1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
107 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
108 | |
108 | |
109 | ob->update_weight (); |
109 | ob->update_weight (); |
110 | link_skills (); |
110 | link_skills (); |
111 | |
111 | |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
113 | |
|
|
114 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
115 | |
113 | |
116 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
117 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
118 | { |
116 | { |
119 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
120 | |
118 | |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
122 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
136 | |
134 | |
137 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
138 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
139 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
140 | |
138 | |
|
|
139 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
140 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
141 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
142 | ob->flag [FLAG_READY_BOW] = false; |
|
|
143 | |
|
|
144 | for (object *op = ob->inv; op; op = op->below) |
|
|
145 | if (op->flag [FLAG_APPLIED]) |
|
|
146 | switch (op->type) |
|
|
147 | { |
|
|
148 | case SKILL: |
|
|
149 | op->flag [FLAG_APPLIED] = false; |
|
|
150 | break; |
|
|
151 | |
|
|
152 | case SPELL: |
|
|
153 | case WAND: |
|
|
154 | case ROD: |
|
|
155 | case HORN: |
|
|
156 | case BOW: |
|
|
157 | case RANGED: |
|
|
158 | ranged_ob = op; |
|
|
159 | op->flag [FLAG_APPLIED] = false; |
|
|
160 | break; |
|
|
161 | |
|
|
162 | case WEAPON: |
|
|
163 | combat_ob = op; |
|
|
164 | op->flag [FLAG_APPLIED] = false; |
|
|
165 | break; |
|
|
166 | } |
|
|
167 | |
|
|
168 | ob->update_stats (); // we unapplied stuff above |
|
|
169 | |
|
|
170 | ob->current_weapon = 0; |
|
|
171 | if (object *item = combat_ob ? combat_ob : ranged_ob) |
|
|
172 | ob->apply (item); |
|
|
173 | |
141 | activate (); |
174 | activate (); |
142 | |
175 | |
143 | INVOKE_PLAYER (CONNECT, this); |
176 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
145 | } |
178 | } |
… | |
… | |
184 | |
217 | |
185 | ob->speed = 1.0f; |
218 | ob->speed = 1.0f; |
186 | ob->speed_left = 0.5f; |
219 | ob->speed_left = 0.5f; |
187 | |
220 | |
188 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
189 | |
|
|
190 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
191 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
192 | ob->flag [FLAG_READY_BOW] = false; |
|
|
193 | |
|
|
194 | for (object *op = ob->inv; op; op = op->below) |
|
|
195 | if (op->flag [FLAG_APPLIED]) |
|
|
196 | switch (op->type) |
|
|
197 | { |
|
|
198 | case SKILL: |
|
|
199 | ob->flag [FLAG_APPLIED] = false; |
|
|
200 | break; |
|
|
201 | |
|
|
202 | case WAND: |
|
|
203 | case ROD: |
|
|
204 | case HORN: |
|
|
205 | case BOW: |
|
|
206 | ranged_ob = op; |
|
|
207 | break; |
|
|
208 | |
|
|
209 | case WEAPON: |
|
|
210 | combat_ob = op; |
|
|
211 | break; |
|
|
212 | } |
|
|
213 | |
|
|
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
215 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
216 | } |
222 | } |
217 | |
223 | |
218 | void |
224 | void |
219 | player::set_observe (object *op) |
225 | player::set_observe (object *op) |
220 | { |
226 | { |
… | |
… | |
310 | player * |
316 | player * |
311 | player::create () |
317 | player::create () |
312 | { |
318 | { |
313 | player *pl = new player; |
319 | player *pl = new player; |
314 | |
320 | |
315 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
316 | |
322 | |
317 | pl->ob->roll_stats (); |
323 | pl->ob->roll_stats (); |
318 | pl->ob->stats.wc = 2; |
324 | pl->ob->stats.wc = 2; |
319 | pl->ob->run_away = 25; /* Then we panick... */ |
325 | pl->ob->run_away = 25; /* Then we panick... */ |
320 | |
326 | |
… | |
… | |
637 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
643 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
638 | } |
644 | } |
639 | |
645 | |
640 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
646 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
