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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | //+GPL |
26 | //+GPL |
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27 | |
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28 | #include <algorithm> |
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|
29 | #include <functional> |
26 | |
30 | |
27 | #include <global.h> |
31 | #include <global.h> |
28 | #include <sproto.h> |
32 | #include <sproto.h> |
29 | #include <sounds.h> |
33 | #include <sounds.h> |
30 | #include <living.h> |
34 | #include <living.h> |
31 | #include <object.h> |
35 | #include <object.h> |
32 | #include <spells.h> |
36 | #include <spells.h> |
33 | #include <skills.h> |
37 | #include <skills.h> |
34 | |
38 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
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|
37 | |
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|
38 | playervec players; |
39 | playervec players; |
39 | |
40 | |
40 | /* This loads the first map an puts the player on it. */ |
41 | /* This loads the first map an puts the player on it. */ |
41 | static void |
42 | static void |
42 | set_first_map (object *op) |
43 | set_first_map (object *op) |
… | |
… | |
54 | |
55 | |
55 | players.insert (this); |
56 | players.insert (this); |
56 | ob->remove (); |
57 | ob->remove (); |
57 | ob->map = 0; |
58 | ob->map = 0; |
58 | ob->activate_recursive (); |
59 | ob->activate_recursive (); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
60 | ob->clr_flag (FLAG_FRIENDLY); |
60 | add_friendly_object (ob); |
61 | add_friendly_object (ob); |
61 | } |
62 | } |
62 | |
63 | |
63 | void |
64 | void |
64 | player::deactivate () |
65 | player::deactivate () |
… | |
… | |
76 | ob->remove (); |
77 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
79 | ob->map = 0; |
79 | party = 0; |
80 | party = 0; |
80 | |
81 | |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
|
|
83 | players.erase (this); |
82 | players.erase (this); |
84 | } |
83 | } |
85 | |
84 | |
86 | // connect the player with a specific client |
85 | // connect the player with a specific client |
87 | // also changes, rationalises, and fixes some incorrect settings |
86 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
107 | ob->race = ob->arch->race; |
106 | ob->race = ob->arch->race; |
108 | |
107 | |
109 | ob->update_weight (); |
108 | ob->update_weight (); |
110 | link_skills (); |
109 | link_skills (); |
111 | |
110 | |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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|
113 | |
|
|
114 | assign (title, ob->arch->object::name); |
111 | assign (title, ob->arch->object::name); |
115 | |
112 | |
116 | /* if it's a dragon player, set the correct title here */ |
113 | /* if it's a dragon player, set the correct title here */ |
117 | if (is_dragon_pl (ob)) |
114 | if (ob->is_dragon ()) |
118 | { |
115 | { |
119 | object *tmp, *abil = 0, *skin = 0; |
116 | object *tmp, *abil = 0, *skin = 0; |
120 | |
117 | |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
118 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
122 | if (tmp->type == FORCE) |
119 | if (tmp->type == FORCE) |
… | |
… | |
130 | |
127 | |
131 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
132 | |
129 | |
133 | esrv_new_player (this); |
130 | esrv_new_player (this); |
134 | |
131 | |
|
|
132 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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133 | ob->flag [FLAG_READY_SKILL] = false; |
|
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134 | ob->flag [FLAG_READY_RANGE] = false; |
|
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135 | ob->flag [FLAG_READY_BOW] = false; |
|
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136 | |
135 | ob->update_stats (); |
137 | ob->update_stats (); |
136 | |
138 | |
137 | ns->floorbox_update (); |
139 | ns->floorbox_update (); |
138 | esrv_send_inventory (ob, ob); |
140 | esrv_send_inventory (ob, ob); |
139 | esrv_add_spells (this, 0); |
141 | esrv_add_spells (this, 0); |
… | |
… | |
180 | player::set_object (object *op) |
182 | player::set_object (object *op) |
181 | { |
183 | { |
182 | ob = observe = viewpoint = op; |
184 | ob = observe = viewpoint = op; |
183 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
184 | |
186 | |
185 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; // object still inactive, keep it that way |
186 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
187 | |
189 | |
188 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
189 | |
|
|
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; |
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193 | |
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194 | for (object *op = ob->inv; op; op = op->below) |
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195 | if (op->flag [FLAG_APPLIED]) |
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196 | switch (op->type) |
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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 | |
|
|
202 | case WAND: |
|
|
203 | case ROD: |
|
|
204 | case HORN: |
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205 | case BOW: |
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206 | ranged_ob = op; |
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207 | break; |
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208 | |
|
|
209 | case WEAPON: |
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210 | combat_ob = op; |
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211 | break; |
|
|
212 | } |
|
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213 | |
|
|
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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215 | ob->deactivate (); // change_weapon activates, fix this better |
|
|
216 | } |
191 | } |
217 | |
192 | |
218 | void |
193 | void |
219 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
220 | { |
195 | { |
… | |
… | |
260 | |
235 | |
261 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
262 | |
237 | |
263 | if (ob) |
238 | if (ob) |
264 | { |
239 | { |
265 | ob->destroy_inv (false); |
240 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
241 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
242 | //ob->contr = 0; |
266 | ob->destroy (); |
243 | ob->destroy (); |
267 | } |
244 | } |
268 | |
245 | |
269 | ob = observe = viewpoint = 0; |
246 | ob = observe = viewpoint = 0; |
270 | } |
247 | } |
… | |
… | |
310 | player * |
287 | player * |
311 | player::create () |
288 | player::create () |
312 | { |
289 | { |
313 | player *pl = new player; |
290 | player *pl = new player; |
314 | |
291 | |
315 | pl->set_object (arch_to_object (get_player_archetype (0))); |
292 | pl->set_object (get_player_archetype (0)->instance ()); |
316 | |
293 | |
317 | pl->ob->roll_stats (); |
294 | pl->ob->roll_stats (); |
318 | pl->ob->stats.wc = 2; |
295 | pl->ob->stats.wc = 2; |
319 | pl->ob->run_away = 25; /* Then we panick... */ |
296 | pl->ob->run_away = 25; /* Then we panick... */ |
320 | |
297 | |
… | |
… | |
356 | #endif |
333 | #endif |
357 | return op; |
334 | return op; |
358 | } |
335 | } |
359 | |
336 | |
360 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
337 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
361 | * result in a monster paths backtracking. It basically determines how large a |
338 | * result in a monster paths backtracking. It basically determines how large a |
362 | * detour a monster will take from the direction path when looking |
339 | * detour a monster will take from the direction path when looking |
363 | * for a path to the player. The values are in the amount of direction |
340 | * for a path to the player. The values are in the amount of direction |
364 | * the deviation is |
341 | * the deviation is |
365 | */ |
342 | */ |
366 | #define DETOUR_AMOUNT 2 |
343 | #define DETOUR_AMOUNT 2 |
… | |
… | |
402 | */ |
379 | */ |
403 | int |
380 | int |
404 | path_to_player (object *mon, object *pl, unsigned mindiff) |
381 | path_to_player (object *mon, object *pl, unsigned mindiff) |
405 | { |
382 | { |
406 | rv_vector rv; |
383 | rv_vector rv; |
407 | sint16 x, y; |
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|
408 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
384 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
409 | maptile *m, *lastmap; |
|
|
410 | |
385 | |
411 | get_rangevector (mon, pl, &rv, 0); |
386 | get_rangevector (mon, pl, &rv, 0); |
412 | |
387 | |
413 | if (rv.distance < mindiff) |
388 | if (rv.distance < mindiff) |
414 | return 0; |
389 | return 0; |
415 | |
390 | |
416 | x = mon->x; |
391 | mapxy pos (mon); |
417 | y = mon->y; |
|
|
418 | m = mon->map; |
|
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419 | dir = rv.direction; |
392 | dir = rv.direction; |
420 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
393 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
421 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
394 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
422 | |
395 | |
423 | /* If we can't solve it within the search distance, return now. */ |
396 | /* If we can't solve it within the search distance, return now. */ |
424 | if (diff > max) |
397 | if (diff > max) |
425 | return 0; |
398 | return 0; |
426 | |
399 | |
427 | while (diff > 1 && max > 0) |
400 | while (diff > 1 && max > 0) |
428 | { |
401 | { |
429 | lastx = x; |
402 | mapxy lastpos = pos; |
430 | lasty = y; |
|
|
431 | lastmap = m; |
|
|
432 | x = lastx + freearr_x[dir]; |
|
|
433 | y = lasty + freearr_y[dir]; |
|
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434 | |
403 | |
435 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
404 | pos.move (dir); |
436 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
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|
437 | |
405 | |
438 | /* Space is blocked - try changing direction a little */ |
406 | /* Space is blocked - try changing direction a little */ |
439 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
407 | if (!pos.normalise () |
440 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
408 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
409 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
441 | { |
410 | { |
442 | /* recalculate direction from last good location. Possible |
411 | /* recalculate direction from last good location. Possible |
443 | * we were not traversing ideal location before. |
412 | * we were not traversing ideal location before. |
444 | */ |
413 | */ |
445 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
