… | |
… | |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
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25 | //+GPL |
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26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <sounds.h> |
29 | #include <sounds.h> |
28 | #include <living.h> |
30 | #include <living.h> |
29 | #include <object.h> |
31 | #include <object.h> |
… | |
… | |
105 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
106 | |
108 | |
107 | ob->update_weight (); |
109 | ob->update_weight (); |
108 | link_skills (); |
110 | link_skills (); |
109 | |
111 | |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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111 | |
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112 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
113 | |
113 | |
114 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
115 | if (is_dragon_pl (ob)) |
116 | { |
116 | { |
… | |
… | |
134 | |
134 | |
135 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
138 | |
138 | |
139 | activate (); |
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140 | |
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141 | INVOKE_PLAYER (CONNECT, this); |
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142 | INVOKE_PLAYER (LOGIN, this); |
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143 | } |
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144 | |
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145 | void |
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146 | player::disconnect () |
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147 | { |
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148 | if (ob) |
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149 | { |
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150 | ob->close_container (); //TODO: client-specific |
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151 | ob->drop_unpaid_items (); |
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152 | } |
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153 | |
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154 | if (ns) |
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155 | { |
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156 | if (active) |
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157 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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158 | |
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159 | INVOKE_PLAYER (DISCONNECT, this); |
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160 | |
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161 | ns->reset_stats (); |
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162 | ns->pl = 0; |
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163 | ns = 0; |
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164 | } |
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165 | |
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166 | // this is important for the player scheduler to get the correct refcount |
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167 | // when ns = 0 |
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168 | observe = viewpoint = ob; |
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169 | |
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170 | deactivate (); |
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171 | } |
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172 | |
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173 | // the need for this function can be explained |
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174 | // by load_object not returning the object |
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175 | void |
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176 | player::set_object (object *op) |
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177 | { |
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178 | ob = observe = viewpoint = op; |
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179 | ob->contr = this; /* this aren't yet in archetype */ |
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180 | |
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181 | ob->speed = 1.0f; |
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182 | ob->speed_left = 0.5f; |
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183 | |
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184 | ob->direction = 5; /* So player faces south */ |
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185 | |
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186 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
187 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
188 | ob->flag [FLAG_READY_BOW] = false; |
141 | ob->flag [FLAG_READY_BOW] = false; |
189 | |
142 | |
190 | for (object *op = ob->inv; op; op = op->below) |
143 | for (object *op = ob->inv; op; op = op->below) |
191 | if (op->flag [FLAG_APPLIED]) |
144 | if (op->flag [FLAG_APPLIED]) |
192 | switch (op->type) |
145 | switch (op->type) |
193 | { |
146 | { |
194 | case SKILL: |
147 | case SKILL: |
195 | ob->flag [FLAG_APPLIED] = false; |
148 | op->flag [FLAG_APPLIED] = false; |
196 | break; |
149 | break; |
197 | |
150 | |
198 | case WAND: |
151 | case WAND: |
199 | case ROD: |
152 | case ROD: |
200 | case HORN: |
153 | case HORN: |
… | |
… | |
