |
2305 | { |
2112 | { |
2306 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2113 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2307 | return 0; |
2114 | return 0; |
2308 | |
2115 | |
2309 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2116 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2310 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2117 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2311 | { |
2118 | { |
2312 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2119 | op->play_sound (sound_find ("ob_evaporate")); |
2313 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2120 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2314 | |
|
|
2315 | if (op->contr) |
|
|
2316 | esrv_del_item (op->contr, tmp->count); |
|
|
2317 | |
2121 | |
2318 | tmp->destroy (); |
2122 | tmp->destroy (); |
2319 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2123 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2320 | |
2124 | |
2321 | if (op->stats.hp < 0) |
2125 | if (op->stats.hp < 0) |
… | |
… | |
2334 | return 0; |
2138 | return 0; |
2335 | } |
2139 | } |
2336 | |
2140 | |
2337 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2141 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2338 | * back in the map (location and map determined by values of env). This |
2142 | * back in the map (location and map determined by values of env). This |
2339 | * function will descend into containers. op is the object to start the search |
2143 | * function will descend into containers. op is the object to start the search |
2340 | * from. |
2144 | * from. |
2341 | */ |
2145 | */ |
|
|
2146 | static void |
|
|
2147 | drop_unpaid_items (object *op, object *env) |
|
|
2148 | { |
|
|
2149 | while (op) |
|
|
2150 | { |
|
|
2151 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2152 | |
|
|
2153 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2154 | op->insert_at (env); |
|
|
2155 | else if (op->inv) |
|
|
2156 | drop_unpaid_items (op->inv, env); |
|
|
2157 | |
|
|
2158 | op = next; |
|
|
2159 | } |
|
|
2160 | } |
|
|
2161 | |
2342 | void |
2162 | void |
2343 | remove_unpaid_objects (object *op, object *env) |
2163 | object::drop_unpaid_items () |
2344 | { |
2164 | { |
2345 | while (op) |
2165 | if (!flag [FLAG_REMOVED]) |
2346 | { |
2166 | ::drop_unpaid_items (inv, this); |
2347 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2348 | |
|
|
2349 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2350 | { |
|
|
2351 | if (env->type == PLAYER) |
|
|
2352 | esrv_del_item (env->contr, op->count); |
|
|
2353 | |
|
|
2354 | op->insert_at (env); |
|
|
2355 | } |
|
|
2356 | else if (op->inv) |
|
|
2357 | remove_unpaid_objects (op->inv, env); |
|
|
2358 | |
|
|
2359 | op = next; |
|
|
2360 | } |
|
|
2361 | } |
|
|
2362 | |
|
|
2363 | /* |
|
|
2364 | * Returns pointer a static string containing gravestone text |
|
|
2365 | * Moved from apply.c to player.c - player.c is what |
|
|
2366 | * actually uses this function. player.c may not be quite the |
|
|
2367 | * best, a misc file for object actions is probably better, |
|
|
2368 | * but there isn't one in the server directory. |
|
|
2369 | */ |
|
|
2370 | char * |
|
|
2371 | gravestone_text (object *op) |
|
|
2372 | { |
|
|
2373 | static char buf2[MAX_BUF]; |
|
|
2374 | char buf[MAX_BUF]; |
|
|
2375 | time_t now = time (NULL); |
|
|
2376 | |
|
|
2377 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2378 | if (op->type == PLAYER) |
|
|
2379 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2380 | else |
|
|
2381 | sprintf (buf, "%s\n", &op->name); |
|
|
2382 | |
|
|
2383 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2384 | strcat (buf2, buf); |
|
|
2385 | if (op->type == PLAYER) |
|
|
2386 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2387 | else |
|
|
2388 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2389 | |
|
|
2390 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2391 | strcat (buf2, buf); |
|
|
2392 | if (op->type == PLAYER) |
|
|
2393 | { |
|
|
2394 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2395 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2396 | strcat (buf2, buf); |
|
|
2397 | } |
|
|
2398 | |
|
|
2399 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2400 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2401 | strcat (buf2, buf); |
|
|
2402 | |
|
|
2403 | return buf2; |
|
|
2404 | } |
2167 | } |
2405 | |
2168 | |
2406 | void |
2169 | void |
2407 | do_some_living (object *op) |
2170 | do_some_living (object *op) |
2408 | { |
2171 | { |
… | |
… | |
2460 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2223 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2461 | else |
2224 | else |
2462 | { |
2225 | { |
2463 | gen_grace = op->stats.maxgrace; |
2226 | gen_grace = op->stats.maxgrace; |
2464 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2227 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2465 | } |
|
|
2466 | |
|
|
2467 | /* Regenerate Spell Points */ |
|
|
2468 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2469 | { |
|
|
2470 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2471 | if (op->stats.sp < op->stats.maxsp) |
|
|
2472 | { |
|
|
2473 | op->stats.sp++; |
|
|
2474 | /* dms do not consume food */ |
|
|
2475 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2476 | { |
|
|
2477 | op->stats.food--; |
|
|
2478 | if (op->contr->digestion < 0) |
|
|
2479 | op->stats.food += op->contr->digestion; |
|
|
2480 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2481 | op->stats.food = last_food; |
|
|
2482 | } |
|
|
2483 | } |
|
|
2484 | |
|
|
2485 | if (max_sp > 1) |
|
|
2486 | { |
|
|
2487 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2488 | if (over_sp > 0) |
|
|
2489 | { |
|
|
2490 | if (op->stats.sp < op->stats.maxsp) |
|
|
2491 | { |
|
|
2492 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2493 | |
|
|
2494 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2495 | op->stats.sp--; |
|
|
2496 | |
|
|