414 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
446 | if (rv.direction != dir) |
415 | if (rv.direction != dir) |
447 | { |
416 | { |
448 | /* OK - says direction should be different - lets reset the |
417 | /* OK - says direction should be different - lets reset the |
449 | * the values so it will try again. |
418 | * the values so it will try again. |
450 | */ |
419 | */ |
451 | x = lastx; |
|
|
452 | y = lasty; |
|
|
453 | m = lastmap; |
420 | pos = lastpos; |
454 | dir = firstdir = rv.direction; |
421 | dir = firstdir = rv.direction; |
455 | } |
422 | } |
456 | else |
423 | else |
457 | { |
424 | { |
458 | /* direct path is blocked - try taking a side step to |
425 | /* direct path is blocked - try taking a side step to |
459 | * either the left or right. |
426 | * either the left or right. |
460 | * Note increase the values in the loop below to be |
427 | * Note increase the values in the loop below to be |
461 | * more than -1/1 respectively will mean the monster takes |
428 | * more than -1/1 respectively will mean the monster takes |
462 | * bigger detour. Have to be careful about these values getting |
429 | * bigger detour. Have to be careful about these values getting |
463 | * too big (3 or maybe 4 or higher) as the monster may just try |
430 | * too big (3 or maybe 4 or higher) as the monster may just try |
464 | * stepping back and forth |
431 | * stepping back and forth |
465 | */ |
432 | */ |
466 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
433 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
467 | { |
434 | { |
468 | if (i == 0) |
435 | if (i == 0) |
469 | continue; /* already did this, so skip it */ |
436 | continue; /* already did this, so skip it */ |
|
|
437 | |
470 | /* Use lastdir here - otherwise, |
438 | /* Use lastdir here - otherwise, |
471 | * since the direction that the creature should move in |
439 | * since the direction that the creature should move in |
472 | * may change, you could get infinite loops. |
440 | * may change, you could get infinite loops. |
473 | * ie, player is northwest, but monster can only |
441 | * ie, player is northwest, but monster can only |
474 | * move west, so it does that. It goes some distance, |
442 | * move west, so it does that. It goes some distance, |
… | |
… | |
476 | * can't do that, but now finds it can move east, and |
444 | * can't do that, but now finds it can move east, and |
477 | * gets back to its original point. lastdir contains |
445 | * gets back to its original point. lastdir contains |
478 | * the last direction the creature has successfully |
446 | * the last direction the creature has successfully |
479 | * moved. |
447 | * moved. |
480 | */ |
448 | */ |
481 | |
|
|
482 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
483 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
484 | m = lastmap; |
449 | pos = lastpos; |
485 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
450 | pos.move (absdir (lastdir + i)); |
486 | if (mflags & P_OUT_OF_MAP) |
451 | |
|
|
452 | if (!pos.normalise ()) |
487 | continue; |
453 | continue; |
488 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
454 | |
489 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
455 | mapspace &ms = *pos; |
|
|
456 | |
|
|
457 | if (ms.flags () & P_BLOCKSVIEW) |
490 | continue; |
458 | continue; |
491 | if (mflags & P_BLOCKSVIEW) |
459 | |
|
|
460 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
492 | continue; |
461 | continue; |
493 | |
462 | |
494 | if (m == mon->map && blocked_link (mon, m, x, y)) |
463 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
495 | break; |
464 | break; |
496 | } |
465 | } |
|
|
466 | |
497 | /* go through entire loop without finding a valid |
467 | /* go through entire loop without finding a valid |
498 | * sidestep to take - thus, no valid path. |
468 | * sidestep to take - thus, no valid path. |
499 | */ |
469 | */ |
500 | if (i == (DETOUR_AMOUNT + 1)) |
470 | if (i == DETOUR_AMOUNT + 1) |
501 | return 0; |
471 | return 0; |
|
|
472 | |
502 | diff--; |
473 | diff--; |
503 | lastdir = dir; |
474 | lastdir = dir; |
504 | max--; |
475 | max--; |
505 | if (!firstdir) |
476 | if (!firstdir) |
506 | firstdir = dir + i; |
477 | firstdir = dir + i; |
… | |
… | |
510 | { |
481 | { |
511 | /* we moved towards creature, so diff is less */ |
482 | /* we moved towards creature, so diff is less */ |
512 | diff--; |
483 | diff--; |
513 | max--; |
484 | max--; |
514 | lastdir = dir; |
485 | lastdir = dir; |
|
|
486 | |
515 | if (!firstdir) |
487 | if (!firstdir) |
516 | firstdir = dir; |
488 | firstdir = dir; |
517 | } |
489 | } |
518 | |
490 | |
519 | if (diff <= 1) |
491 | if (diff <= 1) |
520 | { |
492 | { |
521 | /* Recalculate diff (distance) because we may not have actually |
493 | /* Recalculate diff (distance) because we may not have actually |
522 | * headed toward player for entire distance. |
494 | * headed toward player for entire distance. |
523 | */ |
495 | */ |
524 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
496 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
525 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
526 | } |
498 | } |
527 | |
499 | |
528 | if (diff > max) |
500 | if (diff > max) |
529 | return 0; |
501 | return 0; |
… | |
… | |
545 | for (object *next, *op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
546 | { |
518 | { |
547 | next = op->below; |
519 | next = op->below; |
548 | |
520 | |
549 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
550 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
551 | */ |
523 | */ |
552 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
524 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
553 | SET_FLAG (op, FLAG_APPLIED); |
525 | op->set_flag (FLAG_APPLIED); |
554 | |
526 | |
555 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
556 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
557 | */ |
529 | */ |
558 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
559 | { |
531 | { |
560 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
532 | if ((!pl->flag [FLAG_USE_ARMOUR] |
561 | && |
533 | && |
562 | (op->type == ARMOUR || op->type == BOOTS |
534 | (op->type == ARMOUR || op->type == BOOTS |
563 | || op->type == CLOAK || op->type == HELMET |
535 | || op->type == CLOAK || op->type == HELMET |
564 | || op->type == SHIELD || op->type == GLOVES |
536 | || op->type == SHIELD || op->type == GLOVES |
565 | || op->type == BRACERS || op->type == GIRDLE)) |
537 | || op->type == BRACERS || op->type == GIRDLE)) |
566 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
538 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
567 | { |
539 | { |
568 | op->destroy (); |
540 | op->destroy (); |
569 | continue; |
541 | continue; |
570 | } |
542 | } |
571 | } |
543 | } |
572 | |
544 | |
573 | /* Here we remove duplicated skills (as duplicated spell objects have |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
574 | * _very_ confusing effects for players), which could for instance be |
546 | * _very_ confusing effects for players), which could for instance be |
575 | * generated by bad treasurelists. - elmex |
547 | * generated by multiple treasurelists specifying the same skills. |
576 | */ |
548 | */ |
577 | if (op->type == SKILL) |
549 | if (op->type == SKILL) |
578 | { |
550 | { |
579 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
580 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
581 | { |
553 | { |
582 | op->destroy (); |
554 | op->destroy (); |
583 | LOG (llevError, |
|
|
584 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
585 | break; |
555 | break; |
586 | } |
556 | } |
587 | |
557 | |
588 | if (op->nrof > 1) |
558 | if (op->nrof > 1) |
589 | op->nrof = 1; |
559 | op->nrof = 1; |
590 | } |
560 | } |
591 | |
561 | |
592 | if (op->type == SPELLBOOK && op->inv) |
562 | if (op->type == SPELLBOOK && op->inv) |
593 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
563 | op->inv->clr_flag (FLAG_STARTEQUIP); |
594 | |
564 | |
595 | /* Give starting characters identified, uncursed, and undamned |
565 | /* Give starting characters identified, uncursed, and undamned |
596 | * items. Just don't identify gold or silver, or it won't be |
566 | * items. Just don't identify gold or silver, or it won't be |
597 | * merged properly. |
567 | * merged properly. |
598 | */ |
568 | */ |
599 | if (need_identify (op)) |
569 | if (op->need_identify ()) |
600 | { |
570 | { |
601 | SET_FLAG (op, FLAG_IDENTIFIED); |
571 | op->set_flag (FLAG_IDENTIFIED); |
602 | CLEAR_FLAG (op, FLAG_CURSED); |
572 | op->clr_flag (FLAG_CURSED); |
603 | CLEAR_FLAG (op, FLAG_DAMNED); |
573 | op->clr_flag (FLAG_DAMNED); |
604 | } |
574 | } |
605 | |
575 | |
606 | if (op->type == SPELL) |
576 | if (op->type == SPELL) |
607 | { |
577 | { |
608 | op->destroy (); |
578 | op->destroy (); |
609 | continue; |
579 | continue; |
610 | } |
580 | } |
611 | else if (op->type == SKILL) |
581 | else if (op->type == SKILL) |
612 | { |
582 | { |
613 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
583 | op->set_flag (FLAG_CAN_USE_SKILL); |
614 | op->stats.exp = 0; |
584 | op->stats.exp = 0; |
615 | op->level = 1; |
585 | op->level = 1; |
616 | } |
586 | } |
617 | else /* lock all 'normal items by default */ |
587 | else /* lock all 'normal items by default */ |
618 | SET_FLAG (op, FLAG_INV_LOCKED); |
588 | op->set_flag (FLAG_INV_LOCKED); |
619 | } /* for loop of objects in player inv */ |
589 | } /* for loop of objects in player inv */ |
620 | |
590 | |
621 | /* Need to set up the skill pointers */ |
591 | /* Need to set up the skill pointers */ |
622 | pl->contr->link_skills (); |
592 | pl->contr->link_skills (); |
623 | } |
593 | } |
… | |
… | |
637 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
607 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
638 | } |
608 | } |
639 | |
609 | |
640 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
610 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
641 | static int |
611 | static int |
642 | roll_stat (void) |
612 | roll_stat () |
643 | { |
613 | { |
644 | int a[4], i, j, k; |
614 | int a[4], i, j, k; |
645 | |
615 | |
646 | for (i = 0; i < 4; i++) |
616 | for (i = 0; i < 4; i++) |
647 | a[i] = (int) rndm (6) + 1; |
617 | a[i] = rndm (1, 6); |
648 | |
618 | |
649 | for (i = 0, j = 0, k = 7; i < 4; i++) |
619 | for (i = 0, j = 0, k = 7; i < 4; i++) |
650 | if (a[i] < k) |
620 | if (a[i] < k) |
651 | k = a[i], j = i; |
621 | k = a[i], j = i; |
652 | |
622 | |
… | |
… | |
749 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
719 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
750 | if (tl) |
720 | if (tl) |
751 | create_treasure (tl, ob, 0, 0, 0); |