205 | case WEAPON: |
158 | case WEAPON: |
206 | combat_ob = op; |
159 | combat_ob = op; |
207 | break; |
160 | break; |
208 | } |
161 | } |
209 | |
162 | |
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163 | ob->current_weapon = 0; |
210 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
211 | 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 */ |
212 | } |
213 | } |
213 | |
214 | |
214 | void |
215 | void |
215 | player::set_observe (object *op) |
216 | player::set_observe (object *op) |
216 | { |
217 | { |
… | |
… | |
222 | player::set_viewpoint (object *op) |
223 | player::set_viewpoint (object *op) |
223 | { |
224 | { |
224 | viewpoint = op ? op : (object *)observe; |
225 | viewpoint = op ? op : (object *)observe; |
225 | do_los = 1; |
226 | do_los = 1; |
226 | } |
227 | } |
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228 | |
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229 | //+GPL |
227 | |
230 | |
228 | player::player () |
231 | player::player () |
229 | { |
232 | { |
230 | /* There are some elements we want initialised to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
231 | * we deal with that below this point. |
234 | * we deal with that below this point. |
… | |
… | |
267 | { |
270 | { |
268 | /* Clear item stack */ |
271 | /* Clear item stack */ |
269 | free (stack_items); |
272 | free (stack_items); |
270 | } |
273 | } |
271 | |
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 | } |
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301 | } |
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302 | |
272 | /* Tries to add player on the connection passed in ns. |
303 | /* Tries to add player on the connection passed in ns. |
273 | * All we can really get in this is some settings like host and display |
304 | * All we can really get in this is some settings like host and display |
274 | * mode. |
305 | * mode. |
275 | */ |
306 | */ |
276 | player * |
307 | player * |
277 | player::create () |
308 | player::create () |
278 | { |
309 | { |
279 | player *pl = new player; |
310 | player *pl = new player; |
280 | |
311 | |
281 | pl->set_object (arch_to_object (get_player_archetype (0))); |
312 | pl->set_object (get_player_archetype (0)->instance ()); |
282 | |
313 | |
283 | pl->ob->roll_stats (); |
314 | pl->ob->roll_stats (); |
284 | pl->ob->stats.wc = 2; |
315 | pl->ob->stats.wc = 2; |
285 | pl->ob->run_away = 25; /* Then we panick... */ |
316 | pl->ob->run_away = 25; /* Then we panick... */ |
286 | |
317 | |
287 | set_first_map (pl->ob); |
318 | set_first_map (pl->ob); |
288 | |
319 | |
289 | return pl; |
320 | return pl; |
290 | } |
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291 | |
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292 | /* |
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293 | * get_player_archetype() return next player archetype from archetype |
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294 | * list. Not very efficient routine, but used only creating new players. |
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295 | * Note: there MUST be at least one player archetype! |
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296 | */ |
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297 | archetype * |
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298 | get_player_archetype (archetype *at) |
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299 | { |
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300 | // archetypes could have been reloaded |
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301 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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302 | |
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|
303 | if (!nat) |
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304 | return at; |
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|
305 | |
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|
306 | archvec::iterator i = archetypes.find (nat); |
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307 | |
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308 | for (;;) |
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309 | { |
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310 | if (++i == archetypes.end ()) |
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311 | i = archetypes.begin (); |
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312 | else if (*i == at) |
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313 | cleanup ("not a single player archetype found"); |
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314 | |
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315 | if ((*i)->type == PLAYER) |
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316 | return *i; |
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317 | } |
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|
318 | } |
321 | } |
319 | |
322 | |
320 | object * |
323 | object * |
321 | get_nearest_player (object *mon) |
324 | get_nearest_player (object *mon) |
322 | { |
325 | { |
… | |
… | |
631 | 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:"); |
632 | } |
635 | } |
633 | |
636 | |
634 | /* 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. */ |
635 | static int |
638 | static int |
636 | roll_stat (void) |
639 | roll_stat () |
637 | { |
640 | { |
638 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
639 | |
642 | |