2497 | if (op->stats.sp > op->stats.maxsp) |
|
|
2498 | op->stats.sp = op->stats.maxsp; |
|
|
2499 | } |
|
|
2500 | op->last_sp = 0; |
|
|
2501 | } |
|
|
2502 | else |
|
|
2503 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2504 | } |
|
|
2505 | else |
|
|
2506 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2507 | } |
2228 | } |
2508 | |
2229 | |
2509 | /* Regenerate Grace */ |
2230 | /* Regenerate Grace */ |
2510 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2231 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2511 | if (--op->last_grace < 0) |
2232 | if (--op->last_grace < 0) |
… | |
… | |
2532 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2253 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2533 | } |
2254 | } |
2534 | /* wearing stuff doesn't detract from grace generation. */ |
2255 | /* wearing stuff doesn't detract from grace generation. */ |
2535 | } |
2256 | } |
2536 | |
2257 | |
|
|
2258 | if (op->stats.food > 0) |
|
|
2259 | { |
2537 | /* Regenerate Hit Points */ |
2260 | /* Regenerate Spell Points */ |
2538 | if (--op->last_heal < 0) |
2261 | if (!op->contr->golem && --op->last_sp < 0) |
2539 | { |
|
|
2540 | if (op->stats.hp < op->stats.maxhp) |
|
|
2541 | { |
2262 | { |
2542 | op->stats.hp++; |
2263 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2543 | /* dms do not consume food */ |
2264 | |
2544 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2265 | if (op->stats.sp < op->stats.maxsp) |
2545 | { |
2266 | { |
|
|
2267 | op->stats.sp++; |
|
|
2268 | |
|
|
2269 | /* dms do not consume food */ |
|
|
2270 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2271 | { |
2546 | op->stats.food--; |
2272 | op->stats.food--; |
|
|
2273 | |
2547 | if (op->contr->digestion < 0) |
2274 | if (op->contr->digestion < 0) |
2548 | op->stats.food += op->contr->digestion; |
2275 | op->stats.food += op->contr->digestion; |
2549 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2276 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2550 | op->stats.food = last_food; |
2277 | op->stats.food = last_food; |
|
|
2278 | } |
2551 | } |
2279 | } |
2552 | } |
|
|
2553 | |
2280 | |
2554 | if (max_hp > 1) |
2281 | if (max_sp > 1) |
2555 | { |
|
|
2556 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2557 | if (over_hp > 0) |
|
|
2558 | { |
2282 | { |
2559 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2283 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2284 | if (over_sp > 0) |
|
|
2285 | { |
|
|
2286 | if (op->stats.sp < op->stats.maxsp) |
|
|
2287 | { |
|
|
2288 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2289 | |
|
|
2290 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2291 | op->stats.sp--; |
|
|
2292 | |
|
|
2293 | if (op->stats.sp > op->stats.maxsp) |
|
|
2294 | op->stats.sp = op->stats.maxsp; |
|
|
2295 | } |
|
|
2296 | |
2560 | op->last_heal = 0; |
2297 | op->last_sp = 0; |
|
|
2298 | } |
|
|
2299 | else |
|
|
2300 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2561 | } |
2301 | } |
2562 | else |
2302 | else |
|
|
2303 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2304 | } |
|
|
2305 | |
|
|
2306 | /* Regenerate Hit Points */ |
|
|
2307 | if (--op->last_heal < 0) |
|
|
2308 | { |
|
|
2309 | if (op->stats.hp < op->stats.maxhp) |
2563 | { |
2310 | { |
2564 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2311 | op->stats.hp++; |
|
|
2312 | |
|
|
2313 | /* dms do not consume food */ |
|
|
2314 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2315 | { |
|
|
2316 | op->stats.food--; |
|
|
2317 | |
|
|
2318 | if (op->contr->digestion < 0) |
|
|
2319 | op->stats.food += op->contr->digestion; |
|
|
2320 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2321 | op->stats.food = last_food; |
|
|
2322 | } |
2565 | } |
2323 | } |
|
|
2324 | |
|
|
2325 | if (max_hp > 1) |
|
|
2326 | { |
|
|
2327 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2328 | |
|
|
2329 | if (over_hp > 0) |
|
|
2330 | { |
|
|
2331 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2332 | op->last_heal = 0; |
|
|
2333 | } |
|
|
2334 | else |
|
|
2335 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2566 | } |
2336 | } |
2567 | else |
2337 | else |
2568 | { |
|
|
2569 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2338 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2570 | } |
2339 | } |
2571 | } |
2340 | } |
2572 | |
2341 | |
2573 | /* Digestion */ |
2342 | /* Digestion */ |
2574 | if (--op->last_eat < 0) |
2343 | if (--op->last_eat < 0) |
2575 | { |
2344 | { |
2576 | #ifdef COZY_SERVER |
2345 | int bonus = max (0, op->contr->digestion), |
2577 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2346 | penalty = max (0, -op->contr->digestion); |
2578 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2579 | #else |
|
|
2580 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2581 | #endif |
|
|
2582 | |
2347 | |
2583 | if (op->contr->gen_hp > 0) |
|
|
2584 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2348 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2585 | else |
|
|
2586 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2587 | |
2349 | |
2588 | /* dms do not consume food */ |
2350 | /* dms do not consume food */ |
2589 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2351 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2590 | op->stats.food--; |
2352 | op->stats.food--; |
2591 | } |
2353 | } |
2592 | |
2354 | |
2593 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2355 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2594 | { |
2356 | { |
2595 | object *tmp, *flesh = 0; |
2357 | object *flesh = 0; |
2596 | |
2358 | |
2597 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2359 | for_inv_removable (op, tmp) |
2598 | { |
2360 | { |
2599 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2361 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2362 | continue; |
|
|
2363 | |
|
|
2364 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2600 | { |
2365 | { |