721 | create_treasure (tl, ob, 0, 0, 0); |
752 | |
722 | |
753 | INVOKE_PLAYER (BIRTH, ob->contr); |
723 | INVOKE_PLAYER (BIRTH, ob->contr); |
754 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
755 | |
724 | |
756 | ob->contr->ns->state = ST_PLAYING; |
725 | ob->contr->ns->state = ST_PLAYING; |
757 | |
726 | |
758 | if (ob->msg) |
727 | if (ob->msg) |
759 | ob->msg = 0; |
728 | ob->msg = 0; |
760 | |
729 | |
761 | start_info (ob); |
730 | start_info (ob); |
762 | CLEAR_FLAG (ob, FLAG_WIZ); |
731 | ob->clr_flag (FLAG_WIZ); |
763 | give_initial_items (ob, ob->randomitems); |
732 | give_initial_items (ob, ob->randomitems); |
764 | esrv_send_inventory (ob, ob); |
733 | esrv_send_inventory (ob, ob); |
765 | ob->update_stats (); |
734 | ob->update_stats (); |
766 | |
735 | |
767 | /* This moves the player to a different start map, if there |
736 | /* This moves the player to a different start map, if there |
… | |
… | |
769 | */ |
738 | */ |
770 | if (*first_map_ext_path) |
739 | if (*first_map_ext_path) |
771 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
740 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
772 | else |
741 | else |
773 | LOG (llevDebug, "first_map_ext_path not set\n"); |
742 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
743 | } |
|
|
744 | |
|
|
745 | /* |
|
|
746 | * Returns true if the given player is a legal class. |
|
|
747 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
748 | * check if the stat becomes negative, thus this function |
|
|
749 | * merely checks that all stats are 1 or more, and returns |
|
|
750 | * false otherwise. |
|
|
751 | */ |
|
|
752 | static int |
|
|
753 | allowed_class (const object *op) |
|
|
754 | { |
|
|
755 | return op->stats.Dex > 0 |
|
|
756 | && op->stats.Str > 0 |
|
|
757 | && op->stats.Con > 0 |
|
|
758 | && op->stats.Int > 0 |
|
|
759 | && op->stats.Wis > 0 |
|
|
760 | && op->stats.Pow > 0 |
|
|
761 | && op->stats.Cha > 0; |
774 | } |
762 | } |
775 | |
763 | |
776 | void |
764 | void |
777 | player::chargen_race_next () |
765 | player::chargen_race_next () |
778 | { |
766 | { |
… | |
… | |
816 | rv_vector rv; |
804 | rv_vector rv; |
817 | |
805 | |
818 | if (op->stats.hp < 0) |
806 | if (op->stats.hp < 0) |
819 | { |
807 | { |
820 | LOG (llevDebug, "Fleeing player is dead.\n"); |
808 | LOG (llevDebug, "Fleeing player is dead.\n"); |
821 | CLEAR_FLAG (op, FLAG_SCARED); |
809 | op->clr_flag (FLAG_SCARED); |
822 | return; |
810 | return; |
823 | } |
811 | } |
824 | |
812 | |
825 | if (!op->enemy) |
813 | if (!op->enemy) |
826 | { |
814 | { |
827 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
815 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
828 | CLEAR_FLAG (op, FLAG_SCARED); |
816 | op->clr_flag (FLAG_SCARED); |
829 | return; |
817 | return; |
830 | } |
818 | } |
831 | |
819 | |
832 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
820 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
833 | { |
821 | { |
834 | op->enemy = NULL; |
822 | op->enemy = NULL; |
835 | CLEAR_FLAG (op, FLAG_SCARED); |
823 | op->clr_flag (FLAG_SCARED); |
836 | return; |
824 | return; |
837 | } |
825 | } |
838 | |
826 | |
839 | get_rangevector (op, op->enemy, &rv, 0); |
827 | get_rangevector (op, op->enemy, &rv, 0); |
840 | |
828 | |
841 | dir = absdir (4 + rv.direction); |
829 | dir = absdir (4 + rv.direction); |
842 | for (diff = 0; diff < 3; diff++) |
830 | for (diff = 0; diff < 3; diff++) |
843 | { |
831 | { |
844 | int m = 1 - rndm (2) * 2; |
832 | int m = 1 - rndm (2) * 2; |
845 | |
833 | |
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
834 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
847 | return; |
835 | return; |
848 | } |
836 | } |
849 | |
837 | |
850 | /* Cornered, get rid of scared */ |
838 | /* Cornered, get rid of scared */ |
851 | CLEAR_FLAG (op, FLAG_SCARED); |
839 | op->clr_flag (FLAG_SCARED); |
852 | op->enemy = NULL; |
840 | op->enemy = NULL; |
853 | } |
841 | } |
854 | |
842 | |
855 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
843 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
856 | * It returns 1 if the player should keep on moving, 0 if he should |
844 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
861 | { |
849 | { |
862 | object *tmp, *next; |
850 | object *tmp, *next; |
863 | int stop = 0; |
851 | int stop = 0; |
864 | int wvratio; |
852 | int wvratio; |
865 | |
853 | |
866 | /* if you're flying, you cna't pick up anything */ |
854 | /* if you're flying, you can't pick up anything */ |
867 | if (op->move_type & MOVE_FLYING) |
855 | if (op->move_type & MOVE_FLYING) |
868 | return 1; |
856 | return 1; |
869 | |
857 | |
870 | next = op->below; |
858 | next = op->below; |
871 | |
859 | |
872 | int cnt = MAX_ITEM_PER_DROP; |
860 | int cnt = MAX_ITEM_PER_ACTION; |
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
861 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
874 | |
862 | |
875 | /* loop while there are items on the floor that are not marked as |
863 | /* loop while there are items on the floor that are not marked as |
876 | * destroyed */ |
864 | * destroyed */ |
877 | while (next && !next->destroyed ()) |
865 | while (next && !next->destroyed ()) |
… | |
… | |
948 | * fighting */ |
936 | * fighting */ |
949 | if (op->contr->mode & PU_INHIBIT) |
937 | if (op->contr->mode & PU_INHIBIT) |
950 | return 1; |
938 | return 1; |
951 | |
939 | |
952 | /* prevent us from turning into auto-thieves :) */ |
940 | /* prevent us from turning into auto-thieves :) */ |
953 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
941 | if (tmp->flag [FLAG_UNPAID]) |
954 | continue; |
942 | continue; |
955 | |
943 | |
956 | /* ignore known cursed objects */ |
944 | /* ignore known cursed objects */ |
957 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
945 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
958 | continue; |
946 | continue; |
959 | |
947 | |
960 | /* all food and drink if desired */ |
948 | /* all food and drink if desired */ |
961 | /* question: don't pick up known-poisonous stuff? */ |
949 | /* question: don't pick up known-poisonous stuff? */ |
962 | if (op->contr->mode & PU_FOOD) |
950 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
965 | CHK_PICK_PICKUP; |
953 | CHK_PICK_PICKUP; |
966 | continue; |
954 | continue; |
967 | } |
955 | } |
968 | |
956 | |
969 | if (op->contr->mode & PU_DRINK) |
957 | if (op->contr->mode & PU_DRINK) |
970 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
958 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
971 | { |
959 | { |
972 | CHK_PICK_PICKUP; |
960 | CHK_PICK_PICKUP; |
973 | continue; |
961 | continue; |
974 | } |
962 | } |
975 | |
963 | |
… | |
… | |
1002 | continue; |
990 | continue; |
1003 | } |
991 | } |
1004 | |
992 | |
1005 | /* wands/staves/rods/horns */ |
993 | /* wands/staves/rods/horns */ |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
994 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
995 | if (tmp->type == WAND |
|
|
996 | || tmp->type == ROD |
|
|
997 | || tmp->type == HORN |
|
|
998 | || tmp->type == POWER_CRYSTAL) |
1008 | { |
999 | { |
1009 | CHK_PICK_PICKUP; |
1000 | CHK_PICK_PICKUP; |
1010 | continue; |
1001 | continue; |
1011 | } |
1002 | } |
1012 | |
1003 | |
1013 | /* pick up all magical items */ |
1004 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
1005 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1006 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
1007 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1016 | { |
1008 | { |
1017 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1018 | continue; |
1010 | continue; |
1019 | } |
1011 | } |
1020 | |
1012 | |
… | |
… | |
1027 | } |
1019 | } |
1028 | } |
1020 | } |
1029 | |
1021 | |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1022 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | if (op->contr->mode & PU_JEWELS) |
1023 | if (op->contr->mode & PU_JEWELS) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1024 | if (tmp->type == RING |
|
|
1025 | || tmp->type == AMULET |
|
|
1026 | || tmp->type == GIRDLE |
|
|
1027 | || tmp->type == SKILL_TOOL) |
1033 | { |
1028 | { |
1034 | CHK_PICK_PICKUP; |
1029 | CHK_PICK_PICKUP; |
1035 | continue; |
1030 | continue; |
1036 | } |
1031 | } |
1037 | |
1032 | |
… | |
… | |
1086 | CHK_PICK_PICKUP; |
1081 | CHK_PICK_PICKUP; |
1087 | continue; |
1082 | continue; |
1088 | } |
1083 | } |
1089 | |
1084 | |
1090 | if (op->contr->mode & PU_GLOVES) |
1085 | if (op->contr->mode & PU_GLOVES) |
1091 | if (tmp->type == GLOVES) |
1086 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1092 | { |
1087 | { |
1093 | CHK_PICK_PICKUP; |
1088 | CHK_PICK_PICKUP; |
1094 | continue; |
1089 | continue; |
1095 | } |
1090 | } |
1096 | |
1091 | |
… | |
… | |
1101 | continue; |
1096 | continue; |
1102 | } |
1097 | } |
1103 | |
1098 | |
1104 | /* hoping to catch throwing daggers here */ |
1099 | /* hoping to catch throwing daggers here */ |
1105 | if (op->contr->mode & PU_MISSILEWEAPON) |
1100 | if (op->contr->mode & PU_MISSILEWEAPON) |
1106 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1101 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1107 | { |
1102 | { |
1108 | CHK_PICK_PICKUP; |
1103 | CHK_PICK_PICKUP; |
1109 | continue; |
1104 | continue; |
1110 | } |
1105 | } |
1111 | |
1106 | |
… | |
… | |
1160 | } |
1155 | } |
1161 | |
1156 | |
1162 | /* routine for both players and monsters. We call this when |
1157 | /* routine for both players and monsters. We call this when |
1163 | * there is a possibility for our action distrubing our hiding |
1158 | * there is a possibility for our action distrubing our hiding |
1164 | * place or invisiblity spell. Artefact invisiblity causes |
1159 | * place or invisiblity spell. Artefact invisiblity causes |
1165 | * "noise" instead. If we arent invisible to begin with, we |
1160 | * "noise" instead. If we arent invisible to begin with, we |
1166 | * return 0. |
1161 | * return 0. |
1167 | */ |
1162 | */ |
1168 | static int |
1163 | static int |
1169 | action_makes_visible (object *op) |
1164 | action_makes_visible (object *op) |
1170 | { |
1165 | { |
1171 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
1166 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1172 | { |
1167 | { |
1173 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
1168 | if (op->flag [FLAG_MAKE_INVIS]) |
1174 | { |
1169 | { |
1175 | // artefact invisibility is permanent, but we still make noise |
1170 | // artefact invisibility is permanent, but we still make noise |
1176 | // this is important for game-balance. |
1171 | // this is important for game-balance. |
1177 | if (op->contr) |
1172 | if (op->contr) |
