1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <sounds.h> |
29 | #include <sounds.h> |
27 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
32 | #include <algorithm> |
35 | #include <algorithm> |
33 | #include <functional> |
36 | #include <functional> |
34 | |
37 | |
35 | playervec players; |
38 | playervec players; |
36 | |
39 | |
37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
|
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
|
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82 | while (fgets (buf, MAX_BUF, fp)) |
|
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
|
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
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130 | subject, news); /*send previously read news */ |
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131 | |
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132 | strcpy (subject, buf + 1); |
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133 | strip_endline (subject); |
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134 | size = 0; |
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135 | news[0] = '\0'; |
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136 | } |
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137 | else |
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138 | { |
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139 | if (size + strlen (buf) >= HUGE_BUF) |
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140 | { |
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141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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142 | break; |
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143 | } |
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144 | strncat (news + size, buf, HUGE_BUF - size); |
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145 | size += strlen (buf); |
|
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146 | } |
|
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147 | } |
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148 | |
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149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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151 | close_and_delete (fp, comp); |
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152 | } |
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153 | |
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154 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
155 | static void |
41 | static void |
156 | set_first_map (object *op) |
42 | set_first_map (object *op) |
157 | { |
43 | { |
158 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
221 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
222 | |
108 | |
223 | ob->update_weight (); |
109 | ob->update_weight (); |
224 | link_skills (); |
110 | link_skills (); |
225 | |
111 | |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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227 | |
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228 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
229 | |
113 | |
230 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
231 | if (is_dragon_pl (ob)) |
115 | if (is_dragon_pl (ob)) |
232 | { |
116 | { |
… | |
… | |
250 | |
134 | |
251 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
252 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
254 | |
138 | |
255 | activate (); |
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256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
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261 | INVOKE_PLAYER (CONNECT, this); |
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262 | INVOKE_PLAYER (LOGIN, this); |
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263 | } |
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264 | |
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265 | void |
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266 | player::disconnect () |
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267 | { |
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268 | if (ob) |
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269 | { |
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270 | ob->close_container (); //TODO: client-specific |
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271 | ob->drop_unpaid_items (); |
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272 | } |
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273 | |
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274 | if (ns) |
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275 | { |
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276 | if (active) |
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277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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278 | |
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279 | INVOKE_PLAYER (DISCONNECT, this); |
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280 | |
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281 | ns->reset_stats (); |
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282 | ns->pl = 0; |
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283 | ns = 0; |
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284 | } |
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285 | |
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286 | observe = ob; |
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287 | |
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288 | deactivate (); |
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289 | } |
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290 | |
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291 | // the need for this function can be explained |
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292 | // by load_object not returning the object |
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293 | void |
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294 | player::set_object (object *op) |
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295 | { |
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296 | ob = observe = op; |
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297 | ob->contr = this; /* this aren't yet in archetype */ |
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298 | |
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299 | ob->speed = 1.0f; |
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300 | ob->speed_left = 0.5f; |
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301 | |
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302 | ob->direction = 5; /* So player faces south */ |
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303 | |
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
305 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
306 | ob->flag [FLAG_READY_BOW] = false; |
141 | ob->flag [FLAG_READY_BOW] = false; |
307 | |
142 | |
308 | for (object *op = ob->inv; op; op = op->below) |
143 | for (object *op = ob->inv; op; op = op->below) |
309 | if (op->flag [FLAG_APPLIED]) |
144 | if (op->flag [FLAG_APPLIED]) |
310 | switch (op->type) |
145 | switch (op->type) |
311 | { |
146 | { |
312 | case SKILL: |
147 | case SKILL: |
313 | ob->flag [FLAG_APPLIED] = false; |
148 | op->flag [FLAG_APPLIED] = false; |
314 | break; |
149 | break; |
315 | |
150 | |
316 | case WAND: |
151 | case WAND: |
317 | case ROD: |
152 | case ROD: |
318 | case HORN: |
153 | case HORN: |
… | |
… | |
323 | case WEAPON: |
158 | case WEAPON: |
324 | combat_ob = op; |
159 | combat_ob = op; |
325 | break; |
160 | break; |
326 | } |
161 | } |
327 | |
162 | |
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163 | ob->current_weapon = 0; |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
165 | activate (); // change_weapon also activates, but this doesn't hurt |
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166 | |
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167 | INVOKE_PLAYER (CONNECT, this); |
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168 | INVOKE_PLAYER (LOGIN, this); |
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169 | } |