2601 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2366 | op->statusmsg ("You blindly grab for a bite of food. " |
2602 | { |
2367 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2603 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2604 | manual_apply (op, tmp, 0); |
2368 | manual_apply (op, tmp, 0); |
|
|
2369 | |
2605 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2370 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2606 | break; |
2371 | break; |
2607 | } |
2372 | } |
2608 | else if (tmp->type == FLESH) |
2373 | else if (tmp->type == FLESH) |
2609 | flesh = tmp; |
2374 | flesh = tmp; |
2610 | } /* End if paid for object */ |
2375 | } |
2611 | } /* end of for loop */ |
|
|
2612 | |
2376 | |
2613 | /* If player is still starving, it means they don't have any food, so |
2377 | /* If player is still starving, it means they don't have any food, so |
2614 | * eat flesh instead. |
2378 | * eat flesh instead. |
2615 | */ |
2379 | */ |
2616 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2380 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2617 | { |
2381 | { |
2618 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2382 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2383 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2619 | manual_apply (op, flesh, 0); |
2384 | manual_apply (op, flesh, 0); |
2620 | } |
2385 | } |
|
|
2386 | |
|
|
2387 | // If player is still starving, alert him! |
|
|
2388 | if (op->stats.food < 0) |
|
|
2389 | op->failmsg ("You are starving! " |
|
|
2390 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2391 | } |
|
|
2392 | |
|
|
2393 | if (op->stats.food < 0) |
2621 | } |
2394 | { |
|
|
2395 | op->stats.hp += op->stats.food; |
|
|
2396 | op->stats.food = 0; |
2622 | |
2397 | |
2623 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2398 | if (op->stats.hp < 0) |
2624 | op->stats.food++, op->stats.hp--; |
2399 | { |
|
|
2400 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2401 | op->contr->killer->destroy (); |
|
|
2402 | } |
|
|
2403 | } |
2625 | |
2404 | |
|
|
2405 | /* killer should be set here already */ |
2626 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2406 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2627 | kill_player (op); |
2407 | kill_player (op); |
2628 | } |
2408 | } |
2629 | } |
2409 | } |
2630 | |
2410 | |
… | |
… | |
2634 | * file. |
2414 | * file. |
2635 | */ |
2415 | */ |
2636 | void |
2416 | void |
2637 | kill_player (object *op) |
2417 | kill_player (object *op) |
2638 | { |
2418 | { |
2639 | char buf[MAX_BUF]; |
|
|
2640 | int x, y; |
2419 | int x, y; |
2641 | |
|
|
2642 | //int i; |
|
|
2643 | maptile *map; /* this is for resurrection */ |
2420 | maptile *map; /* this is for resurrection */ |
2644 | |
|
|
2645 | /* int z; |
|
|
2646 | int num_stats_lose; |
|
|
2647 | int lost_a_stat; |
|
|
2648 | int lose_this_stat; |
|
|
2649 | int this_stat; */ |
|
|
2650 | int will_kill_again; |
2421 | int will_kill_again; |
2651 | archetype *at; |
2422 | archetype *at; |
2652 | object *tmp; |
2423 | object *tmp; |
2653 | |
2424 | |
2654 | if (save_life (op)) |
2425 | if (save_life (op)) |
2655 | return; |
2426 | return; |
2656 | |
2427 | |
|
|
2428 | dynbuf_text deathtab; |
|
|
2429 | |
|
|
2430 | /* restore player */ |
|
|
2431 | at = archetype::find (shstr_poisoning); |
|
|
2432 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2433 | { |
|
|
2434 | tmp->destroy (); |
|
|
2435 | deathtab << "Your body feels cleansed...\r"; |
|
|
2436 | } |
|
|
2437 | |
|
|
2438 | at = archetype::find (shstr_confusion); |
|
|
2439 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2440 | { |
|
|
2441 | tmp->destroy (); |
|
|
2442 | deathtab << "Your mind feels clearer...\r"; |
|
|
2443 | } |
|
|
2444 | |
|
|
2445 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2446 | |
|
|
2447 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2448 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2449 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2450 | |
|
|
2451 | if (op->stats.food <= 0) |
|
|
2452 | op->stats.food = 999; |
|
|
2453 | |
|
|
2454 | // remove all spell effects that are active |
|
|
2455 | // to avoid long-term effects such as word-of-recall |
|
|
2456 | for (object *item = op->inv; item; ) |
|
|
2457 | { |
|
|
2458 | object *next = item->below; |
|
|
2459 | |
|
|
2460 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2461 | item->destroy (); |
|
|
2462 | |
|
|
2463 | item = next; |
|
|
2464 | } |
2657 | |
2465 | |
2658 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2466 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2659 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2467 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2660 | * Look at op_on_battleground() for more info --AndreasV |
2468 | * Look at op_on_battleground() for more info --AndreasV |
2661 | */ |
2469 | */ |
2662 | if (op_on_battleground (op, &x, &y)) |
2470 | if (op_on_battleground (op, &x, &y)) |
2663 | { |
2471 | { |
2664 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2472 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2665 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2666 | |
|
|
2667 | /* restore player */ |
|
|
2668 | at = archetype::find ("poisoning"); |
|
|
2669 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2670 | { |
|
|
2671 | tmp->destroy (); |
|
|
2672 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2673 | } |
|
|
2674 | |
|
|
2675 | at = archetype::find ("confusion"); |
|
|
2676 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2677 | { |
|
|
2678 | tmp->destroy (); |
|
|
2679 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2680 | } |
|
|
2681 | |
|
|
2682 | cure_disease (op, 0); /* remove any disease */ |
|
|
2683 | op->stats.hp = op->stats.maxhp; |
|
|
2684 | if (op->stats.food <= 0) |
|
|
2685 | op->stats.food = 999; |
|
|
2686 | |
2473 | |
2687 | /* create a bodypart-trophy to make the winner happy */ |
2474 | /* create a bodypart-trophy to make the winner happy */ |