1178 | op->make_noise (); |
1173 | op->make_noise (); |
… | |
… | |
1194 | return 0; |
1189 | return 0; |
1195 | } |
1190 | } |
1196 | |
1191 | |
1197 | /* |
1192 | /* |
1198 | * Find an arrow in the inventory and after that |
1193 | * Find an arrow in the inventory and after that |
1199 | * in the right type container (quiver). Pointer to the |
1194 | * in the right type container (quiver). Pointer to the |
1200 | * found object is returned. |
1195 | * found object is returned. |
1201 | */ |
1196 | */ |
1202 | static object * |
1197 | static object * |
1203 | find_arrow (object *op, const char *type) |
1198 | find_arrow (object *op, const char *type) |
1204 | { |
1199 | { |
1205 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1200 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1206 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1201 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1207 | return splay (tmp); |
1202 | return splay (tmp); |
1208 | |
1203 | |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1204 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1210 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1205 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1211 | if (object *arrow = find_arrow (tmp, type)) |
1206 | if (object *arrow = find_arrow (tmp, type)) |
1212 | { |
1207 | { |
1213 | splay (tmp); |
1208 | splay (tmp); |
1214 | return arrow; |
1209 | return arrow; |
1215 | } |
1210 | } |
… | |
… | |
1232 | if (!type) |
1227 | if (!type) |
1233 | return NULL; |
1228 | return NULL; |
1234 | |
1229 | |
1235 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1230 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1236 | { |
1231 | { |
1237 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1232 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1238 | { |
1233 | { |
1239 | i = 0; |
1234 | i = 0; |
1240 | ntmp = find_better_arrow (arrow, target, type, &i); |
1235 | ntmp = find_better_arrow (arrow, target, type, &i); |
1241 | |
1236 | |
1242 | if (i > betterby) |
1237 | if (i > betterby) |
… | |
… | |
1323 | y = op->y; |
1318 | y = op->y; |
1324 | |
1319 | |
1325 | /* find the first target */ |
1320 | /* find the first target */ |
1326 | for (i = 0, found = 0; i < 20; i++) |
1321 | for (i = 0, found = 0; i < 20; i++) |
1327 | { |
1322 | { |
1328 | x += freearr_x[dir]; |
1323 | x += DIRX (dir); |
1329 | y += freearr_y[dir]; |
1324 | y += DIRY (dir); |
1330 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1325 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1331 | |
1326 | |
1332 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1327 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1333 | { |
1328 | { |
1334 | tmp = 0; |
1329 | tmp = 0; |
… | |
… | |
1343 | break; |
1338 | break; |
1344 | } |
1339 | } |
1345 | |
1340 | |
1346 | if (mflags & P_IS_ALIVE) |
1341 | if (mflags & P_IS_ALIVE) |
1347 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1342 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1348 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1343 | if (tmp->flag [FLAG_ALIVE]) |
1349 | break; |
1344 | break; |
1350 | } |
1345 | } |
1351 | |
1346 | |
1352 | if (!tmp) |
1347 | if (!tmp) |
1353 | return find_arrow (op, type); |
1348 | return find_arrow (op, type); |
… | |
… | |
1357 | |
1352 | |
1358 | return find_better_arrow (op, tmp, type, &i); |
1353 | return find_better_arrow (op, tmp, type, &i); |
1359 | } |
1354 | } |
1360 | |
1355 | |
1361 | /* |
1356 | /* |
1362 | * Creature fires a bow - op can be monster or player. Returns |
1357 | * Creature fires a bow - op can be monster or player. Returns |
1363 | * 1 if bow was actually fired, 0 otherwise. |
1358 | * 1 if bow was actually fired, 0 otherwise. |
1364 | * op is the object firing the bow. |
1359 | * op is the object firing the bow. |
1365 | * part is for multipart creatures - the part firing the bow. |
1360 | * part is for multipart creatures - the part firing the bow. |
1366 | * dir is the direction of fire. |
1361 | * dir is the direction of fire. |
1367 | * wc_mod is any special modifier to give (used in special player fire modes) |
1362 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1414 | { |
1409 | { |
1415 | if (op->type == PLAYER) |
1410 | if (op->type == PLAYER) |
1416 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1411 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1417 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1412 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1418 | else |
1413 | else |
1419 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1414 | op->clr_flag (FLAG_READY_BOW); |
1420 | |
1415 | |
1421 | return 0; |
1416 | return 0; |
1422 | } |
1417 | } |
1423 | } |
1418 | } |
1424 | |
1419 | |
… | |
… | |
1473 | #endif |
1468 | #endif |
1474 | |
1469 | |
1475 | SET_ANIMATION (arrow, arrow->direction); |
1470 | SET_ANIMATION (arrow, arrow->direction); |
1476 | |
1471 | |
1477 | /* update the speed */ |
1472 | /* update the speed */ |
1478 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1479 | + bow->stats.dam / 7.f; |
|
|
1480 | |
1473 | |
1481 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1482 | arrow->speed_left = 0; |
1474 | arrow->speed_left = 0; |
|
|
1475 | arrow->set_speed (max (2.f, |
|
|
1476 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1477 | + bow->stats.dam / 7.f |
|
|
1478 | )); |
1483 | |
1479 | |
1484 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1480 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1485 | |
1481 | |
1486 | if (op->type == PLAYER) |
1482 | if (op->type == PLAYER) |
1487 | { |
1483 | { |
… | |
… | |
1508 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1504 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1509 | |
1505 | |
1510 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1506 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1511 | arrow->move_type = MOVE_FLY_LOW; |
1507 | arrow->move_type = MOVE_FLY_LOW; |
1512 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1508 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1509 | arrow->set_flag (FLAG_NO_PICK); |
1513 | |
1510 | |
1514 | op->play_sound (sound_find ("fire_arrow")); |
1511 | op->play_sound (sound_find ("fire_arrow")); |
1515 | m->insert (arrow, sx, sy, op); |
1512 | m->insert (arrow, sx, sy, op); |
1516 | |
1513 | |
1517 | if (!arrow->destroyed ()) |
1514 | if (!arrow->destroyed ()) |
… | |
… | |
1542 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1539 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1543 | } |
1540 | } |
1544 | else if (op->contr->bowtype == bow_threewide) |
1541 | else if (op->contr->bowtype == bow_threewide) |
1545 | { |
1542 | { |
1546 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1543 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1547 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1544 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (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)]); |
1545 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2))); |
1549 | } |
1546 | } |
1550 | else if (op->contr->bowtype == bow_spreadshot) |
1547 | else if (op->contr->bowtype == bow_spreadshot) |
1551 | { |
1548 | { |
1552 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1549 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1553 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1550 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
… | |
… | |
1580 | { |
1577 | { |
1581 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1578 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1582 | return; |
1579 | return; |
1583 | } |
1580 | } |
1584 | |
1581 | |
1585 | if (!op->change_weapon (item)) |
1582 | if (!op->apply (item)) |
1586 | return; |
1583 | return; |
1587 | |
1584 | |
1588 | if (item->type == WAND) |
1585 | if (item->type == WAND) |
1589 | { |
1586 | { |
1590 | if (item->stats.food <= 0) |
1587 | if (item->stats.food <= 0) |
… | |
… | |
1620 | |
1617 | |
1621 | if (item->type == WAND) |
1618 | if (item->type == WAND) |
1622 | { |
1619 | { |
1623 | if (!(--item->stats.food)) |
1620 | if (!(--item->stats.food)) |
1624 | { |
1621 | { |
1625 | object *tmp; |
|
|
1626 | |
|
|
1627 | if (item->arch) |
1622 | if (item->arch) |
1628 | { |
1623 | { |
1629 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1624 | item->clr_flag (FLAG_ANIMATE); |
1630 | item->face = item->arch->face; |
1625 | item->face = item->arch->face; |
1631 | item->set_speed (0); |
1626 | item->set_speed (0); |
1632 | } |
1627 | } |
1633 | |
1628 | |
1634 | if (object *pl = item->visible_to ()) |
1629 | if (object *pl = item->visible_to ()) |
… | |
… | |
1641 | } |
1636 | } |
1642 | |
1637 | |
1643 | /* Received a fire command for the player - go and do it. |
1638 | /* Received a fire command for the player - go and do it. |
1644 | */ |
1639 | */ |
1645 | bool |
1640 | bool |
1646 | fire (object *op, int dir) |
1641 | fire (object *who, int dir) |
1647 | { |
1642 | { |
1648 | int spellcost = 0; |
1643 | int spellcost = 0; |
1649 | |
1644 | |
1650 | player *pl = op->contr; |
1645 | player *pl = who->contr; |
1651 | |
1646 | |
1652 | if (pl->golem) |
1647 | if (pl->golem) |
1653 | { |
1648 | { |
1654 | control_golem (op->contr->golem, dir); |
1649 | control_golem (who->contr->golem, dir); |
1655 | return false; |
1650 | return false; |
1656 | } |
1651 | } |
1657 | |
1652 | |
1658 | object *ob = pl->ranged_ob; |
1653 | object *ob = pl->ranged_ob; |
1659 | |
1654 | |
1660 | if (!ob) |
1655 | if (!ob) |
1661 | return false; |
1656 | return false; |
1662 | |
1657 | |
1663 | if (op->speed_left > 0.f) |
1658 | if (who->speed_left > 0.f) |
1664 | --op->speed_left; |
1659 | --who->speed_left; |
1665 | else |
1660 | else |
1666 | return false; |
1661 | return false; |
1667 | |
1662 | |
1668 | if (!op->change_weapon (ob)) |
1663 | if (!who->apply (ob)) |
1669 | return false; |
1664 | return false; |
1670 | |
1665 | |
1671 | /* check for loss of invisiblity/hide */ |
1666 | /* check for loss of invisiblity/hide */ |
1672 | if (action_makes_visible (op)) |
1667 | if (action_makes_visible (who)) |
1673 | make_visible (op); |
1668 | make_visible (who); |
1674 | |
1669 | |
1675 | switch (ob->type) |
1670 | switch (ob->type) |
1676 | { |
1671 | { |
1677 | case BOW: |
1672 | case BOW: |
1678 | player_fire_bow (op, dir); |
1673 | player_fire_bow (who, dir); |
1679 | break; |
1674 | break; |
1680 | |
1675 | |
1681 | case SPELL: |
1676 | case SPELL: |
1682 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1677 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1683 | break; |
1678 | break; |
1684 | |
1679 | |
1685 | case BUILDER: |
1680 | case BUILDER: |