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170 | |
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171 | void |
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172 | player::disconnect () |
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173 | { |
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174 | if (ob) |
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175 | { |
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176 | ob->close_container (); //TODO: client-specific |
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177 | ob->drop_unpaid_items (); |
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178 | } |
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179 | |
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180 | if (ns) |
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181 | { |
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182 | if (active) |
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183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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184 | |
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185 | INVOKE_PLAYER (DISCONNECT, this); |
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186 | |
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187 | ns->reset_stats (); |
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188 | ns->pl = 0; |
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189 | ns = 0; |
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190 | } |
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191 | |
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192 | // this is important for the player scheduler to get the correct refcount |
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193 | // when ns = 0 |
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194 | observe = viewpoint = ob; |
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195 | |
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196 | deactivate (); |
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197 | } |
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198 | |
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199 | //-GPL |
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200 | |
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201 | // the need for this function can be explained |
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202 | // by load_object not returning the object |
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203 | void |
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204 | player::set_object (object *op) |
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205 | { |
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206 | ob = observe = viewpoint = op; |
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207 | ob->contr = this; /* this aren't yet in archetype */ |
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208 | |
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209 | ob->speed = 1.0f; |
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210 | ob->speed_left = 0.5f; |
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211 | |
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212 | ob->direction = 5; /* So player faces south */ |
330 | } |
213 | } |
331 | |
214 | |
332 | void |
215 | void |
333 | player::set_observe (object *op) |
216 | player::set_observe (object *op) |
334 | { |
217 | { |
335 | observe = op ? op : ob; |
218 | observe = viewpoint = op ? op : ob; |
336 | do_los = 1; |
219 | do_los = 1; |
337 | } |
220 | } |
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221 | |
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222 | void |
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223 | player::set_viewpoint (object *op) |
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224 | { |
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225 | viewpoint = op ? op : (object *)observe; |
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226 | do_los = 1; |
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227 | } |
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228 | |
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229 | //+GPL |
338 | |
230 | |
339 | player::player () |
231 | player::player () |
340 | { |
232 | { |
341 | /* There are some elements we want initialised to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
342 | * we deal with that below this point. |
234 | * we deal with that below this point. |
… | |
… | |
369 | { |
261 | { |
370 | ob->destroy_inv (false); |
262 | ob->destroy_inv (false); |
371 | ob->destroy (); |
263 | ob->destroy (); |
372 | } |
264 | } |
373 | |
265 | |
374 | ob = observe = 0; |
266 | ob = observe = viewpoint = 0; |
375 | } |
267 | } |
376 | |
268 | |
377 | player::~player () |
269 | player::~player () |
378 | { |
270 | { |
379 | /* Clear item stack */ |
271 | /* Clear item stack */ |
380 | free (stack_items); |
272 | free (stack_items); |
|
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273 | } |
|
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274 | |
|
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275 | /* |
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276 | * get_player_archetype() return next player archetype from archetype |
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277 | * list. Not very efficient routine, but used only creating new players. |
|
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278 | * Note: there MUST be at least one player archetype! |
|
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279 | */ |
|
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280 | static archetype * |
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281 | get_player_archetype (archetype *at) |
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282 | { |
|
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283 | // archetypes could have been reloaded |
|
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284 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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285 | |
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286 | if (!nat) |
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287 | return at; |
|
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288 | |
|
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289 | archvec::iterator i = archetypes.find (nat); |
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290 | |
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291 | for (;;) |
|
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292 | { |
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293 | if (++i == archetypes.end ()) |
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294 | i = archetypes.begin (); |
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295 | else if (*i == at) |
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296 | cleanup ("not a single player archetype found"); |
|
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297 | |
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298 | if ((*i)->type == PLAYER) |
|
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299 | return *i; |
|
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300 | } |
381 | } |
301 | } |
382 | |
302 | |
383 | /* Tries to add player on the connection passed in ns. |
303 | /* Tries to add player on the connection passed in ns. |
384 | * All we can really get in this is some settings like host and display |
304 | * All we can really get in this is some settings like host and display |
385 | * mode. |
305 | * mode. |
… | |
… | |
387 | player * |
307 | player * |
388 | player::create () |
308 | player::create () |
389 | { |
309 | { |
390 | player *pl = new player; |
310 | player *pl = new player; |
391 | |
311 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
312 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
313 | |
394 | pl->ob->roll_stats (); |
314 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
315 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
316 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
317 | |
398 | set_first_map (pl->ob); |
318 | set_first_map (pl->ob); |
399 | |
319 | |
400 | return pl; |
320 | return pl; |
401 | } |