2688 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2475 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2689 | { |
2476 | { |
2690 | sprintf (buf, "%s's finger", &op->name); |
2477 | tmp->name = format ("%s's finger" , &op->name); |
2691 | tmp->name = buf; |
2478 | tmp->name_pl = format ("%s's fingers", &op->name); |
2692 | sprintf (buf, " This finger has been cut off %s\n" |
|
|
2693 | " the %s, when he was defeated at\n level %d by %s.\n", |
|
|
2694 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
|
|
2695 | tmp->msg = buf; |
2479 | tmp->msg = format ( |
|
|
2480 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
|
|
2481 | &op->name, op->contr->title, |
|
|
2482 | (int)op->level, |
|
|
2483 | op->contr->killer_name () |
|
|
2484 | ); |
2696 | tmp->value = 0, tmp->type = 0; |
2485 | tmp->value = 0, tmp->type = 0; |
2697 | tmp->materialname = "organics"; |
2486 | tmp->materialname = "organics"; |
2698 | tmp->insert_at (op, tmp); |
2487 | tmp->insert_at (op, tmp); |
2699 | } |
2488 | } |
2700 | |
2489 | |
2701 | /* teleport defeated player to new destination */ |
2490 | /* teleport defeated player to new destination */ |
2702 | transfer_ob (op, x, y, 0, NULL); |
2491 | transfer_ob (op, x, y, 0, NULL); |
2703 | op->contr->braced = 0; |
2492 | op->contr->braced = 0; |
|
|
2493 | |
|
|
2494 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2704 | return; |
2495 | return; |
2705 | } |
2496 | } |
2706 | |
2497 | |
|
|
2498 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2499 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2500 | |
2707 | INVOKE_PLAYER (DEATH, op->contr); |
2501 | INVOKE_PLAYER (DEATH, op->contr); |
2708 | |
2502 | |
2709 | command_kill_pets (op, 0); |
2503 | command_kill_pets (op, 0); |
2710 | |
2504 | |
2711 | if (op->stats.food < 0) |
2505 | op->contr->play_sound (sound_find ("player_dies")); |
2712 | { |
|
|
2713 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2714 | strcpy (op->contr->killer, "starvation"); |
|
|
2715 | } |
|
|
2716 | else |
|
|
2717 | sprintf (buf, "%s died.", &op->name); |
|
|
2718 | |
|
|
2719 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2720 | |
2506 | |
2721 | /* save the map location for corpse, gravestone */ |
2507 | /* save the map location for corpse, gravestone */ |
2722 | x = op->x; |
2508 | x = op->x; |
2723 | y = op->y; |
2509 | y = op->y; |
2724 | map = op->map; |
2510 | map = op->map; |
… | |
… | |
2752 | |
2538 | |
2753 | lost_a_stat = 0; |
2539 | lost_a_stat = 0; |
2754 | |
2540 | |
2755 | for (z = 0; z < num_stats_lose; z++) |
2541 | for (z = 0; z < num_stats_lose; z++) |
2756 | { |
2542 | { |
2757 | i = RANDOM () % NUM_STATS; |
2543 | i = rndm (NUM_STATS); |
2758 | |
2544 | |
2759 | if (settings.stat_loss_on_death) |
2545 | if (settings.stat_loss_on_death) |
2760 | { |
2546 | { |
2761 | /* Pick a random stat and take a point off it. Tell the player |
2547 | /* Pick a random stat and take a point off it. Tell the player |
2762 | * what he lost. |
2548 | * what he lost. |
… | |
… | |
2769 | lost_a_stat = 1; |
2555 | lost_a_stat = 1; |
2770 | } |
2556 | } |
2771 | else |
2557 | else |
2772 | { |
2558 | { |
2773 | /* deplete a stat */ |
2559 | /* deplete a stat */ |
2774 | archetype *deparch = archetype::find ("depletion"); |
2560 | archetype *deparch = archetype::find (shstr_depletion); |
2775 | object *dep; |
2561 | object *dep; |
2776 | |
2562 | |
2777 | dep = present_arch_in_ob (deparch, op); |
2563 | dep = present_arch_in_ob (deparch, op); |
2778 | if (!dep) |
2564 | if (!dep) |
2779 | { |
2565 | { |
… | |
… | |
2813 | } |
2599 | } |
2814 | } |
2600 | } |
2815 | |
2601 | |
2816 | if (lose_this_stat) |
2602 | if (lose_this_stat) |
2817 | { |
2603 | { |
2818 | this_stat = get_attr_value (&(dep->stats), i); |
2604 | this_stat = get_attr_value (&dep->stats, i); |
2819 | /* We could try to do something clever like find another |
2605 | /* We could try to do something clever like find another |
2820 | * stat to reduce if this fails. But chances are, if |
2606 | * stat to reduce if this fails. But chances are, if |
2821 | * stats have been depleted to -50, all are pretty low |
2607 | * stats have been depleted to -50, all are pretty low |
2822 | * and should be roughly the same, so it shouldn't make a |
2608 | * and should be roughly the same, so it shouldn't make a |
2823 | * difference. |
2609 | * difference. |
… | |
… | |
2831 | lost_a_stat = 1; |
2617 | lost_a_stat = 1; |
2832 | } |
2618 | } |
2833 | } |
2619 | } |
2834 | } |
2620 | } |
2835 | } |
2621 | } |
|
|
2622 | |
2836 | /* If no stat lost, tell the player. */ |
2623 | /* If no stat lost, tell the player. */ |
2837 | if (!lost_a_stat) |
2624 | if (!lost_a_stat) |
2838 | { |
2625 | { |
2839 | /* determine_god() seems to not work sometimes... why is this? |
2626 | /* determine_god() seems to not work sometimes... why is this? |
2840 | Should I be using something else? GD */ |
2627 | Should I be using something else? GD */ |
2841 | const char *god = determine_god (op); |
2628 | shstr_tmp god = determine_god (op); |
2842 | |
2629 | |
2843 | if (god && (strcmp (god, "none"))) |
2630 | if (god != shstr_none) |
2844 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2631 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2845 | else |
2632 | else |
2846 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2633 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2847 | } |
2634 | } |
2848 | #else |
2635 | #else |
2849 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2636 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2850 | #endif |
2637 | #endif |
2851 | |
2638 | |
2852 | /* Put a gravestone up where the character 'almost' died. List the |
2639 | /* Put a gravestone up where the character 'almost' died. List the |
2853 | * exp loss on the stone. |
2640 | * exp loss on the stone. |
2854 | */ |
2641 | */ |
2855 | tmp = arch_to_object (archetype::find ("gravestone")); |
2642 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2856 | sprintf (buf, "%s's gravestone", &op->name); |