1686 | apply_map_builder (op, dir); |
1681 | apply_map_builder (who, dir); |
1687 | break; |
1682 | break; |
1688 | |
1683 | |
1689 | case SKILL: |
1684 | case SKILL: |
1690 | do_skill (op, op, ob, dir, 0); |
1685 | do_skill (who, who, ob, dir, 0); |
1691 | break; |
1686 | break; |
1692 | |
1687 | |
|
|
1688 | case RANGED: |
|
|
1689 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1690 | break; |
|
|
1691 | |
1693 | default: |
1692 | default: |
1694 | fire_misc_object (op, dir); |
1693 | fire_misc_object (who, dir); |
1695 | break; |
1694 | break; |
1696 | } |
1695 | } |
1697 | |
1696 | |
1698 | return true; |
1697 | return true; |
1699 | } |
1698 | } |
… | |
… | |
1711 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1710 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1712 | { |
1711 | { |
1713 | if (door->type == DOOR && tmp->type == KEY) |
1712 | if (door->type == DOOR && tmp->type == KEY) |
1714 | break; |
1713 | break; |
1715 | |
1714 | |
1716 | /* For sanity, we should really check door type, but other stuff |
1715 | /* For sanity, we should really check door type, but other stuff |
1717 | * (like containers) can be locked with special keys |
1716 | * (like containers) can be locked with special keys |
1718 | */ |
1717 | */ |
1719 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1718 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1720 | break; |
1719 | break; |
1721 | } |
1720 | } |
… | |
… | |
1758 | * |
1757 | * |
1759 | * Change the color so that the message doesn't disappear with |
1758 | * Change the color so that the message doesn't disappear with |
1760 | * all the others. |
1759 | * all the others. |
1761 | */ |
1760 | */ |
1762 | if (pl->contr->usekeys == key_inventory |
1761 | if (pl->contr->usekeys == key_inventory |
1763 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1762 | || !container->flag [FLAG_APPLIED] |
1764 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1763 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1765 | { |
1764 | { |
1766 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1765 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1767 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1766 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1768 | return NULL; |
1767 | return NULL; |
… | |
… | |
1775 | /* find_key |
1774 | /* find_key |
1776 | * We try to find a key for the door as passed. If we find a key |
1775 | * 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 |
1776 | * and successfully use it, we return the key, otherwise NULL |
1778 | * This function merges both normal and locked door, since the logic |
1777 | * This function merges both normal and locked door, since the logic |
1779 | * for both is the same - just the specific key is different. |
1778 | * for both is the same - just the specific key is different. |
1780 | * pl is the player, |
1779 | * pl is the player, |
1781 | * inv is the objects inventory to searched |
1780 | * inv is the objects inventory to searched |
1782 | * door is the door we are trying to match against. |
1781 | * door is the door we are trying to match against. |
1783 | * This function can be called recursively to search containers. |
1782 | * This function can be called recursively to search containers. |
1784 | */ |
1783 | */ |
1785 | object * |
1784 | object * |
1786 | find_key (object *pl, object *container, object *door) |
1785 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1852 | * going to try and move (not fire weapons). |
1851 | * going to try and move (not fire weapons). |
1853 | */ |
1852 | */ |
1854 | bool |
1853 | bool |
1855 | move_player_attack (object *op, int dir) |
1854 | move_player_attack (object *op, int dir) |
1856 | { |
1855 | { |
1857 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1856 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1858 | { |
1857 | { |
1859 | --op->speed_left; |
1858 | --op->speed_left; |
1860 | return true; |
1859 | return true; |
1861 | } |
1860 | } |
1862 | |
1861 | |
1863 | int on_battleground; |
1862 | sint16 nx = DIRX (dir) + op->x; |
1864 | |
1863 | sint16 ny = DIRY (dir) + op->y; |
1865 | sint16 nx = freearr_x[dir] + op->x; |
|
|
1866 | sint16 ny = freearr_y[dir] + op->y; |
|
|
1867 | |
|
|
1868 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1869 | |
1864 | |
1870 | if (out_of_map (op->map, nx, ny)) |
1865 | if (out_of_map (op->map, nx, ny)) |
1871 | return false; |
1866 | return false; |
1872 | |
1867 | |
1873 | /* If braced, or can't move to the square, and it is not out of the |
1868 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1894 | || mon->flag [FLAG_CAN_ROLL]) |
1889 | || mon->flag [FLAG_CAN_ROLL]) |
1895 | && mon != op) |
1890 | && mon != op) |
1896 | break; |
1891 | break; |
1897 | } |
1892 | } |
1898 | |
1893 | |
1899 | if (!mon) /* This happens anytime the player tries to move */ |
1894 | /* no monster == player tries to move into a wall or so */ |
1900 | return false; /* into a wall */ |
1895 | if (!mon) |
|
|
1896 | { |
|
|
1897 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1898 | if (op->move_type & ob->move_block) |
|
|
1899 | { |
|
|
1900 | if (ob->move_block == MOVE_ALL) |
|
|
1901 | move_into_wall (op, ob); |
|
|
1902 | else |
|
|
1903 | { |
|
|
1904 | if (op->contr->ns->bumpmsg) |
|
|
1905 | { |
|
|
1906 | op->play_sound (sound_find ("blocked_move")); |
|
|
1907 | |
|
|
1908 | op->statusmsg (ob->invisible |
|
|
1909 | ? "Something blocks you." |
|
|
1910 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1911 | ); |
|
|
1912 | } |
|
|
1913 | } |
|
|
1914 | |
|
|
1915 | break; |
|
|
1916 | } |
|
|
1917 | |
|
|
1918 | return false; |
|
|
1919 | } |
1901 | |
1920 | |
1902 | mon = mon->head_ (); |
1921 | mon = mon->head_ (); |
1903 | |
1922 | |
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1923 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1905 | if (op->contr->weapon_sp_left > 0.f) |
1924 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1923 | */ |
1942 | */ |
1924 | if (op->type == PLAYER |
1943 | if (op->type == PLAYER |
1925 | && ((mon->owner && mon->owner->contr |
1944 | && ((mon->owner && mon->owner->contr |
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
1945 | && same_party (mon->owner->contr->party, op->contr->party)) |
1927 | || mon->owner == op) |
1946 | || mon->owner == op) |
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1947 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1929 | { |
1948 | { |
1930 | /* If we're braced, we don't want to switch places with it */ |
1949 | /* If we're braced, we don't want to switch places with it */ |
1931 | if (op->contr->braced) |
1950 | if (op->contr->braced) |
1932 | return false; |
1951 | return false; |
1933 | |
1952 | |
… | |
… | |
1944 | return true; |
1963 | return true; |
1945 | } |
1964 | } |
1946 | else |
1965 | else |
1947 | return false; |
1966 | return false; |
1948 | } |
1967 | } |
|
|
1968 | |
|
|
1969 | bool on_battleground = op_on_battleground (op, 0, 0); |
1949 | |
1970 | |
1950 | /* in certain circumstances, you shouldn't attack friendly |
1971 | /* in certain circumstances, you shouldn't attack friendly |
1951 | * creatures. Note that if you are braced, you can't push |
1972 | * creatures. Note that if you are braced, you can't push |
1952 | * someone, but put it inside this loop so that you won't |
1973 | * someone, but put it inside this loop so that you won't |
1953 | * attack them either. |
1974 | * attack them either. |
1954 | */ |
1975 | */ |
1955 | if ((mon->type == PLAYER || mon->enemy != op) |
1976 | if ((mon->type == PLAYER || mon->enemy != op) |
1956 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1977 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
1957 | && ((op->contr->peaceful |
1978 | && ((op->contr->peaceful |
1958 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1979 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1959 | && !on_battleground)) |
1980 | && !on_battleground)) |
1960 | { |
1981 | { |
1961 | if (op->speed_left > 0.f) |
1982 | if (op->speed_left > 0.f) |
… | |
… | |
1977 | } |
1998 | } |
1978 | } |
1999 | } |
1979 | /* If the object is a boulder or other rollable object, then |
2000 | /* If the object is a boulder or other rollable object, then |
1980 | * roll it if not braced. You can't roll it if you are braced. |
2001 | * roll it if not braced. You can't roll it if you are braced. |
1981 | */ |
2002 | */ |
1982 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2003 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1983 | { |
2004 | { |
1984 | if (op->speed_left > 0.f) |
2005 | if (op->speed_left > 0.f) |
1985 | { |
2006 | { |
1986 | --op->speed_left; |
2007 | --op->speed_left; |
1987 | |
2008 | |
… | |
… | |
1996 | * Way it works is like this: First, it must have some hit points |
2017 | * Way it works is like this: First, it must have some hit points |
1997 | * and be living. Then, it must be one of the following: |
2018 | * and be living. Then, it must be one of the following: |
1998 | * 1) Not a player, 2) A player, but of a different party. Note |
2019 | * 1) Not a player, 2) A player, but of a different party. Note |
1999 | * that party_number -1 is no party, so attacks can still happen. |
2020 | * that party_number -1 is no party, so attacks can still happen. |
2000 | */ |
2021 | */ |
2001 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2022 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2002 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2023 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2003 | { |
2024 | { |
2004 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2025 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2005 | { |
2026 | { |
2006 | --op->contr->weapon_sp_left; |
2027 | --op->contr->weapon_sp_left; |
… | |
… | |
2018 | } |
2039 | } |
2019 | |
2040 | |
2020 | bool |
2041 | bool |
2021 | move_player (object *op, int dir) |
2042 | move_player (object *op, int dir) |
2022 | { |
2043 | { |
2023 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2044 | if (!op->map || op->map->state != MAP_ACTIVE) |
2024 | return 0; |
2045 | return 0; |
2025 | |
2046 | |
2026 | /* Sanity check: make sure dir is valid */ |
2047 | /* Sanity check: make sure dir is valid */ |
2027 | if ((dir < 0) || (dir >= 9)) |
2048 | if (dir < 0 || dir > 8) |
2028 | { |
2049 | { |
2029 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2050 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2030 | return 0; |
2051 | return 0; |
2031 | } |
2052 | } |
2032 | |
2053 | |
2033 | /* peterm: added following line */ |
2054 | /* peterm: added following line */ |