|
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402 | |
|
|
403 | /* |
|
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404 | * get_player_archetype() return next player archetype from archetype |
|
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405 | * list. Not very efficient routine, but used only creating new players. |
|
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406 | * Note: there MUST be at least one player archetype! |
|
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407 | */ |
|
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408 | archetype * |
|
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409 | get_player_archetype (archetype *at) |
|
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410 | { |
|
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411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
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414 | if (!nat) |
|
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415 | return at; |
|
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416 | |
|
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417 | archvec::iterator i = archetypes.find (nat); |
|
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418 | |
|
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419 | for (;;) |
|
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420 | { |
|
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421 | if (++i == archetypes.end ()) |
|
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422 | i = archetypes.begin (); |
|
|
423 | else if (*i == at) |
|
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424 | cleanup ("not a single player archetype found"); |
|
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425 | |
|
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426 | if ((*i)->type == PLAYER) |
|
|
427 | return *i; |
|
|
428 | } |
|
|
429 | } |
321 | } |
430 | |
322 | |
431 | object * |
323 | object * |
432 | get_nearest_player (object *mon) |
324 | get_nearest_player (object *mon) |
433 | { |
325 | { |
… | |
… | |
673 | op->destroy (); |
565 | op->destroy (); |
674 | continue; |
566 | continue; |
675 | } |
567 | } |
676 | } |
568 | } |
677 | |
569 | |
678 | /* This really needs to be better - we should really give |
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
571 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
572 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
573 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
574 | if (op->type == SKILL) |
685 | { |
575 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
577 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
578 | { |
694 | op->destroy (); |
579 | op->destroy (); |
|
|
580 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
582 | break; |
697 | } |
583 | } |
698 | |
584 | |
699 | if (op->nrof > 1) |
585 | if (op->nrof > 1) |
700 | op->nrof = 1; |
586 | op->nrof = 1; |
701 | } |
587 | } |
702 | |
588 | |
… | |
… | |
748 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
634 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
749 | } |
635 | } |
750 | |
636 | |
751 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
637 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
752 | static int |
638 | static int |
753 | roll_stat (void) |
639 | roll_stat () |
754 | { |
640 | { |
755 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
756 | |
642 | |
757 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) rndm (6) + 1; |
644 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
855 | player::chargen_race_done () |
741 | player::chargen_race_done () |
856 | { |
742 | { |
857 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
858 | esrv_new_player (ob->contr); |
744 | esrv_new_player (ob->contr); |
859 | |
745 | |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
861 | if (tl) |
747 | if (tl) |
862 | create_treasure (tl, ob, 0, 0, 0); |
748 | create_treasure (tl, ob, 0, 0, 0); |
863 | |
749 | |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
918 | ob->stats.hp = ob->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
919 | ob->stats.sp = ob->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
920 | ob->stats.grace = 0; |
806 | ob->stats.grace = 0; |
921 | } |
807 | } |
922 | |
808 | |
923 | void |
809 | static void |
924 | flee_player (object *op) |
810 | flee_player (object *op) |
925 | { |
811 | { |
926 | int dir, diff; |
812 | int dir, diff; |
927 | rv_vector rv; |
813 | rv_vector rv; |
928 | |
814 | |
… | |
… | |
978 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
979 | return 1; |
865 | return 1; |
980 | |
866 | |
981 | next = op->below; |
867 | next = op->below; |
982 | |
868 | |
983 | int cnt = MAX_ITEM_PER_DROP; |
869 | int cnt = MAX_ITEM_PER_ACTION; |
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
985 | |
871 | |
986 | /* loop while there are items on the floor that are not marked as |
872 | /* loop while there are items on the floor that are not marked as |
987 | * destroyed */ |
873 | * destroyed */ |
988 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
… | |
… | |
1008 | CHK_PICK_PICKUP; |
894 | CHK_PICK_PICKUP; |
1009 | |
895 | |
1010 | continue; |
896 | continue; |
1011 | } |
897 | } |
1012 | |
898 | |
1013 | /* NEW pickup handling */ |
899 | /* pickup handling */ |
1014 | if (op->contr->mode & PU_DEBUG) |
900 | if (op->contr->mode & PU_DEBUG) |
1015 | { |
901 | { |
1016 | /* some debugging code to figure out item information */ |
902 | /* some debugging code to figure out item information */ |
1017 | const char *str = tmp->name |
903 | const char *str = tmp->name |
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
904 | ? format ("item name: %s item type: %d weight/value: %d", |
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
905 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
1020 | : format ("item name: %s item type: %d weight/value: %d", |
906 | : format ("item name: %s item type: %d weight/value: %d", |
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
907 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1022 | |
908 | |
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
909 | new_draw_info (NDI_UNIQUE, 0, op, str); |
1024 | } |
910 | } |
|
|
911 | |
|
|
912 | if (op->contr->mode & PU_INHIBIT) |
|
|
913 | return 1; |
|
|
914 | |
|
|
915 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
916 | return 1; |
1025 | |
917 | |
1026 | /* philosophy: |
918 | /* philosophy: |
1027 | * It's easy to grab an item type from a pile, as long as it's |
919 | * It's easy to grab an item type from a pile, as long as it's |
1028 | * generic. This takes no game-time. For more detailed pickups |
920 | * generic. This takes no game-time. For more detailed pickups |
1029 | * and selections, select-items should be used. This is a |
921 | * and selections, select-items should be used. This is a |
… | |
… | |
1037 | /* the first two modes are exclusive: if NOTHING we return, if |
929 | /* the first two modes are exclusive: if NOTHING we return, if |
1038 | * STOP then we stop. All the rest are applied sequentially, |
930 | * STOP then we stop. All the rest are applied sequentially, |
1039 | * meaning if any test passes, the item gets picked up. */ |
931 | * meaning if any test passes, the item gets picked up. */ |
1040 | |
932 | |
1041 | /* if mode is set to pick nothing up, return */ |
933 | /* if mode is set to pick nothing up, return */ |
1042 | if (op->contr->mode & PU_NOTHING) |
934 | if (op->contr->mode == PU_NOTHING) |
1043 | return 1; |
935 | return 1; |
1044 | |
936 | |
1045 | /* if mode is set to stop when encountering objects, return */ |
937 | /* if mode is set to stop when encountering objects, return */ |
1046 | /* take STOP before INHIBIT since it doesn't actually pick |
938 | /* take STOP before INHIBIT since it doesn't actually pick |
1047 | * anything up */ |
939 | * anything up */ |
… | |
… | |
1107 | continue; |
999 | continue; |
1108 | } |
1000 | } |
1109 | |
1001 | |
1110 | /* wands/staves/rods/horns */ |
1002 | /* wands/staves/rods/horns */ |
1111 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1112 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1004 | if (tmp->type == WAND |
|
|
1005 | || tmp->type == ROD |
|
|
1006 | || tmp->type == HORN |
|
|