641 | static int |
647 | static int |
642 | roll_stat (void) |
648 | roll_stat () |
643 | { |
649 | { |
644 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
645 | |
651 | |
646 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
647 | a[i] = (int) rndm (6) + 1; |
653 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
841 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
842 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
843 | { |
849 | { |
844 | int m = 1 - rndm (2) * 2; |
850 | int m = 1 - rndm (2) * 2; |
845 | |
851 | |
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
852 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
847 | return; |
853 | return; |
848 | } |
854 | } |
849 | |
855 | |
850 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
851 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
861 | { |
867 | { |
862 | object *tmp, *next; |
868 | object *tmp, *next; |
863 | int stop = 0; |
869 | int stop = 0; |
864 | int wvratio; |
870 | int wvratio; |
865 | |
871 | |
866 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
867 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
868 | return 1; |
874 | return 1; |
869 | |
875 | |
870 | next = op->below; |
876 | next = op->below; |
871 | |
877 | |
872 | int cnt = MAX_ITEM_PER_DROP; |
878 | int cnt = MAX_ITEM_PER_ACTION; |
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
879 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
874 | |
880 | |
875 | /* loop while there are items on the floor that are not marked as |
881 | /* loop while there are items on the floor that are not marked as |
876 | * destroyed */ |
882 | * destroyed */ |
877 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
… | |
… | |
1002 | continue; |
1008 | continue; |
1003 | } |
1009 | } |
1004 | |
1010 | |
1005 | /* wands/staves/rods/horns */ |
1011 | /* wands/staves/rods/horns */ |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1013 | if (tmp->type == WAND |
|
|
1014 | || tmp->type == ROD |
|
|
1015 | || tmp->type == HORN |
|
|
1016 | || tmp->type == POWER_CRYSTAL) |
1008 | { |
1017 | { |
1009 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
1010 | continue; |
1019 | continue; |
1011 | } |
1020 | } |
1012 | |
1021 | |
1013 | /* pick up all magical items */ |
1022 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
1023 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1016 | { |
1026 | { |
1017 | CHK_PICK_PICKUP; |
1027 | CHK_PICK_PICKUP; |
1018 | continue; |
1028 | continue; |
1019 | } |
1029 | } |
1020 | |
1030 | |
… | |
… | |
1027 | } |
1037 | } |
1028 | } |
1038 | } |
1029 | |
1039 | |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | if (op->contr->mode & PU_JEWELS) |
1041 | if (op->contr->mode & PU_JEWELS) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1042 | if (tmp->type == RING |
|
|
1043 | || tmp->type == AMULET |
|
|
1044 | || tmp->type == GIRDLE |
|
|
1045 | || tmp->type == SKILL_TOOL) |
1033 | { |
1046 | { |
1034 | CHK_PICK_PICKUP; |
1047 | CHK_PICK_PICKUP; |
1035 | continue; |
1048 | continue; |
1036 | } |
1049 | } |
1037 | |
1050 | |
… | |
… | |
1086 | CHK_PICK_PICKUP; |
1099 | CHK_PICK_PICKUP; |
1087 | continue; |
1100 | continue; |
1088 | } |
1101 | } |
1089 | |
1102 | |
1090 | if (op->contr->mode & PU_GLOVES) |
1103 | if (op->contr->mode & PU_GLOVES) |
1091 | if (tmp->type == GLOVES) |
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1092 | { |
1105 | { |
1093 | CHK_PICK_PICKUP; |
1106 | CHK_PICK_PICKUP; |
1094 | continue; |
1107 | continue; |
1095 | } |
1108 | } |
1096 | |
1109 | |
… | |
… | |
1580 | { |
1593 | { |
1581 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1582 | return; |
1595 | return; |
1583 | } |
1596 | } |
1584 | |
1597 | |
1585 | if (!op->change_weapon (item)) |
1598 | if (!op->apply (item)) |
1586 | return; |
1599 | return; |
1587 | |
1600 | |
1588 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1589 | { |
1602 | { |
1590 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
… | |
… | |
1663 | if (op->speed_left > 0.f) |
1676 | if (op->speed_left > 0.f) |
1664 | --op->speed_left; |
1677 | --op->speed_left; |