2034 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2055 | if (op->flag [FLAG_CONFUSED] && dir) |
2035 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2056 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2036 | |
2057 | |
2037 | op->facing = dir; |
2058 | op->facing = dir; |
2038 | |
2059 | |
2039 | if (op->flag [FLAG_HIDDEN]) |
2060 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
2079 | * players. |
2100 | * players. |
2080 | */ |
2101 | */ |
2081 | bool |
2102 | bool |
2082 | handle_newcs_player (object *op) |
2103 | handle_newcs_player (object *op) |
2083 | { |
2104 | { |
2084 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2105 | if (op->flag [FLAG_SCARED]) |
2085 | { |
2106 | { |
2086 | if (op->speed_left > 0.f) |
2107 | if (op->speed_left > 0.f) |
2087 | { |
2108 | { |
2088 | --op->speed_left; |
2109 | --op->speed_left; |
2089 | flee_player (op); |
2110 | flee_player (op); |
… | |
… | |
2108 | } |
2129 | } |
2109 | |
2130 | |
2110 | static int |
2131 | static int |
2111 | save_life (object *op) |
2132 | save_life (object *op) |
2112 | { |
2133 | { |
2113 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2134 | if (!op->flag [FLAG_LIFESAVE]) |
2114 | return 0; |
2135 | return 0; |
2115 | |
2136 | |
2116 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2137 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2117 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2138 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2118 | { |
2139 | { |
2119 | op->play_sound (sound_find ("ob_evaporate")); |
2140 | op->play_sound (sound_find ("ob_evaporate")); |
2120 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2141 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2121 | |
2142 | |
2122 | tmp->destroy (); |
2143 | tmp->destroy (); |
2123 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2144 | op->clr_flag (FLAG_LIFESAVE); |
2124 | |
2145 | |
2125 | if (op->stats.hp < 0) |
2146 | if (op->stats.hp < 0) |
2126 | op->stats.hp = op->stats.maxhp; |
2147 | op->stats.hp = op->stats.maxhp; |
2127 | |
2148 | |
2128 | if (op->stats.food < 0) |
2149 | if (op->stats.food < 0) |
2129 | op->stats.food = 999; |
2150 | op->stats.food = MAX_FOOD; |
2130 | |
2151 | |
2131 | op->update_stats (); |
2152 | op->update_stats (); |
2132 | return 1; |
2153 | return 1; |
2133 | } |
2154 | } |
2134 | |
2155 | |
2135 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2156 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2136 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2157 | op->clr_flag (FLAG_LIFESAVE); |
2137 | enter_player_savebed (op); /* bring him home. */ |
2158 | enter_player_savebed (op); /* bring him home. */ |
2138 | return 0; |
2159 | return 0; |
2139 | } |
2160 | } |
2140 | |
2161 | |
2141 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2162 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2148 | { |
2169 | { |
2149 | while (op) |
2170 | while (op) |
2150 | { |
2171 | { |
2151 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2172 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2152 | |
2173 | |
2153 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2174 | if (op->flag [FLAG_UNPAID]) |
2154 | op->insert_at (env); |
2175 | op->insert_at (env); |
2155 | else if (op->inv) |
2176 | else if (op->inv) |
2156 | drop_unpaid_items (op->inv, env); |
2177 | drop_unpaid_items (op->inv, env); |
2157 | |
2178 | |
2158 | op = next; |
2179 | op = next; |
… | |
… | |
2169 | void |
2190 | void |
2170 | do_some_living (object *op) |
2191 | do_some_living (object *op) |
2171 | { |
2192 | { |
2172 | int last_food = op->stats.food; |
2193 | int last_food = op->stats.food; |
2173 | int gen_hp, gen_sp, gen_grace; |
2194 | int gen_hp, gen_sp, gen_grace; |
2174 | int over_hp, over_sp, over_grace; |
|
|
2175 | int i; |
|
|
2176 | int rate_hp = 1200; |
2195 | int rate_hp = 1200; |
2177 | int rate_sp = 2500; |
2196 | int rate_sp = 2500; |
2178 | int rate_grace = 2000; |
2197 | int rate_grace = 2000; |
2179 | const int max_hp = 1; |
2198 | const int max_hp = 1; |
2180 | const int max_sp = 1; |
2199 | const int max_sp = 1; |
2181 | const int max_grace = 1; |
2200 | const int max_grace = 1; |
2182 | |
2201 | |
|
|
2202 | #if 0 |
2183 | if (op->contr->hidden) |
2203 | if (op->contr->hidden) |
2184 | { |
2204 | { |
2185 | op->invisible = 1000; |
2205 | op->invisible = 1000; |
2186 | /* the socket code flashes the player visible/invisible |
2206 | /* the socket code flashes the player visible/invisible |
2187 | * depending on the value of invisible, so we need to |
2207 | * depending on the value of invisible, so we need to |
2188 | * alternate it here for it to work correctly. |
2208 | * alternate it here for it to work correctly. |
2189 | */ |
2209 | */ |
2190 | if (pticks & 2) |
2210 | if (server_tick & 2) |
2191 | op->invisible--; |
2211 | op->invisible--; |
2192 | } |
2212 | } |
|
|
2213 | else |
|
|
2214 | #endif |
2193 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2215 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2194 | { |
2216 | { |
2195 | if (!op->invisible--) |
2217 | if (!op->invisible--) |
2196 | { |
2218 | { |
2197 | make_visible (op); |
2219 | make_visible (op); |
2198 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2220 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2232 | if (--op->last_grace < 0) |
2254 | if (--op->last_grace < 0) |
2233 | { |
2255 | { |
2234 | if (op->stats.grace < op->stats.maxgrace / 2) |
2256 | if (op->stats.grace < op->stats.maxgrace / 2) |
2235 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2257 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2236 | |
2258 | |
|
|
2259 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2260 | |
2237 | if (max_grace > 1) |
2261 | if (max_grace > 1) |
2238 | { |
2262 | { |
2239 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2263 | int over_grace = temp / rate_grace; |
|
|
2264 | |
2240 | if (over_grace > 0) |
2265 | if (over_grace > 0) |
2241 | { |
2266 | { |
2242 | op->stats.sp += over_grace |
2267 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2243 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2244 | op->last_grace = 0; |
2268 | op->last_grace = 0; |
2245 | } |
2269 | } |
2246 | else |
2270 | else |
2247 | { |
2271 | op->last_grace = rate_grace / temp; |
2248 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2249 | } |
|
|
2250 | } |
2272 | } |
2251 | else |
2273 | else |
2252 | { |
2274 | op->last_grace = rate_grace / temp; |
2253 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2275 | |
2254 | } |
|
|
2255 | /* wearing stuff doesn't detract from grace generation. */ |
2276 | /* wearing stuff doesn't detract from grace generation. */ |
2256 | } |
2277 | } |
2257 | |
2278 | |
2258 | if (op->stats.food > 0) |
2279 | if (op->stats.food > 0) |
2259 | { |
2280 | { |
… | |
… | |
2265 | if (op->stats.sp < op->stats.maxsp) |
2286 | if (op->stats.sp < op->stats.maxsp) |
2266 | { |
2287 | { |
2267 | op->stats.sp++; |
2288 | op->stats.sp++; |
2268 | |
2289 | |
2269 | /* dms do not consume food */ |
2290 | /* dms do not consume food */ |
2270 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2291 | if (!op->flag [FLAG_WIZ]) |
2271 | { |
2292 | { |
2272 | op->stats.food--; |
2293 | op->stats.food--; |
2273 | |
2294 | |
2274 | if (op->contr->digestion < 0) |
2295 | if (op->contr->digestion < 0) |
2275 | op->stats.food += op->contr->digestion; |
2296 | op->stats.food += op->contr->digestion; |
… | |
… | |
2278 | } |
2299 | } |
2279 | } |
2300 | } |
2280 | |
2301 | |
2281 | if (max_sp > 1) |
2302 | if (max_sp > 1) |
2282 | { |
2303 | { |
2283 | over_sp = (gen_sp + 10) / rate_sp; |
2304 | int over_sp = (gen_sp + 10) / rate_sp; |
2284 | if (over_sp > 0) |
2305 | if (over_sp > 0) |
2285 | { |
2306 | { |
2286 | if (op->stats.sp < op->stats.maxsp) |
2307 | if (op->stats.sp < op->stats.maxsp) |
2287 | { |
2308 | { |
2288 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2309 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2309 | if (op->stats.hp < op->stats.maxhp) |
2330 | if (op->stats.hp < op->stats.maxhp) |
2310 | { |
2331 | { |
2311 | op->stats.hp++; |
2332 | op->stats.hp++; |
2312 | |
2333 | |
2313 | /* dms do not consume food */ |
2334 | /* dms do not consume food */ |
2314 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2335 | if (!op->flag [FLAG_WIZ]) |
2315 | { |
2336 | { |
2316 | op->stats.food--; |
2337 | op->stats.food--; |
2317 | |
2338 | |
2318 | if (op->contr->digestion < 0) |
2339 | if (op->contr->digestion < 0) |
2319 | op->stats.food += op->contr->digestion; |
2340 | op->stats.food += op->contr->digestion; |
2320 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2341 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2321 | op->stats.food = last_food; |
2342 | op->stats.food = last_food; |
2322 | } |
2343 | } |
2323 | } |
2344 | } |
2324 | |
2345 | |
|
|
2346 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2347 | |
2325 | if (max_hp > 1) |
2348 | if (max_hp > 1) |
2326 | { |
2349 | { |
2327 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2350 | int over_hp = temp / rate_hp; |
2328 | |
2351 | |
2329 | if (over_hp > 0) |
2352 | if (over_hp > 0) |
2330 | { |
2353 | { |
2331 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2354 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2332 | op->last_heal = 0; |
2355 | op->last_heal = 0; |
2333 | } |
2356 | } |
2334 | else |
2357 | else |
2335 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2358 | op->last_heal = rate_hp / temp; |
2336 | } |
2359 | } |
2337 | else |
2360 | else |
2338 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2361 | op->last_heal = rate_hp / temp; |
2339 | } |
2362 | } |
2340 | } |
2363 | } |
2341 | |
2364 | |
2342 | /* Digestion */ |
2365 | /* Digestion */ |
2343 | if (--op->last_eat < 0) |
2366 | if (--op->last_eat < 0) |
… | |
… | |
2346 | penalty = max (0, -op->contr->digestion); |
2369 | penalty = max (0, -op->contr->digestion); |
2347 | |
2370 | |
2348 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2371 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2349 | |
2372 | |
2350 | /* dms do not consume food */ |
2373 | /* dms do not consume food */ |
2351 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2374 | if (!op->flag [FLAG_WIZ]) |
2352 | op->stats.food--; |
2375 | op->stats.food--; |
2353 | } |
2376 | } |
2354 | |
2377 | |
2355 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2378 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2356 | { |
2379 | { |
2357 | object *flesh = 0; |
2380 | object *flesh = 0; |
2358 | |
2381 | |
2359 | for_inv_removable (op, tmp) |
2382 | for_inv_removable (op, tmp) |
2360 | { |
2383 | { |