1007 | || tmp->type == POWER_CRYSTAL) |
1113 | { |
1008 | { |
1114 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1115 | continue; |
1010 | continue; |
1116 | } |
1011 | } |
1117 | |
1012 | |
1118 | /* pick up all magical items */ |
1013 | /* pick up all magical items */ |
1119 | if (op->contr->mode & PU_MAGICAL) |
1014 | if (op->contr->mode & PU_MAGICAL) |
1120 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1121 | { |
1017 | { |
1122 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
1123 | continue; |
1019 | continue; |
1124 | } |
1020 | } |
1125 | |
1021 | |
… | |
… | |
1132 | } |
1028 | } |
1133 | } |
1029 | } |
1134 | |
1030 | |
1135 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1136 | if (op->contr->mode & PU_JEWELS) |
1032 | if (op->contr->mode & PU_JEWELS) |
1137 | if (tmp->type == RING || tmp->type == AMULET) |
1033 | if (tmp->type == RING |
|
|
1034 | || tmp->type == AMULET |
|
|
1035 | || tmp->type == GIRDLE |
|
|
1036 | || tmp->type == SKILL_TOOL) |
1138 | { |
1037 | { |
1139 | CHK_PICK_PICKUP; |
1038 | CHK_PICK_PICKUP; |
1140 | continue; |
1039 | continue; |
1141 | } |
1040 | } |
1142 | |
1041 | |
… | |
… | |
1191 | CHK_PICK_PICKUP; |
1090 | CHK_PICK_PICKUP; |
1192 | continue; |
1091 | continue; |
1193 | } |
1092 | } |
1194 | |
1093 | |
1195 | if (op->contr->mode & PU_GLOVES) |
1094 | if (op->contr->mode & PU_GLOVES) |
1196 | if (tmp->type == GLOVES) |
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1197 | { |
1096 | { |
1198 | CHK_PICK_PICKUP; |
1097 | CHK_PICK_PICKUP; |
1199 | continue; |
1098 | continue; |
1200 | } |
1099 | } |
1201 | |
1100 | |
… | |
… | |
1215 | } |
1114 | } |
1216 | |
1115 | |
1217 | /* careful: chairs and tables are weapons! */ |
1116 | /* careful: chairs and tables are weapons! */ |
1218 | if (op->contr->mode & PU_ALLWEAPON) |
1117 | if (op->contr->mode & PU_ALLWEAPON) |
1219 | { |
1118 | { |
1220 | if (tmp->type == WEAPON && tmp->name != NULL) |
1119 | if (tmp->type == WEAPON) |
1221 | { |
1120 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1222 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1223 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1224 | { |
1121 | { |
1225 | CHK_PICK_PICKUP; |
1122 | CHK_PICK_PICKUP; |
1226 | continue; |
1123 | continue; |
1227 | } |
1124 | } |
1228 | } |
|
|
1229 | |
|
|
1230 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1231 | { |
|
|
1232 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1233 | { |
|
|
1234 | CHK_PICK_PICKUP; |
|
|
1235 | continue; |
|
|
1236 | } |
|
|
1237 | } |
|
|
1238 | } |
1125 | } |
1239 | |
1126 | |
1240 | /* misc stuff that's useful */ |
1127 | /* misc stuff that's useful */ |
1241 | if (op->contr->mode & PU_KEY) |
1128 | if (op->contr->mode & PU_KEY) |
1242 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1129 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
… | |
… | |
1263 | fprintf (stderr, "%s", tmp->name); |
1150 | fprintf (stderr, "%s", tmp->name); |
1264 | } |
1151 | } |
1265 | else |
1152 | else |
1266 | fprintf (stderr, "%s", tmp->arch->archname); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1267 | fprintf (stderr, ",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1268 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1155 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1269 | #endif |
1156 | #endif |
1270 | CHK_PICK_PICKUP; |
1157 | CHK_PICK_PICKUP; |
1271 | continue; |
1158 | continue; |
1272 | } |
1159 | } |
1273 | } /* the new pickup model */ |
1160 | } /* the new pickup model */ |
1274 | } |
1161 | } |
1275 | |
1162 | |
1276 | return !stop; |
1163 | return !stop; |
1277 | } |
1164 | } |
1278 | |
1165 | |
|
|
1166 | /* routine for both players and monsters. We call this when |
|
|
1167 | * there is a possibility for our action distrubing our hiding |
|
|
1168 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1169 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1170 | * return 0. |
|
|
1171 | */ |
|
|
1172 | static int |
|
|
1173 | action_makes_visible (object *op) |
|
|
1174 | { |
|
|
1175 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1176 | { |
|
|
1177 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1178 | { |
|
|
1179 | // artefact invisibility is permanent, but we still make noise |
|
|
1180 | // this is important for game-balance. |
|
|
1181 | if (op->contr) |
|
|
1182 | op->make_noise (); |
|
|
1183 | |
|
|
1184 | return 0; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1188 | return 0; |
|
|
1189 | |
|
|
1190 | /* If monsters, they should become visible */ |
|
|
1191 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1192 | { |
|
|
1193 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1194 | return 1; |
|
|
1195 | } |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | return 0; |
|
|
1199 | } |
|
|
1200 | |
1279 | /* |
1201 | /* |
1280 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1281 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1282 | * found object is returned. |
1204 | * found object is returned. |
1283 | */ |
1205 | */ |
1284 | object * |
1206 | static object * |
1285 | find_arrow (object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1286 | { |
1208 | { |
1287 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1288 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1289 | return splay (tmp); |
1211 | return splay (tmp); |
… | |
… | |
1303 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1225 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1304 | * against the target. A full test is not performed, simply a basic test |
1226 | * against the target. A full test is not performed, simply a basic test |
1305 | * of resistances. The archer is making a quick guess at what he sees down |
1227 | * of resistances. The archer is making a quick guess at what he sees down |
1306 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1228 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1307 | */ |
1229 | */ |
1308 | object * |
1230 | static object * |
1309 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1231 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1310 | { |
1232 | { |
1311 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1312 | int attacknum, attacktype, betterby = 0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1313 | |
1235 | |
1314 | if (!type) |
1236 | if (!type) |
… | |
… | |
1318 | { |
1240 | { |
1319 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1241 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1320 | { |
1242 | { |
1321 | i = 0; |
1243 | i = 0; |
1322 | ntmp = find_better_arrow (arrow, target, type, &i); |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1245 | |
1323 | if (i > betterby) |
1246 | if (i > betterby) |
1324 | { |
1247 | { |
1325 | tmp = ntmp; |
1248 | tmp = ntmp; |
1326 | betterby = i; |
1249 | betterby = i; |
1327 | } |
1250 | } |
1328 | } |
1251 | } |
1329 | else if (arrow->type == ARROW && arrow->race == type) |
1252 | else if (arrow->type == ARROW && arrow->race == type) |
1330 | { |
1253 | { |
1331 | /* allways prefer assasination/slaying */ |
1254 | /* allways prefer assasination/slaying */ |
1332 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1255 | if (target->race && arrow->slaying.contains (target->race)) |
1333 | { |
1256 | { |
1334 | if (arrow->attacktype & AT_DEATH) |
1257 | if (arrow->attacktype & AT_DEATH) |
1335 | { |
1258 | { |
1336 | *better = 100; |
1259 | *better = 100; |
1337 | return arrow; |
1260 | return arrow; |
… | |
… | |
1352 | { |
1275 | { |
1353 | tmp = arrow; |
1276 | tmp = arrow; |
1354 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1277 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1355 | } |
1278 | } |
1356 | } |
1279 | } |
|
|
1280 | |
1357 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1281 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1358 | { |
1282 | { |
1359 | tmp = arrow; |
1283 | tmp = arrow; |
1360 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1284 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1361 | } |
1285 | } |
|
|
1286 | |
1362 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1287 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1363 | { |
1288 | { |
1364 | tmp = arrow; |
1289 | tmp = arrow; |
1365 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1290 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1366 | } |