1665 | else |
1678 | else |
1666 | return false; |
1679 | return false; |
1667 | |
1680 | |
1668 | if (!op->change_weapon (ob)) |
1681 | if (!op->apply (ob)) |
1669 | return false; |
1682 | return false; |
1670 | |
1683 | |
1671 | /* check for loss of invisiblity/hide */ |
1684 | /* check for loss of invisiblity/hide */ |
1672 | if (action_makes_visible (op)) |
1685 | if (action_makes_visible (op)) |
1673 | make_visible (op); |
1686 | make_visible (op); |
… | |
… | |
1686 | apply_map_builder (op, dir); |
1699 | apply_map_builder (op, dir); |
1687 | break; |
1700 | break; |
1688 | |
1701 | |
1689 | case SKILL: |
1702 | case SKILL: |
1690 | do_skill (op, op, ob, dir, 0); |
1703 | do_skill (op, op, ob, dir, 0); |
|
|
1704 | break; |
|
|
1705 | |
|
|
1706 | case RANGED: |
|
|
1707 | //TODO: use skill to fire (do_skill_fire?) |
1691 | break; |
1708 | break; |
1692 | |
1709 | |
1693 | default: |
1710 | default: |
1694 | fire_misc_object (op, dir); |
1711 | fire_misc_object (op, dir); |
1695 | break; |
1712 | break; |
… | |
… | |
1852 | * going to try and move (not fire weapons). |
1869 | * going to try and move (not fire weapons). |
1853 | */ |
1870 | */ |
1854 | bool |
1871 | bool |
1855 | move_player_attack (object *op, int dir) |
1872 | move_player_attack (object *op, int dir) |
1856 | { |
1873 | { |
1857 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1874 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1858 | { |
1875 | { |
1859 | --op->speed_left; |
1876 | --op->speed_left; |
1860 | return true; |
1877 | return true; |
1861 | } |
1878 | } |
1862 | |
1879 | |
1863 | int on_battleground; |
|
|
1864 | |
|
|
1865 | sint16 nx = freearr_x[dir] + op->x; |
1880 | sint16 nx = freearr_x[dir] + op->x; |
1866 | sint16 ny = freearr_y[dir] + op->y; |
1881 | sint16 ny = freearr_y[dir] + op->y; |
1867 | |
|
|
1868 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1869 | |
1882 | |
1870 | if (out_of_map (op->map, nx, ny)) |
1883 | if (out_of_map (op->map, nx, ny)) |
1871 | return false; |
1884 | return false; |
1872 | |
1885 | |
1873 | /* If braced, or can't move to the square, and it is not out of the |
1886 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1945 | } |
1958 | } |
1946 | else |
1959 | else |
1947 | return false; |
1960 | return false; |
1948 | } |
1961 | } |
1949 | |
1962 | |
|
|
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1964 | |
1950 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
1951 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
1952 | * someone, but put it inside this loop so that you won't |
1967 | * someone, but put it inside this loop so that you won't |
1953 | * attack them either. |
1968 | * attack them either. |
1954 | */ |
1969 | */ |
… | |
… | |
2022 | { |
2037 | { |
2023 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2024 | return 0; |
2039 | return 0; |
2025 | |
2040 | |
2026 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2027 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir >= 9) |
2028 | { |
2043 | { |
2029 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2030 | return 0; |
2045 | return 0; |
2031 | } |
2046 | } |
2032 | |
2047 | |
… | |
… | |
2124 | |
2139 | |
2125 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2126 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2127 | |
2142 | |
2128 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2129 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2130 | |
2145 | |
2131 | op->update_stats (); |
2146 | op->update_stats (); |
2132 | return 1; |
2147 | return 1; |
2133 | } |
2148 | } |
2134 | |
2149 | |
… | |
… | |
2363 | |
2378 | |
2364 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2365 | { |
2380 | { |
2366 | op->statusmsg ("You blindly grab for a bite of food. " |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2367 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2368 | manual_apply (op, tmp, 0); |
2383 | op->apply (tmp); |
2369 | |
2384 | |
2370 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2385 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2371 | break; |
2386 | break; |
2372 | } |
2387 | } |