2361 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2384 | if (tmp->flag [FLAG_UNPAID]) |
2362 | continue; |
2385 | continue; |
2363 | |
2386 | |
2364 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2387 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2365 | { |
2388 | { |
2366 | op->statusmsg ("You blindly grab for a bite of food. " |
2389 | 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.>"); |
2390 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2368 | manual_apply (op, tmp, 0); |
2391 | op->apply (tmp); |
2369 | |
2392 | |
2370 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2393 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2371 | break; |
2394 | break; |
2372 | } |
2395 | } |
2373 | else if (tmp->type == FLESH) |
2396 | else if (tmp->type == FLESH) |
… | |
… | |
2379 | */ |
2402 | */ |
2380 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2403 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2381 | { |
2404 | { |
2382 | op->statusmsg ("You blindly grab for a bite of food. " |
2405 | 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.>"); |
2406 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2384 | manual_apply (op, flesh, 0); |
2407 | op->apply (flesh); |
2385 | } |
2408 | } |
2386 | |
2409 | |
2387 | // If player is still starving, alert him! |
2410 | // If player is still starving, alert him! |
2388 | if (op->stats.food < 0) |
2411 | if (op->stats.food < 0) |
2389 | op->failmsg ("You are starving! " |
2412 | op->failmsg ("You are starving! " |
… | |
… | |
2401 | op->contr->killer->destroy (); |
2424 | op->contr->killer->destroy (); |
2402 | } |
2425 | } |
2403 | } |
2426 | } |
2404 | |
2427 | |
2405 | /* killer should be set here already */ |
2428 | /* killer should be set here already */ |
2406 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2429 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2407 | kill_player (op); |
2430 | kill_player (op); |
2408 | } |
2431 | } |
2409 | } |
2432 | } |
2410 | |
2433 | |
2411 | /* If the player should die (lack of hp, food, etc), we call this. |
2434 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2445 | cure_disease (op, 0, 0); /* remove any disease */ |
2468 | cure_disease (op, 0, 0); /* remove any disease */ |
2446 | |
2469 | |
2447 | max_it (op->stats.hp , op->stats.maxhp); |
2470 | max_it (op->stats.hp , op->stats.maxhp); |
2448 | max_it (op->stats.sp , op->stats.maxsp); |
2471 | max_it (op->stats.sp , op->stats.maxsp); |
2449 | max_it (op->stats.grace, op->stats.maxgrace); |
2472 | max_it (op->stats.grace, op->stats.maxgrace); |
2450 | |
|
|
2451 | if (op->stats.food <= 0) |
2473 | max_it (op->stats.food , 200); |
2452 | op->stats.food = 999; |
|
|
2453 | |
2474 | |
2454 | // remove all spell effects that are active |
2475 | // remove all spell effects that are active |
2455 | // to avoid long-term effects such as word-of-recall |
2476 | // to avoid long-term effects such as word-of-recall |
2456 | for (object *item = op->inv; item; ) |
2477 | for (object *item = op->inv; item; ) |
2457 | { |
2478 | { |
… | |
… | |
2470 | if (op_on_battleground (op, &x, &y)) |
2491 | if (op_on_battleground (op, &x, &y)) |
2471 | { |
2492 | { |
2472 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2493 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2473 | |
2494 | |
2474 | /* create a bodypart-trophy to make the winner happy */ |
2495 | /* create a bodypart-trophy to make the winner happy */ |
2475 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2496 | object *tmp = archetype::find (shstr_finger)->instance (); |
2476 | { |
2497 | |
2477 | tmp->name = format ("%s's finger" , &op->name); |
2498 | tmp->name = format ("%s's finger" , &op->name); |
2478 | tmp->name_pl = format ("%s's fingers", &op->name); |
2499 | tmp->name_pl = format ("%s's fingers", &op->name); |
2479 | tmp->msg = format ( |
2500 | tmp->msg = format ( |
2480 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2501 | "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, |
2502 | &op->name, op->contr->title, |
2482 | (int)op->level, |
2503 | (int)op->level, |
2483 | op->contr->killer_name () |
2504 | op->contr->killer_name () |
2484 | ); |
2505 | ); |
2485 | tmp->value = 0, tmp->type = 0; |
2506 | tmp->value = 0, tmp->type = 0; |
2486 | tmp->materialname = "organics"; |
2507 | tmp->material = name_to_material (shstr_organic); |
2487 | tmp->insert_at (op, tmp); |
2508 | tmp->insert_at (op, tmp); |
2488 | } |
|
|
2489 | |
2509 | |
2490 | /* teleport defeated player to new destination */ |
2510 | /* teleport defeated player to new destination */ |
2491 | transfer_ob (op, x, y, 0, NULL); |
2511 | transfer_ob (op, x, y, 0, NULL); |
2492 | op->contr->braced = 0; |
2512 | op->contr->braced = 0; |
2493 | |
2513 | |
… | |
… | |
2561 | object *dep; |
2581 | object *dep; |
2562 | |
2582 | |
2563 | dep = present_arch_in_ob (deparch, op); |
2583 | dep = present_arch_in_ob (deparch, op); |
2564 | if (!dep) |
2584 | if (!dep) |
2565 | { |
2585 | { |
2566 | dep = arch_to_object (deparch); |
2586 | dep = deparch->instance (); |
2567 | insert_ob_in_ob (dep, op); |
2587 | insert_ob_in_ob (dep, op); |
2568 | } |
2588 | } |
2569 | lose_this_stat = 1; |
2589 | lose_this_stat = 1; |
2570 | if (settings.balanced_stat_loss) |
2590 | if (settings.balanced_stat_loss) |
2571 | { |
2591 | { |
… | |
… | |
2583 | |
2603 | |
2584 | /* There is a maximum depletion total per level. */ |
2604 | /* There is a maximum depletion total per level. */ |
2585 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2605 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2586 | { |
2606 | { |
2587 | lose_this_stat = 0; |
2607 | lose_this_stat = 0; |
2588 | /* Take loss chance vs keep chance to see if we |
2608 | /* Take loss chance vs keep chance to see if we |
2589 | retain the stat. */ |
2609 | retain the stat. */ |
2590 | } |
2610 | } |
2591 | else |
2611 | else |
2592 | { |
2612 | { |
2593 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2613 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2609 | * difference. |
2629 | * difference. |
2610 | */ |
2630 | */ |
2611 | if (this_stat >= -50) |
2631 | if (this_stat >= -50) |
2612 | { |
2632 | { |
2613 | change_attr_value (&(dep->stats), i, -1); |
2633 | change_attr_value (&(dep->stats), i, -1); |
2614 | SET_FLAG (dep, FLAG_APPLIED); |
2634 | dep->set_flag (FLAG_APPLIED); |
2615 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2635 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2616 | op->update_stats (); |
2636 | op->update_stats (); |
2617 | lost_a_stat = 1; |
2637 | lost_a_stat = 1; |
2618 | } |
2638 | } |
2619 | } |
2639 | } |
… | |
… | |
2637 | #endif |
2657 | #endif |
2638 | |
2658 | |
2639 | /* Put a gravestone up where the character 'almost' died. List the |
2659 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | * exp loss on the stone. |
2660 | * exp loss on the stone. |
2641 | */ |
2661 | */ |
2642 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2662 | tmp = archetype::find (shstr_gravestone)->instance (); |
2643 | tmp->name = format ("%s's gravestone", &op->name); |
2663 | tmp->name = format ("%s's gravestone", &op->name); |
2644 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2664 | 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", |
2665 | 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 ()); |
2666 | &op->name, op->contr->title, op->contr->killer_name ()); |
2647 | tmp->x = op->x, tmp->y = op->y; |
2667 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2686 | if (will_kill_again) |
2706 | if (will_kill_again) |
2687 | { |
2707 | { |
2688 | object *force; |
2708 | object *force; |
2689 | int at; |
2709 | int at; |
2690 | |
2710 | |
2691 | force = get_archetype (FORCE_NAME); |
2711 | force = archetype::get (FORCE_NAME); |
2692 | /* 50 ticks should be enough time for the spell to abate */ |
2712 | /* 50 ticks should be enough time for the spell to abate */ |
2693 | force->speed = 0.1f; |
|
|
2694 | force->speed_left = -5.f; |
2713 | force->speed_left = -5.f; |
2695 | SET_FLAG (force, FLAG_APPLIED); |
2714 | force->set_speed (0.1f); |
|
|
2715 | force->set_flag (FLAG_APPLIED); |
|
|
2716 | |
2696 | for (at = 0; at < NROFATTACKS; at++) |
2717 | for (at = 0; at < NROFATTACKS; at++) |
2697 | if (will_kill_again & (1 << at)) |
2718 | if (will_kill_again & (1 << at)) |
2698 | force->resist[at] = 100; |
2719 | force->resist[at] = 100; |
2699 | |
2720 | |
2700 | insert_ob_in_ob (force, op); |
2721 | insert_ob_in_ob (force, op); |
… | |
… | |
2705 | } |
2726 | } |
2706 | |
2727 | |
2707 | static void |
2728 | static void |
2708 | loot_object (object *op) |
2729 | loot_object (object *op) |
2709 | { /* Grab and destroy some treasure */ |
2730 | { /* Grab and destroy some treasure */ |
2710 | object *tmp, *tmp2, *next; |
2731 | object *tmp, *next; |
2711 | |
2732 | |
2712 | op->close_container (); /* close open sack first */ |
2733 | op->close_container (); /* close open sack first */ |
2713 | |
2734 | |
2714 | for (tmp = op->inv; tmp; tmp = next) |
2735 | for (tmp = op->inv; tmp; tmp = next) |
2715 | { |
2736 | { |
… | |
… | |
2722 | tmp->x = op->x, tmp->y = op->y; |
2743 | tmp->x = op->x, tmp->y = op->y; |
2723 | |
2744 | |
2724 | if (tmp->type == CONTAINER) |
2745 | if (tmp->type == CONTAINER) |
2725 | loot_object (tmp); /* empty container to ground */ |
2746 | loot_object (tmp); /* empty container to ground */ |
2726 | |
2747 | |
2727 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2748 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2728 | { |
2749 | { |
2729 | if (tmp->nrof > 1) |
2750 | if (tmp->nrof > 1) |
2730 | { |
2751 | { |
2731 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2752 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2732 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2753 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2743 | * fix_weight(): Check recursively the weight of all players, and fix |
2764 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * what needs to be fixed. Refresh windows and fix speed if anything |
2765 | * what needs to be fixed. Refresh windows and fix speed if anything |
2745 | * was changed. |
2766 | * was changed. |
2746 | */ |
2767 | */ |
2747 | void |
2768 | void |
2748 | fix_weight (void) |
2769 | fix_weight () |
2749 | { |
2770 | { |
2750 | for_all_players (pl) |
2771 | for_all_players (pl) |
2751 | { |
2772 | { |
2752 | sint32 old = pl->ob->carrying; |
2773 | weight_t old = pl->ob->carrying; |
2753 | |
2774 | |
2754 | pl->ob->update_weight (); |
2775 | pl->ob->update_weight (); |
2755 | |
2776 | |
2756 | if (old != pl->ob->carrying) |
2777 | if (old != pl->ob->carrying) |