2643 | tmp->name = format ("%s's gravestone", &op->name); |
2857 | tmp->name = buf; |
2644 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2858 | sprintf (buf, "%s's gravestones", &op->name); |
2645 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2859 | tmp->name_pl = buf; |
2646 | &op->name, op->contr->title, op->contr->killer_name ()); |
2860 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2861 | tmp->msg = buf; |
|
|
2862 | tmp->x = op->x, tmp->y = op->y; |
2647 | tmp->x = op->x, tmp->y = op->y; |
2863 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2648 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2864 | |
2649 | |
2865 | /**************************************/ |
2650 | /**************************************/ |
2866 | /* */ |
2651 | /* */ |
2867 | /* Subtract the experience points, */ |
2652 | /* Subtract the experience points, */ |
2868 | /* if we died cause of food, give us */ |
|
|
2869 | /* food, and reset HP's... */ |
|
|
2870 | /* */ |
2653 | /* */ |
2871 | /**************************************/ |
2654 | /**************************************/ |
2872 | |
2655 | |
2873 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2874 | /* restore player */ |
|
|
2875 | at = archetype::find ("poisoning"); |
|
|
2876 | tmp = present_arch_in_ob (at, op); |
|
|
2877 | |
|
|
2878 | if (tmp) |
|
|
2879 | { |
|
|
2880 | tmp->destroy (); |
|
|
2881 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2882 | } |
|
|
2883 | |
|
|
2884 | at = archetype::find ("confusion"); |
|
|
2885 | tmp = present_arch_in_ob (at, op); |
|
|
2886 | if (tmp) |
|
|
2887 | { |
|
|
2888 | tmp->destroy (); |
|
|
2889 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2890 | } |
|
|
2891 | |
|
|
2892 | cure_disease (op, 0); /* remove any disease */ |
|
|
2893 | |
|
|
2894 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2656 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2895 | apply_death_exp_penalty (op); |
2657 | apply_death_exp_penalty (op); |
2896 | if (op->stats.food < 100) |
|
|
2897 | op->stats.food = 900; |
|
|
2898 | op->stats.hp = op->stats.maxhp; |
|
|
2899 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2900 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2901 | |
2658 | |
2902 | /* |
2659 | /* |
2903 | * Check to see if the player has any unpaid items. If so, remove them |
2660 | * Check to see if the player has any unpaid items. If so, remove them |
2904 | * and put them back in the map. |
2661 | * and put them back in the map. |
2905 | */ |
2662 | */ |
2906 | remove_unpaid_objects (op->inv, op); |
2663 | op->drop_unpaid_items (); |
2907 | |
2664 | |
2908 | /****************************************/ |
2665 | /****************************************/ |
2909 | /* */ |
2666 | /* */ |
2910 | /* Move player to his current respawn- */ |
2667 | /* Move player to his current respawn- */ |
2911 | /* position (usually last savebed) */ |
2668 | /* position (usually last savebed) */ |
… | |
… | |
2931 | object *force; |
2688 | object *force; |
2932 | int at; |
2689 | int at; |
2933 | |
2690 | |
2934 | force = get_archetype (FORCE_NAME); |
2691 | force = get_archetype (FORCE_NAME); |
2935 | /* 50 ticks should be enough time for the spell to abate */ |
2692 | /* 50 ticks should be enough time for the spell to abate */ |
2936 | force->speed = 0.1; |
2693 | force->speed = 0.1f; |
2937 | force->speed_left = -5.0; |
2694 | force->speed_left = -5.f; |
2938 | SET_FLAG (force, FLAG_APPLIED); |
2695 | SET_FLAG (force, FLAG_APPLIED); |
2939 | for (at = 0; at < NROFATTACKS; at++) |
2696 | for (at = 0; at < NROFATTACKS; at++) |
2940 | if (will_kill_again & (1 << at)) |
2697 | if (will_kill_again & (1 << at)) |
2941 | force->resist[at] = 100; |
2698 | force->resist[at] = 100; |
2942 | |
2699 | |
2943 | insert_ob_in_ob (force, op); |
2700 | insert_ob_in_ob (force, op); |
2944 | op->update_stats (); |
2701 | op->update_stats (); |
2945 | |
|
|
2946 | } |
2702 | } |
2947 | |
2703 | |
2948 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2704 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2949 | } |
2705 | } |
2950 | |
2706 | |
2951 | void |
2707 | static void |
2952 | loot_object (object *op) |
2708 | loot_object (object *op) |
2953 | { /* Grab and destroy some treasure */ |
2709 | { /* Grab and destroy some treasure */ |
2954 | object *tmp, *tmp2, *next; |
2710 | object *tmp, *tmp2, *next; |
2955 | |
2711 | |
2956 | op->close_container (); /* close open sack first */ |
2712 | op->close_container (); /* close open sack first */ |
… | |
… | |
2970 | |
2726 | |
2971 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2727 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2972 | { |
2728 | { |
2973 | if (tmp->nrof > 1) |
2729 | if (tmp->nrof > 1) |
2974 | { |
2730 | { |
2975 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2731 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2976 | tmp2->destroy (); |
|
|
2977 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2732 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2978 | } |
2733 | } |
2979 | else |
2734 | else |
2980 | tmp->destroy (); |
2735 | tmp->destroy (); |
2981 | } |
2736 | } |
… | |
… | |
2992 | void |
2747 | void |
2993 | fix_weight (void) |
2748 | fix_weight (void) |
2994 | { |
2749 | { |
2995 | for_all_players (pl) |
2750 | for_all_players (pl) |
2996 | { |
2751 | { |
2997 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2752 | sint32 old = pl->ob->carrying; |
2998 | |
2753 | |
2999 | if (old == sum) |
2754 | pl->ob->update_weight (); |
3000 | continue; |
2755 | |
|
|
2756 | if (old != pl->ob->carrying) |
|
|
2757 | { |
3001 | pl->ob->update_stats (); |
2758 | pl->ob->update_stats (); |
3002 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2759 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2760 | } |
3003 | } |
2761 | } |
3004 | } |
2762 | } |
3005 | |
2763 | |
3006 | void |
2764 | void |
3007 | fix_luck (void) |
2765 | fix_luck (void) |
… | |
… | |
3049 | } |
2807 | } |
3050 | |