1291 | } |
… | |
… | |
1379 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1380 | * op = the shooter |
1305 | * op = the shooter |
1381 | * type = bow->race |
1306 | * type = bow->race |
1382 | * dir = fire direction |
1307 | * dir = fire direction |
1383 | */ |
1308 | */ |
1384 | object * |
1309 | static object * |
1385 | pick_arrow_target (object *op, const char *type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1386 | { |
1311 | { |
1387 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1388 | maptile *m; |
1313 | maptile *m; |
1389 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
1390 | sint16 x, y; |
1315 | sint16 x, y; |
… | |
… | |
1476 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1401 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1477 | return 0; |
1402 | return 0; |
1478 | } |
1403 | } |
1479 | |
1404 | |
1480 | // optimisation: move object to top so we will find it quickly again |
1405 | // optimisation: move object to top so we will find it quickly again |
1481 | if (bow->below) |
1406 | splay (bow); |
1482 | { |
|
|
1483 | bow->remove (); |
|
|
1484 | op->insert (bow); |
|
|
1485 | } |
|
|
1486 | } |
1407 | } |
1487 | |
1408 | |
1488 | if (!bow->race || !bow->skill) |
1409 | if (!bow->race || !bow->skill) |
1489 | { |
1410 | { |
1490 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1411 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
… | |
… | |
1536 | arrow->direction = dir; |
1457 | arrow->direction = dir; |
1537 | |
1458 | |
1538 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1459 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1539 | arrow->stats.hp = arrow->stats.dam; |
1460 | arrow->stats.hp = arrow->stats.dam; |
1540 | arrow->stats.grace = arrow->attacktype; |
1461 | arrow->stats.grace = arrow->attacktype; |
1541 | |
1462 | arrow->custom_name = arrow->slaying; |
1542 | if (arrow->slaying) |
|
|
1543 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1544 | |
1463 | |
1545 | #if 0 |
1464 | #if 0 |
1546 | if (player *pl = op->contr) |
1465 | if (player *pl = op->contr) |
1547 | { |
1466 | { |
1548 | float speed = pl->weapon_sp; |
1467 | float speed = pl->weapon_sp; |
… | |
… | |
1610 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1611 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1612 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1613 | * hence the function name. |
1532 | * hence the function name. |
1614 | */ |
1533 | */ |
1615 | int |
1534 | static int |
1616 | player_fire_bow (object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1617 | { |
1536 | { |
1618 | int ret; |
1537 | int ret; |
1619 | |
1538 | |
1620 | if (op->contr->bowtype == bow_bestarrow) |
1539 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1648 | } |
1567 | } |
1649 | |
1568 | |
1650 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1651 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1652 | */ |
1571 | */ |
1653 | void |
1572 | static void |
1654 | fire_misc_object (object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1655 | { |
1574 | { |
1656 | object *item = op->contr->ranged_ob; |
1575 | object *item = op->contr->ranged_ob; |
1657 | |
1576 | |
1658 | if (!item) |
1577 | if (!item) |
… | |
… | |
1680 | return; |
1599 | return; |
1681 | } |
1600 | } |
1682 | } |
1601 | } |
1683 | else if (item->type == ROD || item->type == HORN) |
1602 | else if (item->type == ROD || item->type == HORN) |
1684 | { |
1603 | { |
1685 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1604 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1686 | |
1605 | |
1687 | // using the maximum of the rods charge allows at least one spell cast |
1606 | // using the maximum of the rods charge allows at least one spell cast |
1688 | // for a rod or horn, this fixes some broken rods. |
1607 | // for a rod or horn, this fixes some broken rods. |
1689 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1608 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1690 | { |
1609 | { |
1691 | op->contr->play_sound (sound_find ("wand_poof")); |
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
1692 | |
1611 | |
1693 | if (item->type == ROD) |
1612 | if (item->type == ROD) |
1694 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1613 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1762 | case BOW: |
1681 | case BOW: |
1763 | player_fire_bow (op, dir); |
1682 | player_fire_bow (op, dir); |
1764 | break; |
1683 | break; |
1765 | |
1684 | |
1766 | case SPELL: |
1685 | case SPELL: |
1767 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1686 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1768 | break; |
1687 | break; |
1769 | |
1688 | |
1770 | case BUILDER: |
1689 | case BUILDER: |
1771 | apply_map_builder (op, dir); |
1690 | apply_map_builder (op, dir); |
1772 | break; |
1691 | break; |
… | |
… | |
1781 | } |
1700 | } |
1782 | |
1701 | |
1783 | return true; |
1702 | return true; |
1784 | } |
1703 | } |
1785 | |
1704 | |
1786 | /* find_key |
1705 | static object * |
1787 | * We try to find a key for the door as passed. If we find a key |
|
|
1788 | * and successfully use it, we return the key, otherwise NULL |
|
|
1789 | * This function merges both normal and locked door, since the logic |
|
|
1790 | * for both is the same - just the specific key is different. |
|
|
1791 | * pl is the player, |
|
|
1792 | * inv is the objects inventory to searched |
|
|
1793 | * door is the door we are trying to match against. |
|
|
1794 | * This function can be called recursively to search containers. |
|
|
1795 | */ |
|
|
1796 | object * |
|
|
1797 | find_key (object *pl, object *container, object *door) |
1706 | find_key_ (object *pl, object *container, object *door) |
1798 | { |
1707 | { |
1799 | object *tmp, *key; |
1708 | object *tmp, *key; |
1800 | |
1709 | |
1801 | /* Should not happen, but sanity checking is never bad */ |
1710 | /* Should not happen, but sanity checking is never bad */ |
1802 | if (!container->inv) |
1711 | if (!container->inv) |
… | |
… | |
1805 | /* First, lets try to find a key in the top level inventory */ |
1714 | /* First, lets try to find a key in the top level inventory */ |
1806 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1807 | { |
1716 | { |
1808 | if (door->type == DOOR && tmp->type == KEY) |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1809 | break; |
1718 | break; |
|
|
1719 | |
1810 | /* For sanity, we should really check door type, but other stuff |
1720 | /* For sanity, we should really check door type, but other stuff |
1811 | * (like containers) can be locked with special keys |
1721 | * (like containers) can be locked with special keys |
1812 | */ |
1722 | */ |
1813 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1814 | break; |
1724 | break; |
… | |
… | |
1820 | * a key, return |
1730 | * a key, return |
1821 | */ |
1731 | */ |
1822 | if (!tmp) |
1732 | if (!tmp) |
1823 | { |
1733 | { |
1824 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1825 | { |
|
|
1826 | /* No reason to search empty containers */ |
1735 | /* No reason to search empty containers */ |
1827 | if (tmp->type == CONTAINER && tmp->inv) |
1736 | if (tmp->type == CONTAINER && tmp->inv) |
1828 | { |
|
|
1829 | if ((key = find_key (pl, tmp, door))) |
1737 | if ((key = find_key_ (pl, tmp, door))) |
1830 | return key; |
1738 | return key; |
1831 | } |
|
|
1832 | } |
|
|
1833 | |
1739 | |
1834 | if (!tmp) |
1740 | if (!tmp) |
1835 | return NULL; |
1741 | return 0; |
1836 | } |
1742 | } |
1837 | |
1743 | |
1838 | /* We get down here if we have found a key. Now if its in a container, |
1744 | /* We get down here if we have found a key. Now if its in a container, |
1839 | * see if we actually want to use it |
1745 | * see if we actually want to use it |
1840 | */ |
1746 | */ |
1841 | if (pl != container) |
1747 | if (pl != container) |
1842 | { |
1748 | { |
1843 | /* Only let players use keys in containers */ |
1749 | /* Only let players use keys in containers */ |
1844 | if (!pl->contr) |
1750 | if (!pl->contr) |
1845 | return NULL; |
1751 | return 0; |
|
|
1752 | |
1846 | /* cases where this fails: |
1753 | /* cases where this fails: |
1847 | * If we only search the player inventory, return now since we |
1754 | * If we only search the player inventory, return now since we |