2373 | else if (tmp->type == FLESH) |
2388 | else if (tmp->type == FLESH) |
… | |
… | |
2379 | */ |
2394 | */ |
2380 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2395 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2381 | { |
2396 | { |
2382 | op->statusmsg ("You blindly grab for a bite of food. " |
2397 | 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.>"); |
2398 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2384 | manual_apply (op, flesh, 0); |
2399 | op->apply (flesh); |
2385 | } |
2400 | } |
2386 | |
2401 | |
2387 | // If player is still starving, alert him! |
2402 | // If player is still starving, alert him! |
2388 | if (op->stats.food < 0) |
2403 | if (op->stats.food < 0) |
2389 | op->failmsg ("You are starving! " |
2404 | op->failmsg ("You are starving! " |
… | |
… | |
2445 | cure_disease (op, 0, 0); /* remove any disease */ |
2460 | cure_disease (op, 0, 0); /* remove any disease */ |
2446 | |
2461 | |
2447 | max_it (op->stats.hp , op->stats.maxhp); |
2462 | max_it (op->stats.hp , op->stats.maxhp); |
2448 | max_it (op->stats.sp , op->stats.maxsp); |
2463 | max_it (op->stats.sp , op->stats.maxsp); |
2449 | max_it (op->stats.grace, op->stats.maxgrace); |
2464 | max_it (op->stats.grace, op->stats.maxgrace); |
2450 | |
|
|
2451 | if (op->stats.food <= 0) |
2465 | max_it (op->stats.food , 200); |
2452 | op->stats.food = 999; |
|
|
2453 | |
2466 | |
2454 | // remove all spell effects that are active |
2467 | // remove all spell effects that are active |
2455 | // to avoid long-term effects such as word-of-recall |
2468 | // to avoid long-term effects such as word-of-recall |
2456 | for (object *item = op->inv; item; ) |
2469 | for (object *item = op->inv; item; ) |
2457 | { |
2470 | { |
… | |
… | |
2470 | if (op_on_battleground (op, &x, &y)) |
2483 | if (op_on_battleground (op, &x, &y)) |
2471 | { |
2484 | { |
2472 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2485 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2473 | |
2486 | |
2474 | /* create a bodypart-trophy to make the winner happy */ |
2487 | /* create a bodypart-trophy to make the winner happy */ |
2475 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2488 | object *tmp = archetype::find (shstr_finger)->instance (); |
2476 | { |
2489 | |
2477 | tmp->name = format ("%s's finger" , &op->name); |
2490 | tmp->name = format ("%s's finger" , &op->name); |
2478 | tmp->name_pl = format ("%s's fingers", &op->name); |
2491 | tmp->name_pl = format ("%s's fingers", &op->name); |
2479 | tmp->msg = format ( |
2492 | tmp->msg = format ( |
2480 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2493 | "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, |
2494 | &op->name, op->contr->title, |
2482 | (int)op->level, |
2495 | (int)op->level, |
2483 | op->contr->killer_name () |
2496 | op->contr->killer_name () |
2484 | ); |
2497 | ); |
2485 | tmp->value = 0, tmp->type = 0; |
2498 | tmp->value = 0, tmp->type = 0; |
2486 | tmp->materialname = "organics"; |
2499 | tmp->material = name_to_material (shstr_organic); |
2487 | tmp->insert_at (op, tmp); |
2500 | tmp->insert_at (op, tmp); |
2488 | } |
|
|
2489 | |
2501 | |
2490 | /* teleport defeated player to new destination */ |
2502 | /* teleport defeated player to new destination */ |
2491 | transfer_ob (op, x, y, 0, NULL); |
2503 | transfer_ob (op, x, y, 0, NULL); |
2492 | op->contr->braced = 0; |
2504 | op->contr->braced = 0; |
2493 | |
2505 | |
… | |
… | |
2561 | object *dep; |
2573 | object *dep; |
2562 | |
2574 | |
2563 | dep = present_arch_in_ob (deparch, op); |
2575 | dep = present_arch_in_ob (deparch, op); |
2564 | if (!dep) |
2576 | if (!dep) |
2565 | { |
2577 | { |
2566 | dep = arch_to_object (deparch); |
2578 | dep = deparch->instance (); |
2567 | insert_ob_in_ob (dep, op); |
2579 | insert_ob_in_ob (dep, op); |
2568 | } |
2580 | } |
2569 | lose_this_stat = 1; |
2581 | lose_this_stat = 1; |
2570 | if (settings.balanced_stat_loss) |
2582 | if (settings.balanced_stat_loss) |
2571 | { |
2583 | { |
… | |
… | |
2637 | #endif |
2649 | #endif |
2638 | |
2650 | |
2639 | /* Put a gravestone up where the character 'almost' died. List the |