2808 | |
3051 | void |
2809 | void |
3052 | make_visible (object *op) |
2810 | make_visible (object *op) |
3053 | { |
2811 | { |
3054 | op->hide = 0; |
2812 | op->flag [FLAG_HIDDEN] = 0; |
3055 | op->invisible = 0; |
2813 | op->invisible = 0; |
|
|
2814 | |
3056 | if (op->type == PLAYER) |
2815 | if (op->type == PLAYER) |
3057 | { |
2816 | { |
3058 | op->contr->tmp_invis = 0; |
2817 | op->contr->tmp_invis = 0; |
3059 | op->contr->invis_race = 0; |
2818 | op->contr->invis_race = 0; |
3060 | } |
2819 | } |
… | |
… | |
3063 | } |
2822 | } |
3064 | |
2823 | |
3065 | int |
2824 | int |
3066 | is_true_undead (object *op) |
2825 | is_true_undead (object *op) |
3067 | { |
2826 | { |
3068 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2827 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3069 | return 1; |
2828 | return 1; |
3070 | |
2829 | |
3071 | return 0; |
2830 | return 0; |
3072 | } |
2831 | } |
3073 | |
2832 | |
3074 | /* look at the surrounding terrain to determine |
2833 | /* look at the surrounding terrain to determine |
3075 | * the hideability of this object. Positive levels |
2834 | * the hideability of this object. Positive levels |
3076 | * indicate greater hideability. |
2835 | * indicate greater hideability. |
3077 | */ |
2836 | */ |
3078 | |
|
|
3079 | int |
2837 | int |
3080 | hideability (object *ob) |
2838 | hideability (object *ob) |
3081 | { |
2839 | { |
3082 | int i, level = 0, mflag; |
2840 | int i, level = 0, mflag; |
3083 | sint16 x, y; |
2841 | sint16 x, y; |
3084 | |
2842 | |
3085 | if (!ob || !ob->map) |
2843 | if (!ob || !ob->map) |
3086 | return 0; |
2844 | return 0; |
3087 | |
2845 | |
3088 | /* so, on normal lighted maps, its hard to hide */ |
2846 | /* so, on normal lighted maps, its hard to hide */ |
3089 | level = ob->map->darkness - 2; |
2847 | level = ob->map->darklevel () - 2; |
3090 | |
2848 | |
3091 | /* this also picks up whether the object is glowing. |
2849 | /* this also picks up whether the object is glowing. |
3092 | * If you carry a light on a non-dark map, its not |
2850 | * If you carry a light on a non-dark map, its not |
3093 | * as bad as carrying a light on a pitch dark map */ |
2851 | * as bad as carrying a light on a pitch dark map */ |
3094 | if (has_carried_lights (ob)) |
2852 | if (ob->has_carried_lights ()) |
3095 | level = -(10 + (2 * ob->map->darkness)); |
2853 | level = -(10 + (2 * ob->map->darklevel ())); |
3096 | |
2854 | |
3097 | /* scan through all nearby squares for terrain to hide in */ |
2855 | /* scan through all nearby squares for terrain to hide in */ |
3098 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2856 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2857 | i <= SIZEOFFREE1; |
|
|
2858 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3099 | { |
2859 | { |
3100 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2860 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3101 | if (mflag & P_OUT_OF_MAP) |
2861 | if (mflag & P_OUT_OF_MAP) |
3102 | { |
|
|
3103 | continue; |
2862 | continue; |
3104 | } |
2863 | |
3105 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2864 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3106 | level += 2; |
2865 | level += 2; |
3107 | else /* open terrain! */ |
2866 | else /* open terrain! */ |
3108 | level -= 1; |
2867 | level -= 1; |
3109 | } |
2868 | } |
… | |
… | |
3117 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2876 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3118 | * every time they move - as we subtract off 'invisibility' |
2877 | * every time they move - as we subtract off 'invisibility' |
3119 | * AND, for players, if they move into a ridiculously unhideable |
2878 | * AND, for players, if they move into a ridiculously unhideable |
3120 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2879 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3121 | */ |
2880 | */ |
3122 | |
|
|
3123 | void |
2881 | void |
3124 | do_hidden_move (object *op) |
2882 | do_hidden_move (object *op) |
3125 | { |
2883 | { |
3126 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2884 | int hide = 0; |
3127 | object *skop; |
|
|
3128 | |
2885 | |
3129 | if (!op || !op->map) |
2886 | if (!op || !op->map) |
3130 | return; |
2887 | return; |
3131 | |
2888 | |
3132 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2889 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2890 | int num = random_roll (0, 19, op, PREFER_LOW); |
3133 | |
2891 | |
3134 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2892 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3135 | if (op->type == PLAYER && op->contr->run_on) |
2893 | if (op->type == PLAYER && op->contr->run_on) |
3136 | if (!skop || num >= skop->level) |
2894 | if (!skop || num >= skop->level) |
3137 | { |
2895 | { |
… | |
… | |
3147 | num -= hide; |
2905 | num -= hide; |
3148 | |
2906 | |
3149 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2907 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3150 | { |
2908 | { |
3151 | make_visible (op); |
2909 | make_visible (op); |
|
|
2910 | |
3152 | if (op->type == PLAYER) |
2911 | if (op->type == PLAYER) |
3153 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2912 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3154 | } |
2913 | } |
3155 | else if (op->type == PLAYER && skop) |
2914 | else if (op->type == PLAYER && skop) |
3156 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2915 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3209 | * object op. This function works fine for monsters, |
2968 | * object op. This function works fine for monsters, |
3210 | * but we dont worry if the object isnt the top one in |
2969 | * but we dont worry if the object isnt the top one in |
3211 | * a pile (say a coin under a table would return "viewable" |
2970 | * a pile (say a coin under a table would return "viewable" |
3212 | * by this routine). Another question, should we be |
2971 | * by this routine). Another question, should we be |