1848 | * are not in the players inventory. |
1755 | * are not in the players inventory. |
1849 | * If the container is not active, return now since only active |
1756 | * If the container is not active, return now since only active |
1850 | * containers can be used. |
1757 | * containers can be used. |
… | |
… | |
1854 | * inv must have been an container and must have been active. |
1761 | * inv must have been an container and must have been active. |
1855 | * |
1762 | * |
1856 | * Change the color so that the message doesn't disappear with |
1763 | * Change the color so that the message doesn't disappear with |
1857 | * all the others. |
1764 | * all the others. |
1858 | */ |
1765 | */ |
1859 | if (pl->contr->usekeys == key_inventory || |
1766 | if (pl->contr->usekeys == key_inventory |
1860 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1861 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1862 | { |
1769 | { |
1863 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1864 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1771 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1865 | return NULL; |
1772 | return NULL; |
1866 | } |
1773 | } |
1867 | } |
1774 | } |
1868 | |
1775 | |
1869 | return tmp; |
1776 | return tmp; |
|
|
1777 | } |
|
|
1778 | |
|
|
1779 | /* find_key |
|
|
1780 | * We try to find a key for the door as passed. If we find a key |
|
|
1781 | * and successfully use it, we return the key, otherwise NULL |
|
|
1782 | * This function merges both normal and locked door, since the logic |
|
|
1783 | * for both is the same - just the specific key is different. |
|
|
1784 | * pl is the player, |
|
|
1785 | * inv is the objects inventory to searched |
|
|
1786 | * door is the door we are trying to match against. |
|
|
1787 | * This function can be called recursively to search containers. |
|
|
1788 | */ |
|
|
1789 | object * |
|
|
1790 | find_key (object *pl, object *container, object *door) |
|
|
1791 | { |
|
|
1792 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1793 | { |
|
|
1794 | // for match expressions, we try to find the key by applying the match |
|
|
1795 | // to the op itself, which is supposed to find the "key", instead |
|
|
1796 | // of searching through containers ourselves. |
|
|
1797 | |
|
|
1798 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1799 | } |
|
|
1800 | else |
|
|
1801 | return find_key_ (pl, container, door); |
1870 | } |
1802 | } |
1871 | |
1803 | |
1872 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1873 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1874 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
… | |
… | |
1924 | * going to try and move (not fire weapons). |
1856 | * going to try and move (not fire weapons). |
1925 | */ |
1857 | */ |
1926 | bool |
1858 | bool |
1927 | move_player_attack (object *op, int dir) |
1859 | move_player_attack (object *op, int dir) |
1928 | { |
1860 | { |
|
|
1861 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1862 | { |
|
|
1863 | --op->speed_left; |
|
|
1864 | return true; |
|
|
1865 | } |
|
|
1866 | |
1929 | int on_battleground; |
1867 | int on_battleground; |
1930 | |
1868 | |
1931 | sint16 nx = freearr_x[dir] + op->x; |
1869 | sint16 nx = freearr_x[dir] + op->x; |
1932 | sint16 ny = freearr_y[dir] + op->y; |
1870 | sint16 ny = freearr_y[dir] + op->y; |
1933 | |
1871 | |
1934 | on_battleground = op_on_battleground (op, 0, 0); |
1872 | on_battleground = op_on_battleground (op, 0, 0); |
1935 | |
1873 | |
1936 | if (out_of_map (op->map, nx, ny)) |
1874 | if (out_of_map (op->map, nx, ny)) |
1937 | return false; |
1875 | return false; |
1938 | |
|
|
1939 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1940 | { |
|
|
1941 | --op->speed_left; |
|
|
1942 | return true; |
|
|
1943 | } |
|
|
1944 | |
1876 | |
1945 | /* If braced, or can't move to the square, and it is not out of the |
1877 | /* If braced, or can't move to the square, and it is not out of the |
1946 | * map, attack it. Note order of if statement is important - don't |
1878 | * map, attack it. Note order of if statement is important - don't |
1947 | * want to be calling move_ob if braced, because move_ob will move the |
1879 | * want to be calling move_ob if braced, because move_ob will move the |
1948 | * player. This is a pretty nasty hack, because if we could |
1880 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2090 | } |
2022 | } |
2091 | |
2023 | |
2092 | bool |
2024 | bool |
2093 | move_player (object *op, int dir) |
2025 | move_player (object *op, int dir) |
2094 | { |
2026 | { |
2095 | int pick; |
|
|
2096 | |
|
|
2097 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2027 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2098 | return 0; |
2028 | return 0; |
2099 | |
2029 | |
2100 | /* Sanity check: make sure dir is valid */ |
2030 | /* Sanity check: make sure dir is valid */ |
2101 | if ((dir < 0) || (dir >= 9)) |
2031 | if ((dir < 0) || (dir >= 9)) |
… | |
… | |
2112 | |
2042 | |
2113 | if (op->flag [FLAG_HIDDEN]) |
2043 | if (op->flag [FLAG_HIDDEN]) |
2114 | do_hidden_move (op); |
2044 | do_hidden_move (op); |
2115 | |
2045 | |
2116 | bool retval; |
2046 | bool retval; |
|
|
2047 | int pick = 0; |
2117 | |
2048 | |
2118 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2049 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2119 | retval = RESULT_INT (0); |
2050 | retval = RESULT_INT (0); |
2120 | else if (op->contr->fire_on) |
2051 | else if (op->contr->fire_on) |
2121 | retval = fire (op, dir); |
2052 | retval = fire (op, dir); |
… | |
… | |
2178 | return move_player (op, op->direction); |
2109 | return move_player (op, op->direction); |
2179 | |
2110 | |
2180 | return false; |
2111 | return false; |
2181 | } |
2112 | } |
2182 | |
2113 | |
2183 | int |
2114 | static int |
2184 | save_life (object *op) |
2115 | save_life (object *op) |
2185 | { |
2116 | { |
2186 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2117 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2187 | return 0; |
2118 | return 0; |
2188 | |
2119 | |
… | |
… | |
2235 | void |
2166 | void |
2236 | object::drop_unpaid_items () |
2167 | object::drop_unpaid_items () |
2237 | { |
2168 | { |
2238 | if (!flag [FLAG_REMOVED]) |
2169 | if (!flag [FLAG_REMOVED]) |
2239 | ::drop_unpaid_items (inv, this); |
2170 | ::drop_unpaid_items (inv, this); |
2240 | } |
|
|
2241 | |
|
|
2242 | /* |
|
|
2243 | * Returns pointer a static string containing gravestone text |
|
|
2244 | * Moved from apply.c to player.c - player.c is what |
|
|
2245 | * actually uses this function. player.c may not be quite the |
|
|
2246 | * best, a misc file for object actions is probably better, |
|
|
2247 | * but there isn't one in the server directory. |
|
|
2248 | */ |
|
|
2249 | const char * |
|
|
2250 | gravestone_text (object *op) |
|
|
2251 | { |
|
|
2252 | static dynbuf_text buf; |
|
|
2253 | |
|
|
2254 | buf << "---- R.I.P. ----\n\n" |
|
|
2255 | << op->name; |
|
|
2256 | |
|
|
2257 | if (op->type == PLAYER) |
|
|
2258 | buf << " the " << op->contr->title; |
|
|
2259 | |
|
|
2260 | buf << "\n\n"; |
|
|
2261 | |
|
|
2262 | buf << "who was level "; |
|
|
2263 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2264 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2265 | |
|
|
2266 | if (op->type == PLAYER) |
|
|
2267 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2268 | |
|
|
2269 | { |
|
|
2270 | static char buf2[128]; |
|
|
2271 | time_t now = time (NULL); |
|
|
2272 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2273 | buf << buf2; |
|
|
2274 | } |
|
|
2275 | |
|
|
2276 | return buf; |
|
|
2277 | } |
2171 | } |
2278 | |
2172 | |
2279 | void |
2173 | void |
2280 | do_some_living (object *op) |
2174 | do_some_living (object *op) |
2281 | { |
2175 | { |
… | |
… | |
2525 | */ |
2419 | */ |
2526 | void |
2420 | void |
2527 | kill_player (object *op) |
2421 | kill_player (object *op) |
2528 | { |
2422 | { |
2529 | int x, y; |
2423 | int x, y; |
2530 | char buf[MAX_BUF]; |
|
|
2531 | maptile *map; /* this is for resurrection */ |
2424 | maptile *map; /* this is for resurrection */ |
2532 | int will_kill_again; |
2425 | int will_kill_again; |
2533 | archetype *at; |
2426 | archetype *at; |
2534 | object *tmp; |
2427 | object *tmp; |
2535 | |
2428 | |
2536 | if (save_life (op)) |
2429 | if (save_life (op)) |