2651 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | * exp loss on the stone. |
2652 | * exp loss on the stone. |
2641 | */ |
2653 | */ |
2642 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2654 | tmp = archetype::find (shstr_gravestone)->instance (); |
2643 | tmp->name = format ("%s's gravestone", &op->name); |
2655 | tmp->name = format ("%s's gravestone", &op->name); |
2644 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2656 | tmp->name_pl = format ("%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", |
2657 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2646 | &op->name, op->contr->title, op->contr->killer_name ()); |
2658 | &op->name, op->contr->title, op->contr->killer_name ()); |
2647 | tmp->x = op->x, tmp->y = op->y; |
2659 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2743 | * fix_weight(): Check recursively the weight of all players, and fix |
2755 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * what needs to be fixed. Refresh windows and fix speed if anything |
2756 | * what needs to be fixed. Refresh windows and fix speed if anything |
2745 | * was changed. |
2757 | * was changed. |
2746 | */ |
2758 | */ |
2747 | void |
2759 | void |
2748 | fix_weight (void) |
2760 | fix_weight () |
2749 | { |
2761 | { |
2750 | for_all_players (pl) |
2762 | for_all_players (pl) |
2751 | { |
2763 | { |
2752 | sint32 old = pl->ob->carrying; |
2764 | sint32 old = pl->ob->carrying; |
2753 | |
2765 | |
… | |
… | |
2760 | } |
2772 | } |
2761 | } |
2773 | } |
2762 | } |
2774 | } |
2763 | |
2775 | |
2764 | void |
2776 | void |
2765 | fix_luck (void) |
2777 | fix_luck () |
2766 | { |
2778 | { |
2767 | for_all_players (pl) |
2779 | for_all_players (pl) |
2768 | if (!pl->ob->contr->ns->state) |
2780 | if (!pl->ob->contr->ns->state) |
2769 | pl->ob->change_luck (0); |
2781 | pl->ob->change_luck (0); |
2770 | } |
2782 | } |
… | |
… | |
3042 | && tmp->name == shstr_battleground |
3054 | && tmp->name == shstr_battleground |
3043 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3044 | { |
3056 | { |
3045 | /* before we assign the exit, check if this is a teambattle */ |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3046 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3058 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | { |
|
|
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3059 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3060 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3049 | { |
3061 | { |
3050 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3051 | { |
|
|
3052 | if (x && y) |
3062 | if (x && y) |
3053 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3063 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3054 | |
3064 | |
3055 | return 1; |
3065 | return 1; |
3056 | } |
|
|
3057 | } |
3066 | } |
3058 | } |
|
|
3059 | |
3067 | |
3060 | if (x && y) |
3068 | if (x && y) |
3061 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3062 | |
3070 | |
3063 | return 1; |
3071 | return 1; |
… | |
… | |
3220 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3221 | } |
3229 | } |
3222 | else |
3230 | else |
3223 | { |
3231 | { |
3224 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3225 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3226 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3234 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3227 | who->insert (tmp); |
3235 | who->insert (tmp); |
3228 | } |
3236 | } |
3229 | } |
|
|
3230 | |
|
|
3231 | /** |
|
|
3232 | * Unready an object for a player. This function does nothing if the object was |
|
|
3233 | * not readied. |
|
|
3234 | */ |
|
|
3235 | void |
|
|
3236 | player_unready_range_ob (player *pl, object *ob) |
|
|
3237 | { |
|
|
3238 | if (pl->ob->current_weapon == ob) |
|
|
3239 | pl->ob->current_weapon = 0; |
|
|
3240 | |
|
|
3241 | if (pl->combat_ob == ob) |
|
|
3242 | pl->combat_ob = 0; |
|
|
3243 | |
|
|
3244 | if (pl->ranged_ob == ob) |
|
|
3245 | pl->ranged_ob = 0; |
|
|
3246 | } |
3237 | } |
3247 | |
3238 | |
3248 | //-GPL |
3239 | //-GPL |
3249 | |
3240 | |
3250 | sint8 |
3241 | sint8 |