3213 | * concerned with the direction the player is looking |
2972 | * concerned with the direction the player is looking |
3214 | * in? Realistically, most of use cant see stuff behind |
2973 | * in? Realistically, most of us can't see stuff behind |
3215 | * our backs...on the other hand, does the "facing" direction |
2974 | * our backs...on the other hand, does the "facing" direction |
3216 | * imply the way your head, or body is facing? Its possible |
2975 | * imply the way your head, or body is facing? It's possible |
3217 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2976 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3218 | * -b.t. |
2977 | * -b.t. |
3219 | * This function is now map tiling safe. |
2978 | * This function is now map tiling safe. |
3220 | */ |
2979 | */ |
3221 | |
|
|
3222 | int |
2980 | int |
3223 | player_can_view (object *pl, object *op) |
2981 | player_can_view (object *pl, object *op) |
3224 | { |
2982 | { |
3225 | rv_vector rv; |
2983 | rv_vector rv; |
3226 | int dx, dy; |
2984 | int dx, dy; |
… | |
… | |
3238 | |
2996 | |
3239 | get_rangevector (pl, op, &rv, 0x1); |
2997 | get_rangevector (pl, op, &rv, 0x1); |
3240 | |
2998 | |
3241 | /* starting with the 'head' part, lets loop |
2999 | /* starting with the 'head' part, lets loop |
3242 | * through the object and find if it has any |
3000 | * through the object and find if it has any |
3243 | * part that is in the los array but isnt on |
3001 | * part that is in the los array but isn't on |
3244 | * a blocked los square. |
3002 | * a blocked los square. |
3245 | * we use the archetype to figure out offsets. |
3003 | * we use the archetype to figure out offsets. |
3246 | */ |
3004 | */ |
3247 | while (op) |
3005 | while (op) |
3248 | { |
3006 | { |
3249 | dx = rv.distance_x + op->arch->clone.x; |
3007 | dx = rv.distance_x + op->arch->x; |
3250 | dy = rv.distance_y + op->arch->clone.y; |
3008 | dy = rv.distance_y + op->arch->y; |
3251 | |
3009 | |
3252 | /* only the viewable area the player sees is updated by LOS |
3010 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3253 | * code, so we need to restrict ourselves to that range of values |
|
|
3254 | * for any meaningful values. |
|
|
3255 | */ |
|
|
3256 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3257 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3258 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3259 | return 1; |
3011 | return 1; |
|
|
3012 | |
3260 | op = op->more; |
3013 | op = op->more; |
3261 | } |
3014 | } |
3262 | return 0; |
|
|
3263 | } |
|
|
3264 | |
3015 | |
3265 | /* routine for both players and monsters. We call this when |
|
|
3266 | * there is a possibility for our action distrubing our hiding |
|
|
3267 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3268 | * effected by this. If we arent invisible to begin with, we |
|
|
3269 | * return 0. |
|
|
3270 | */ |
|
|
3271 | int |
|
|
3272 | action_makes_visible (object *op) |
|
|
3273 | { |
|
|
3274 | |
|
|
3275 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3276 | { |
|
|
3277 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3278 | return 0; |
|
|
3279 | |
|
|
3280 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3281 | return 0; |
|
|
3282 | |
|
|
3283 | /* If monsters, they should become visible */ |
|
|
3284 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3285 | { |
|
|
3286 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3287 | return 1; |
|
|
3288 | } |
|
|
3289 | } |
|
|
3290 | return 0; |
3016 | return 0; |
3291 | } |
3017 | } |
3292 | |
3018 | |
3293 | /* op_on_battleground - checks if the given object op (usually |
3019 | /* op_on_battleground - checks if the given object op (usually |
3294 | * a player) is standing on a valid battleground-tile, |
3020 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3299 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3025 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3300 | */ |
3026 | */ |
3301 | int |
3027 | int |
3302 | op_on_battleground (object *op, int *x, int *y) |
3028 | op_on_battleground (object *op, int *x, int *y) |
3303 | { |
3029 | { |
3304 | object *tmp; |
|
|
3305 | |
|
|
3306 | /* A battleground-tile needs the following attributes to be valid: |
3030 | /* A battleground-tile needs the following attributes to be valid: |
3307 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3031 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3308 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3032 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3309 | * and the exit-coordinates sp/hp must both be > 0. |
3033 | * and the exit-coordinates sp/hp must both be > 0. |
3310 | * => The intention here is to prevent abuse of the battleground- |
3034 | * => The intention here is to prevent abuse of the battleground- |
3311 | * feature (like pickable or hidden battleground tiles). */ |
3035 | * feature (like pickable or hidden battleground tiles). */ |
3312 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3036 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3313 | { |
3037 | { |
3314 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3038 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3315 | { |
3039 | { |
3316 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3040 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3317 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3041 | && tmp->type == BATTLEGROUND |
|
|
3042 | && tmp->name == shstr_battleground |
|
|
3043 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3318 | { |
3044 | { |
3319 | /*before we assign the exit, check if this is a teambattle */ |
3045 | /* before we assign the exit, check if this is a teambattle */ |
3320 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3046 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3321 | { |
3047 | { |
3322 | object *invtmp; |
|
|
3323 | |
|
|
3324 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3325 | { |
3049 | { |
3326 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