2537 | return; |
2430 | return; |
|
|
2431 | |
|
|
2432 | dynbuf_text deathtab; |
|
|
2433 | |
|
|
2434 | /* restore player */ |
|
|
2435 | at = archetype::find (shstr_poisoning); |
|
|
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2437 | { |
|
|
2438 | tmp->destroy (); |
|
|
2439 | deathtab << "Your body feels cleansed...\r"; |
|
|
2440 | } |
|
|
2441 | |
|
|
2442 | at = archetype::find (shstr_confusion); |
|
|
2443 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2444 | { |
|
|
2445 | tmp->destroy (); |
|
|
2446 | deathtab << "Your mind feels clearer...\r"; |
|
|
2447 | } |
|
|
2448 | |
|
|
2449 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2450 | |
|
|
2451 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2452 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2453 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2454 | |
|
|
2455 | if (op->stats.food <= 0) |
|
|
2456 | op->stats.food = 999; |
|
|
2457 | |
|
|
2458 | // remove all spell effects that are active |
|
|
2459 | // to avoid long-term effects such as word-of-recall |
|
|
2460 | for (object *item = op->inv; item; ) |
|
|
2461 | { |
|
|
2462 | object *next = item->below; |
|
|
2463 | |
|
|
2464 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2465 | item->destroy (); |
|
|
2466 | |
|
|
2467 | item = next; |
|
|
2468 | } |
2538 | |
2469 | |
2539 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2470 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2540 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2471 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2541 | * Look at op_on_battleground() for more info --AndreasV |
2472 | * Look at op_on_battleground() for more info --AndreasV |
2542 | */ |
2473 | */ |
2543 | if (op_on_battleground (op, &x, &y)) |
2474 | if (op_on_battleground (op, &x, &y)) |
2544 | { |
2475 | { |
2545 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2476 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2546 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2547 | |
|
|
2548 | /* restore player */ |
|
|
2549 | at = archetype::find ("poisoning"); |
|
|
2550 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2551 | { |
|
|
2552 | tmp->destroy (); |
|
|
2553 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2554 | } |
|
|
2555 | |
|
|
2556 | at = archetype::find ("confusion"); |
|
|
2557 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2558 | { |
|
|
2559 | tmp->destroy (); |
|
|
2560 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2561 | } |
|
|
2562 | |
|
|
2563 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2564 | op->stats.hp = op->stats.maxhp; |
|
|
2565 | if (op->stats.food <= 0) |
|
|
2566 | op->stats.food = 999; |
|
|
2567 | |
2477 | |
2568 | /* create a bodypart-trophy to make the winner happy */ |
2478 | /* create a bodypart-trophy to make the winner happy */ |
2569 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2479 | object *tmp = archetype::find (shstr_finger)->instance (); |
2570 | { |
2480 | |
2571 | tmp->name = format ("%s's finger" , &op->name); |
2481 | tmp->name = format ("%s's finger" , &op->name); |
2572 | tmp->name_pl = format ("%s's fingers", &op->name); |
2482 | tmp->name_pl = format ("%s's fingers", &op->name); |
2573 | tmp->msg = format ( |
2483 | tmp->msg = format ( |
2574 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2484 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2575 | &op->name, op->contr->title, |
2485 | &op->name, op->contr->title, |
2576 | (int)op->level, |
2486 | (int)op->level, |
2577 | op->contr->killer_name () |
2487 | op->contr->killer_name () |
2578 | ); |
2488 | ); |
2579 | tmp->value = 0, tmp->type = 0; |
2489 | tmp->value = 0, tmp->type = 0; |
2580 | tmp->materialname = "organics"; |
2490 | tmp->material = name_to_material (shstr_organic); |
2581 | tmp->insert_at (op, tmp); |
2491 | tmp->insert_at (op, tmp); |
2582 | } |
|
|
2583 | |
2492 | |
2584 | /* teleport defeated player to new destination */ |
2493 | /* teleport defeated player to new destination */ |
2585 | transfer_ob (op, x, y, 0, NULL); |
2494 | transfer_ob (op, x, y, 0, NULL); |
2586 | op->contr->braced = 0; |
2495 | op->contr->braced = 0; |
|
|
2496 | |
|
|
2497 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2587 | return; |
2498 | return; |
2588 | } |
2499 | } |
|
|
2500 | |
|
|
2501 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2502 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2589 | |
2503 | |
2590 | INVOKE_PLAYER (DEATH, op->contr); |
2504 | INVOKE_PLAYER (DEATH, op->contr); |
2591 | |
2505 | |
2592 | command_kill_pets (op, 0); |
2506 | command_kill_pets (op, 0); |
2593 | |
2507 | |
… | |
… | |
2644 | lost_a_stat = 1; |
2558 | lost_a_stat = 1; |
2645 | } |
2559 | } |
2646 | else |
2560 | else |
2647 | { |
2561 | { |
2648 | /* deplete a stat */ |
2562 | /* deplete a stat */ |
2649 | archetype *deparch = archetype::find ("depletion"); |
2563 | archetype *deparch = archetype::find (shstr_depletion); |
2650 | object *dep; |
2564 | object *dep; |
2651 | |
2565 | |
2652 | dep = present_arch_in_ob (deparch, op); |
2566 | dep = present_arch_in_ob (deparch, op); |
2653 | if (!dep) |
2567 | if (!dep) |
2654 | { |
2568 | { |
2655 | dep = arch_to_object (deparch); |
2569 | dep = deparch->instance (); |
2656 | insert_ob_in_ob (dep, op); |
2570 | insert_ob_in_ob (dep, op); |
2657 | } |
2571 | } |
2658 | lose_this_stat = 1; |
2572 | lose_this_stat = 1; |
2659 | if (settings.balanced_stat_loss) |
2573 | if (settings.balanced_stat_loss) |
2660 | { |
2574 | { |
… | |
… | |
2688 | } |
2602 | } |
2689 | } |
2603 | } |
2690 | |
2604 | |
2691 | if (lose_this_stat) |
2605 | if (lose_this_stat) |
2692 | { |
2606 | { |
2693 | this_stat = get_attr_value (&(dep->stats), i); |
2607 | this_stat = get_attr_value (&dep->stats, i); |
2694 | /* We could try to do something clever like find another |
2608 | /* We could try to do something clever like find another |
2695 | * stat to reduce if this fails. But chances are, if |
2609 | * stat to reduce if this fails. But chances are, if |
2696 | * stats have been depleted to -50, all are pretty low |
2610 | * stats have been depleted to -50, all are pretty low |
2697 | * and should be roughly the same, so it shouldn't make a |
2611 | * and should be roughly the same, so it shouldn't make a |
2698 | * difference. |
2612 | * difference. |
… | |
… | |
2712 | /* If no stat lost, tell the player. */ |
2626 | /* If no stat lost, tell the player. */ |
2713 | if (!lost_a_stat) |
2627 | if (!lost_a_stat) |
2714 | { |
2628 | { |
2715 | /* determine_god() seems to not work sometimes... why is this? |
2629 | /* determine_god() seems to not work sometimes... why is this? |
2716 | Should I be using something else? GD */ |
2630 | Should I be using something else? GD */ |
2717 | const char *god = determine_god (op); |
2631 | shstr_tmp god = determine_god (op); |
2718 | |
2632 | |
2719 | if (god && (strcmp (god, "none"))) |
2633 | if (god != shstr_none) |
2720 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2634 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2721 | else |
2635 | else |
2722 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2636 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2723 | } |
2637 | } |
2724 | #else |
2638 | #else |
2725 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely."); |
2639 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2726 | #endif |
2640 | #endif |
2727 | |
2641 | |
2728 | /* Put a gravestone up where the character 'almost' died. List the |
2642 | /* Put a gravestone up where the character 'almost' died. List the |
2729 | * exp loss on the stone. |
2643 | * exp loss on the stone. |
2730 | */ |
2644 | */ |
2731 | tmp = arch_to_object (archetype::find ("gravestone")); |
2645 | tmp = archetype::find (shstr_gravestone)->instance (); |
2732 | tmp->name = format ("%s's gravestone", &op->name); |
2646 | tmp->name = format ("%s's gravestone", &op->name); |
2733 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2647 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2734 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2648 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2735 | &op->name, op->contr->title, op->contr->killer_name ()); |
2649 | &op->name, op->contr->title, op->contr->killer_name ()); |