2757 | { |
2778 | { |
… | |
… | |
2760 | } |
2781 | } |
2761 | } |
2782 | } |
2762 | } |
2783 | } |
2763 | |
2784 | |
2764 | void |
2785 | void |
2765 | fix_luck (void) |
2786 | fix_luck () |
2766 | { |
2787 | { |
2767 | for_all_players (pl) |
2788 | for_all_players (pl) |
2768 | if (!pl->ob->contr->ns->state) |
2789 | if (!pl->ob->contr->ns->state) |
2769 | pl->ob->change_luck (0); |
2790 | pl->ob->change_luck (0); |
2770 | } |
2791 | } |
… | |
… | |
2822 | } |
2843 | } |
2823 | |
2844 | |
2824 | int |
2845 | int |
2825 | is_true_undead (object *op) |
2846 | is_true_undead (object *op) |
2826 | { |
2847 | { |
2827 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2848 | if (op->arch->flag [FLAG_UNDEAD]) |
2828 | return 1; |
2849 | return 1; |
2829 | |
2850 | |
2830 | return 0; |
2851 | return 0; |
2831 | } |
2852 | } |
2832 | |
2853 | |
… | |
… | |
2853 | level = -(10 + (2 * ob->map->darklevel ())); |
2874 | level = -(10 + (2 * ob->map->darklevel ())); |
2854 | |
2875 | |
2855 | /* scan through all nearby squares for terrain to hide in */ |
2876 | /* scan through all nearby squares for terrain to hide in */ |
2856 | for (i = 0, x = ob->x, y = ob->y; |
2877 | for (i = 0, x = ob->x, y = ob->y; |
2857 | i <= SIZEOFFREE1; |
2878 | i <= SIZEOFFREE1; |
2858 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2879 | i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i)) |
2859 | { |
2880 | { |
2860 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2881 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2861 | if (mflag & P_OUT_OF_MAP) |
2882 | if (mflag & P_OUT_OF_MAP) |
2862 | continue; |
2883 | continue; |
2863 | |
2884 | |
… | |
… | |
2930 | |
2951 | |
2931 | if (who->type == PLAYER) |
2952 | if (who->type == PLAYER) |
2932 | player = 1; |
2953 | player = 1; |
2933 | |
2954 | |
2934 | else |
2955 | else |
2935 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2956 | friendly = who->flag [FLAG_FRIENDLY]; |
2936 | |
2957 | |
2937 | /* search adjacent squares */ |
2958 | /* search adjacent squares */ |
2938 | for (i = 1; i < 9; i++) |
2959 | for (i = 1; i < 9; i++) |
2939 | { |
2960 | { |
2940 | x = who->x + freearr_x[i]; |
2961 | x = who->x + DIRX (i); |
2941 | y = who->y + freearr_y[i]; |
2962 | y = who->y + DIRY (i); |
2942 | m = who->map; |
2963 | m = who->map; |
2943 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2964 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2944 | /* space must be blocked if there is a monster. If not |
2965 | /* space must be blocked if there is a monster. If not |
2945 | * blocked, don't need to check this space. |
2966 | * blocked, don't need to check this space. |
2946 | */ |
2967 | */ |
… | |
… | |
2949 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2970 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2950 | continue; |
2971 | continue; |
2951 | |
2972 | |
2952 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2973 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2953 | { |
2974 | { |
2954 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2975 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2955 | return 1; |
2976 | return 1; |
2956 | else if (tmp->type == PLAYER) |
2977 | else if (tmp->type == PLAYER) |
2957 | { |
|
|
2958 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2959 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2960 | return 1; |
2978 | return 1; |
2961 | } |
|
|
2962 | } |
2979 | } |
2963 | } |
2980 | } |
2964 | return 0; |
2981 | return 0; |
2965 | } |
2982 | } |
2966 | |
2983 | |
2967 | /* check the player los field for viewability of the |
2984 | /* check the player los field for viewability of the |
2968 | * object op. This function works fine for monsters, |
2985 | * object op. This function works fine for monsters, |
2969 | * but we dont worry if the object isnt the top one in |
2986 | * but we dont worry if the object isnt the top one in |
2970 | * a pile (say a coin under a table would return "viewable" |
2987 | * a pile (say a coin under a table would return "viewable" |
2971 | * by this routine). Another question, should we be |
2988 | * by this routine). Another question, should we be |
2972 | * concerned with the direction the player is looking |
2989 | * concerned with the direction the player is looking |
2973 | * in? Realistically, most of us can't see stuff behind |
2990 | * in? Realistically, most of us can't see stuff behind |
2974 | * our backs...on the other hand, does the "facing" direction |
2991 | * our backs...on the other hand, does the "facing" direction |
2975 | * imply the way your head, or body is facing? It's possible |
2992 | * imply the way your head, or body is facing? It's possible |
2976 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2993 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2977 | * -b.t. |
2994 | * -b.t. |
2978 | * This function is now map tiling safe. |
2995 | * This function is now map tiling safe. |
2979 | */ |
2996 | */ |
2980 | int |
2997 | int |
2981 | player_can_view (object *pl, object *op) |
2998 | player_can_view (object *pl, object *op) |
2982 | { |
2999 | { |
… | |
… | |
2996 | |
3013 | |
2997 | get_rangevector (pl, op, &rv, 0x1); |
3014 | get_rangevector (pl, op, &rv, 0x1); |
2998 | |
3015 | |
2999 | /* starting with the 'head' part, lets loop |
3016 | /* starting with the 'head' part, lets loop |
3000 | * through the object and find if it has any |
3017 | * through the object and find if it has any |
3001 | * part that is in the los array but isn't on |
3018 | * part that is in the los array but isn't on |
3002 | * a blocked los square. |
3019 | * a blocked los square. |
3003 | * we use the archetype to figure out offsets. |
3020 | * we use the archetype to figure out offsets. |
3004 | */ |
3021 | */ |
3005 | while (op) |
3022 | while (op) |
3006 | { |
3023 | { |
… | |
… | |
3033 | * and the exit-coordinates sp/hp must both be > 0. |
3050 | * and the exit-coordinates sp/hp must both be > 0. |
3034 | * => The intention here is to prevent abuse of the battleground- |
3051 | * => The intention here is to prevent abuse of the battleground- |
3035 | * feature (like pickable or hidden battleground tiles). */ |
3052 | * feature (like pickable or hidden battleground tiles). */ |
3036 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3053 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3037 | { |
3054 | { |
3038 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3055 | if (tmp->flag [FLAG_IS_FLOOR]) |
3039 | { |
3056 | { |
3040 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3057 | if (tmp->flag [FLAG_NO_PICK] |
3041 | && tmp->type == BATTLEGROUND |
3058 | && tmp->type == BATTLEGROUND |
3042 | && tmp->name == shstr_battleground |
3059 | && tmp->name == shstr_battleground |
3043 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3060 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3044 | { |
3061 | { |
3045 | /* before we assign the exit, check if this is a teambattle */ |
3062 | /* before we assign the exit, check if this is a teambattle */ |
3046 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3063 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | { |
|
|
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3064 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3065 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3049 | { |
3066 | { |
3050 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3051 | { |
|
|
3052 | if (x && y) |
3067 | if (x && y) |
3053 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3068 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3054 | |
3069 | |
3055 | return 1; |
3070 | return 1; |
3056 | } |
|
|
3057 | } |
3071 | } |
3058 | } |
|
|
3059 | |
3072 | |
3060 | if (x && y) |
3073 | if (x && y) |
3061 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3074 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3062 | |
3075 | |
3063 | return 1; |
3076 | return 1; |
… | |
… | |
3201 | else |
3214 | else |
3202 | j = 1; |
3215 | j = 1; |
3203 | strcat (buf, spellpathnames[i]); |
3216 | strcat (buf, spellpathnames[i]); |
3204 | } |
3217 | } |
3205 | } |
3218 | } |
|
|
3219 | |
3206 | strcat (buf, "."); |
3220 | strcat (buf, "."); |
3207 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3221 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3208 | } |
3222 | } |
3209 | |
3223 | |
3210 | /* evtl. adding flags: */ |
3224 | /* evtl. adding flags: */ |
3211 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3225 | if (item->flag [FLAG_XRAYS]) |
3212 | SET_FLAG (skin, FLAG_XRAYS); |
3226 | skin->set_flag (FLAG_XRAYS); |
3213 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3227 | if (item->flag [FLAG_STEALTH]) |
3214 | SET_FLAG (skin, FLAG_STEALTH); |
3228 | skin->set_flag (FLAG_STEALTH); |
3215 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3229 | if (item->flag [FLAG_SEE_IN_DARK]) |
3216 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3230 | skin->set_flag (FLAG_SEE_IN_DARK); |
3217 | |
3231 | |
3218 | /* print message if there is one */ |
3232 | /* print message if there is one */ |
3219 | if (item->msg != NULL) |
3233 | if (item->msg != NULL) |
3220 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3234 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3221 | } |
3235 | } |
3222 | else |
3236 | else |
3223 | { |
3237 | { |
3224 | /* generate misc. treasure */ |
3238 | /* generate misc. treasure */ |
3225 | tmp = arch_to_object (tr->item); |
3239 | tmp = tr->item->instance (); |
3226 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3240 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3227 | who->insert (tmp); |
3241 | who->insert (tmp); |
3228 | } |
3242 | } |
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 | } |
3243 | } |
3247 | |
3244 | |
3248 | //-GPL |
3245 | //-GPL |
3249 | |
3246 | |
3250 | sint8 |
3247 | sint8 |
… | |
… | |
3280 | { |
3277 | { |
3281 | play_sound (sound_find ("generic_failure")); |
3278 | play_sound (sound_find ("generic_failure")); |
3282 | statusmsg (msg, color); |
3279 | statusmsg (msg, color); |
3283 | } |
3280 | } |
3284 | |
3281 | |
|
|
3282 | void |
|
|
3283 | object::failmsgf (const char *format, ...) |
|
|
3284 | { |
|
|
3285 | if (!contr) |
|
|
3286 | return; |
|
|
3287 | |
|
|
3288 | va_list ap; |
|
|
3289 | va_start (ap, format); |
|
|
3290 | contr->failmsg (vformat (format, ap)); |
|
|
3291 | va_end (ap); |
|
|
3292 | } |
|
|
3293 | |
|
|
3294 | void |
|
|
3295 | player::failmsgf (const char *format, ...) |
|
|
3296 | { |
|
|
3297 | va_list ap; |
|
|
3298 | va_start (ap, format); |
|
|
3299 | failmsg (vformat (format, ap)); |
|
|
3300 | va_end (ap); |
|
|
3301 | } |
|
|
3302 | |