3050 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3327 | { |
3051 | { |
3328 | if (x != NULL && y != NULL) |
3052 | if (x && y) |
3329 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3053 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3054 | |
3330 | return 1; |
3055 | return 1; |
3331 | } |
3056 | } |
3332 | } |
3057 | } |
3333 | } |
3058 | } |
|
|
3059 | |
3334 | if (x != NULL && y != NULL) |
3060 | if (x && y) |
3335 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3061 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3062 | |
3336 | return 1; |
3063 | return 1; |
3337 | } |
3064 | } |
3338 | } |
3065 | } |
3339 | } |
3066 | } |
|
|
3067 | |
3340 | /* If we got here, did not find a battleground */ |
3068 | /* If we got here, did not find a battleground */ |
3341 | return 0; |
3069 | return 0; |
3342 | } |
3070 | } |
3343 | |
3071 | |
3344 | /* |
3072 | /* |
… | |
… | |
3360 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3088 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3361 | int i = 0, j = 0; |
3089 | int i = 0, j = 0; |
3362 | |
3090 | |
3363 | /* get the appropriate treasurelist */ |
3091 | /* get the appropriate treasurelist */ |
3364 | if (atnr == ATNR_FIRE) |
3092 | if (atnr == ATNR_FIRE) |
3365 | trlist = treasurelist::find ("dragon_ability_fire"); |
3093 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3366 | else if (atnr == ATNR_COLD) |
3094 | else if (atnr == ATNR_COLD) |
3367 | trlist = treasurelist::find ("dragon_ability_cold"); |
3095 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3368 | else if (atnr == ATNR_ELECTRICITY) |
3096 | else if (atnr == ATNR_ELECTRICITY) |
3369 | trlist = treasurelist::find ("dragon_ability_elec"); |
3097 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3370 | else if (atnr == ATNR_POISON) |
3098 | else if (atnr == ATNR_POISON) |
3371 | trlist = treasurelist::find ("dragon_ability_poison"); |
3099 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3372 | |
3100 | |
3373 | if (trlist == NULL || who->type != PLAYER) |
3101 | if (trlist == NULL || who->type != PLAYER) |
3374 | return; |
3102 | return; |
3375 | |
3103 | |
3376 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3104 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3380 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3108 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3381 | return; |
3109 | return; |
3382 | } |
3110 | } |
3383 | |
3111 | |
3384 | /* everything seems okay - now bring on the gift: */ |
3112 | /* everything seems okay - now bring on the gift: */ |
3385 | item = &(tr->item->clone); |
3113 | item = tr->item; |
3386 | |
3114 | |
3387 | if (item->type == SPELL) |
3115 | if (item->type == SPELL) |
3388 | { |
3116 | { |
3389 | if (check_spell_known (who, item->name)) |
3117 | if (check_spell_known (who, item->name)) |
3390 | return; |
3118 | return; |
… | |
… | |
3449 | { |
3177 | { |
3450 | /* forces in the treasurelist can alter the player's stats */ |
3178 | /* forces in the treasurelist can alter the player's stats */ |
3451 | object *skin; |
3179 | object *skin; |
3452 | |
3180 | |
3453 | /* first get the dragon skin force */ |
3181 | /* first get the dragon skin force */ |
3454 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3455 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3182 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3456 | ; |
3183 | ; |
3457 | |
3184 | |
3458 | if (!skin) |
3185 | if (!skin) |
3459 | return; |
3186 | return; |
3460 | |
3187 | |
… | |
… | |
3495 | else |
3222 | else |
3496 | { |
3223 | { |
3497 | /* generate misc. treasure */ |
3224 | /* generate misc. treasure */ |
3498 | tmp = arch_to_object (tr->item); |
3225 | tmp = arch_to_object (tr->item); |
3499 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3226 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3500 | tmp = insert_ob_in_ob (tmp, who); |
3227 | who->insert (tmp); |
3501 | if (who->type == PLAYER) |
|
|
3502 | esrv_send_item (who, tmp); |
|
|
3503 | } |
3228 | } |
3504 | } |
3229 | } |
3505 | |
3230 | |
3506 | /** |
3231 | /** |
3507 | * Unready an object for a player. This function does nothing if the object was |
3232 | * Unready an object for a player. This function does nothing if the object was |
… | |
… | |
3518 | |
3243 | |
3519 | if (pl->ranged_ob == ob) |
3244 | if (pl->ranged_ob == ob) |
3520 | pl->ranged_ob = 0; |
3245 | pl->ranged_ob = 0; |
3521 | } |
3246 | } |
3522 | |
3247 | |
|
|
3248 | //-GPL |
|
|
3249 | |
3523 | sint8 |
3250 | sint8 |
3524 | player::visibility_at (maptile *map, int x, int y) const |
3251 | player::darkness_at (maptile *map, int x, int y) const |
3525 | { |
3252 | { |
3526 | if (!ns) |
3253 | if (!ns) |
3527 | return 0; |
3254 | return LOS_BLOCKED; |
3528 | |
3255 | |
3529 | int dx, dy; |
3256 | int dx, dy; |
3530 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3257 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3531 | return 0; |
3258 | return LOS_BLOCKED; |
3532 | |
3259 | |
3533 | x += dx - ns->current_x + ns->mapx / 2; |
3260 | x += dx - ns->current_x; |
3534 | y += dy - ns->current_y + ns->mapy / 2; |
3261 | y += dy - ns->current_y; |
3535 | |
3262 | |
3536 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3537 | return 0; |
|
|
3538 | |
|
|
3539 | return 100 - blocked_los [x][y]; |
3263 | return blocked_los (x, y); |
3540 | } |
3264 | } |
|
|
3265 | |
|
|
3266 | void |
|
|
3267 | player::infobox (const char *title, const char *msg, int color) |
|
|
3268 | { |
|
|
3269 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3270 | } |
|
|
3271 | |
|
|
3272 | void |
|
|
3273 | player::statusmsg (const char *msg, int color) |
|
|
3274 | { |
|
|
3275 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3276 | } |
|
|
3277 | |
|
|
3278 | void |
|
|
3279 | player::failmsg (const char *msg, int color) |
|
|
3280 | { |
|
|
3281 | play_sound (sound_find ("generic_failure")); |
|
|
3282 | statusmsg (msg, color); |
|
|
3283 | } |
|
|
3284 | |