2736 | tmp->x = op->x, tmp->y = op->y; |
2650 | tmp->x = op->x, tmp->y = op->y; |
2737 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2651 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2738 | |
2652 | |
2739 | /**************************************/ |
2653 | /**************************************/ |
2740 | /* */ |
2654 | /* */ |
2741 | /* Subtract the experience points, */ |
2655 | /* Subtract the experience points, */ |
2742 | /* if we died cause of food, give us */ |
|
|
2743 | /* food, and reset HP's... */ |
|
|
2744 | /* */ |
2656 | /* */ |
2745 | /**************************************/ |
2657 | /**************************************/ |
2746 | |
2658 | |
2747 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2748 | /* restore player */ |
|
|
2749 | at = archetype::find ("poisoning"); |
|
|
2750 | tmp = present_arch_in_ob (at, op); |
|
|
2751 | |
|
|
2752 | if (tmp) |
|
|
2753 | { |
|
|
2754 | tmp->destroy (); |
|
|
2755 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2756 | } |
|
|
2757 | |
|
|
2758 | at = archetype::find ("confusion"); |
|
|
2759 | tmp = present_arch_in_ob (at, op); |
|
|
2760 | if (tmp) |
|
|
2761 | { |
|
|
2762 | tmp->destroy (); |
|
|
2763 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2764 | } |
|
|
2765 | |
|
|
2766 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2767 | |
|
|
2768 | // remove all spell effects that are active |
|
|
2769 | // to avoid long-term effects such as word-of-recall |
|
|
2770 | for (object *item = op->inv; item; ) |
|
|
2771 | { |
|
|
2772 | object *next = item->below; |
|
|
2773 | |
|
|
2774 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2775 | item->destroy (); |
|
|
2776 | |
|
|
2777 | item = next; |
|
|
2778 | } |
|
|
2779 | |
|
|
2780 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2659 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2781 | apply_death_exp_penalty (op); |
2660 | apply_death_exp_penalty (op); |
2782 | |
|
|
2783 | if (op->stats.food < 100) |
|
|
2784 | op->stats.food = 900; |
|
|
2785 | |
|
|
2786 | op->stats.hp = op->stats.maxhp; |
|
|
2787 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2788 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2789 | |
2661 | |
2790 | /* |
2662 | /* |
2791 | * Check to see if the player has any unpaid items. If so, remove them |
2663 | * Check to see if the player has any unpaid items. If so, remove them |
2792 | * and put them back in the map. |
2664 | * and put them back in the map. |
2793 | */ |
2665 | */ |
… | |
… | |
2830 | |
2702 | |
2831 | insert_ob_in_ob (force, op); |
2703 | insert_ob_in_ob (force, op); |
2832 | op->update_stats (); |
2704 | op->update_stats (); |
2833 | } |
2705 | } |
2834 | |
2706 | |
2835 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2707 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2836 | } |
2708 | } |
2837 | |
2709 | |
2838 | void |
2710 | static void |
2839 | loot_object (object *op) |
2711 | loot_object (object *op) |
2840 | { /* Grab and destroy some treasure */ |
2712 | { /* Grab and destroy some treasure */ |
2841 | object *tmp, *tmp2, *next; |
2713 | object *tmp, *tmp2, *next; |
2842 | |
2714 | |
2843 | op->close_container (); /* close open sack first */ |
2715 | op->close_container (); /* close open sack first */ |
… | |
… | |
2874 | * fix_weight(): Check recursively the weight of all players, and fix |
2746 | * fix_weight(): Check recursively the weight of all players, and fix |
2875 | * what needs to be fixed. Refresh windows and fix speed if anything |
2747 | * what needs to be fixed. Refresh windows and fix speed if anything |
2876 | * was changed. |
2748 | * was changed. |
2877 | */ |
2749 | */ |
2878 | void |
2750 | void |
2879 | fix_weight (void) |
2751 | fix_weight () |
2880 | { |
2752 | { |
2881 | for_all_players (pl) |
2753 | for_all_players (pl) |
2882 | { |
2754 | { |
2883 | sint32 old = pl->ob->carrying; |
2755 | sint32 old = pl->ob->carrying; |
2884 | |
2756 | |
… | |
… | |
2891 | } |
2763 | } |
2892 | } |
2764 | } |
2893 | } |
2765 | } |
2894 | |
2766 | |
2895 | void |
2767 | void |
2896 | fix_luck (void) |
2768 | fix_luck () |
2897 | { |
2769 | { |
2898 | for_all_players (pl) |
2770 | for_all_players (pl) |
2899 | if (!pl->ob->contr->ns->state) |
2771 | if (!pl->ob->contr->ns->state) |
2900 | pl->ob->change_luck (0); |
2772 | pl->ob->change_luck (0); |
2901 | } |
2773 | } |
… | |
… | |
2978 | level = ob->map->darklevel () - 2; |
2850 | level = ob->map->darklevel () - 2; |
2979 | |
2851 | |
2980 | /* this also picks up whether the object is glowing. |
2852 | /* this also picks up whether the object is glowing. |
2981 | * If you carry a light on a non-dark map, its not |
2853 | * If you carry a light on a non-dark map, its not |
2982 | * as bad as carrying a light on a pitch dark map */ |
2854 | * as bad as carrying a light on a pitch dark map */ |
2983 | if (has_carried_lights (ob)) |
2855 | if (ob->has_carried_lights ()) |
2984 | level = -(10 + (2 * ob->map->darklevel ())); |
2856 | level = -(10 + (2 * ob->map->darklevel ())); |
2985 | |
2857 | |
2986 | /* scan through all nearby squares for terrain to hide in */ |
2858 | /* scan through all nearby squares for terrain to hide in */ |
2987 | for (i = 0, x = ob->x, y = ob->y; |
2859 | for (i = 0, x = ob->x, y = ob->y; |
2988 | i <= SIZEOFFREE1; |
2860 | i <= SIZEOFFREE1; |
… | |
… | |
3145 | } |
3017 | } |
3146 | |
3018 | |
3147 | return 0; |
3019 | return 0; |
3148 | } |
3020 | } |
3149 | |
3021 | |
3150 | /* routine for both players and monsters. We call this when |
|
|
3151 | * there is a possibility for our action distrubing our hiding |
|
|
3152 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3153 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3154 | * return 0. |
|
|
3155 | */ |
|
|
3156 | int |
|
|
3157 | action_makes_visible (object *op) |
|
|
3158 | { |
|
|
3159 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3160 | { |
|
|
3161 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3162 | { |
|
|
3163 | // artefact invisibility is permanent, but we still make noise |
|
|
3164 | // this is important for game-balance. |
|
|
3165 | if (op->contr) |
|
|
3166 | op->make_noise (); |
|
|
3167 | |
|
|
3168 | return 0; |
|
|
3169 | } |
|
|
3170 | |
|
|
3171 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3172 | return 0; |
|
|
3173 | |
|
|
3174 | /* If monsters, they should become visible */ |
|
|
3175 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3176 | { |
|
|
3177 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3178 | return 1; |
|
|
3179 | } |
|
|
3180 | } |
|
|
3181 | |
|
|
3182 | return 0; |
|
|
3183 | } |
|
|
3184 | |
|
|
3185 | /* op_on_battleground - checks if the given object op (usually |
3022 | /* op_on_battleground - checks if the given object op (usually |
3186 | * a player) is standing on a valid battleground-tile, |
3023 | * a player) is standing on a valid battleground-tile, |
3187 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3024 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3188 | * -exit-coord. (and if x, y not NULL) |
3025 | * -exit-coord. (and if x, y not NULL) |
3189 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3026 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3386 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3223 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3387 | } |
3224 | } |
3388 | else |
3225 | else |
3389 | { |
3226 | { |
3390 | /* generate misc. treasure */ |
3227 | /* generate misc. treasure */ |
3391 | tmp = arch_to_object (tr->item); |
3228 | tmp = tr->item->instance (); |
3392 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3229 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3393 | who->insert (tmp); |
3230 | who->insert (tmp); |
3394 | } |
3231 | } |
3395 | } |
3232 | } |
3396 | |
3233 | |
… | |
… | |
3409 | |
3246 | |
3410 | if (pl->ranged_ob == ob) |
3247 | if (pl->ranged_ob == ob) |
3411 | pl->ranged_ob = 0; |
3248 | pl->ranged_ob = 0; |
3412 | } |
3249 | } |
3413 | |
3250 | |
|
|
3251 | //-GPL |
|
|
3252 | |
3414 | sint8 |
3253 | sint8 |
3415 | player::darkness_at (maptile *map, int x, int y) const |
3254 | player::darkness_at (maptile *map, int x, int y) const |
3416 | { |
3255 | { |
3417 | if (!ns) |
3256 | if (!ns) |
3418 | return LOS_BLOCKED; |
3257 | return LOS_BLOCKED; |