640 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
641 | a[i] = (int) rndm (6) + 1; |
644 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
738 | player::chargen_race_done () |
741 | player::chargen_race_done () |
739 | { |
742 | { |
740 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
741 | esrv_new_player (ob->contr); |
744 | esrv_new_player (ob->contr); |
742 | |
745 | |
743 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
744 | if (tl) |
747 | if (tl) |
745 | create_treasure (tl, ob, 0, 0, 0); |
748 | create_treasure (tl, ob, 0, 0, 0); |
746 | |
749 | |
747 | INVOKE_PLAYER (BIRTH, ob->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
748 | INVOKE_PLAYER (LOGIN, ob->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
801 | ob->stats.hp = ob->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
802 | ob->stats.sp = ob->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
803 | ob->stats.grace = 0; |
806 | ob->stats.grace = 0; |
804 | } |
807 | } |
805 | |
808 | |
806 | void |
809 | static void |
807 | flee_player (object *op) |
810 | flee_player (object *op) |
808 | { |
811 | { |
809 | int dir, diff; |
812 | int dir, diff; |
810 | rv_vector rv; |
813 | rv_vector rv; |
811 | |
814 | |
… | |
… | |
861 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
862 | return 1; |
865 | return 1; |
863 | |
866 | |
864 | next = op->below; |
867 | next = op->below; |
865 | |
868 | |
866 | int cnt = MAX_ITEM_PER_DROP; |
869 | int cnt = MAX_ITEM_PER_ACTION; |
867 | #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) |
868 | |
871 | |
869 | /* 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 |
870 | * destroyed */ |
873 | * destroyed */ |
871 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
… | |
… | |
897 | if (op->contr->mode & PU_DEBUG) |
900 | if (op->contr->mode & PU_DEBUG) |
898 | { |
901 | { |
899 | /* some debugging code to figure out item information */ |
902 | /* some debugging code to figure out item information */ |
900 | const char *str = tmp->name |
903 | const char *str = tmp->name |
901 | ? format ("item name: %s item type: %d weight/value: %d", |
904 | ? format ("item name: %s item type: %d weight/value: %d", |
902 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
905 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
903 | : format ("item name: %s item type: %d weight/value: %d", |
906 | : format ("item name: %s item type: %d weight/value: %d", |
904 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
907 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
905 | |
908 | |
906 | new_draw_info (NDI_UNIQUE, 0, op, str); |
909 | new_draw_info (NDI_UNIQUE, 0, op, str); |
907 | } |
910 | } |
908 | |
911 | |
909 | if (op->contr->mode & PU_INHIBIT) |
912 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
996 | continue; |
999 | continue; |
997 | } |
1000 | } |
998 | |
1001 | |
999 | /* wands/staves/rods/horns */ |
1002 | /* wands/staves/rods/horns */ |
1000 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1001 | 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) |
1002 | { |
1008 | { |
1003 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1004 | continue; |
1010 | continue; |
1005 | } |
1011 | } |
1006 | |
1012 | |
1007 | /* pick up all magical items */ |
1013 | /* pick up all magical items */ |
1008 | if (op->contr->mode & PU_MAGICAL) |
1014 | if (op->contr->mode & PU_MAGICAL) |
1009 | 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)) |
1010 | { |
1017 | { |
1011 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
1012 | continue; |
1019 | continue; |
1013 | } |
1020 | } |
1014 | |
1021 | |
… | |
… | |
1021 | } |
1028 | } |
1022 | } |
1029 | } |
1023 | |
1030 | |
1024 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1025 | if (op->contr->mode & PU_JEWELS) |
1032 | if (op->contr->mode & PU_JEWELS) |
1026 | 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) |
1027 | { |
1037 | { |
1028 | CHK_PICK_PICKUP; |
1038 | CHK_PICK_PICKUP; |
1029 | continue; |
1039 | continue; |
1030 | } |
1040 | } |
1031 | |
1041 | |
… | |
… | |
1080 | CHK_PICK_PICKUP; |
1090 | CHK_PICK_PICKUP; |
1081 | continue; |
1091 | continue; |
1082 | } |
1092 | } |
1083 | |
1093 | |
1084 | if (op->contr->mode & PU_GLOVES) |
1094 | if (op->contr->mode & PU_GLOVES) |
1085 | if (tmp->type == GLOVES) |
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1086 | { |
1096 | { |
1087 | CHK_PICK_PICKUP; |
1097 | CHK_PICK_PICKUP; |
1088 | continue; |
1098 | continue; |
1089 | } |
1099 | } |
1090 | |
1100 | |
… | |
… | |
1140 | fprintf (stderr, "%s", tmp->name); |
1150 | fprintf (stderr, "%s", tmp->name); |
1141 | } |
1151 | } |
1142 | else |
1152 | else |
1143 | fprintf (stderr, "%s", tmp->arch->archname); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1144 | fprintf (stderr, ",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1145 | 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)))); |
1146 | #endif |
1156 | #endif |
1147 | CHK_PICK_PICKUP; |
1157 | CHK_PICK_PICKUP; |
1148 | continue; |
1158 | continue; |
1149 | } |
1159 | } |
1150 | } /* the new pickup model */ |
1160 | } /* the new pickup model */ |
1151 | } |
1161 | } |
1152 | |
1162 | |
1153 | return !stop; |
1163 | return !stop; |
1154 | } |
1164 | } |
1155 | |
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 | |
1156 | /* |
1201 | /* |
1157 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1158 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1159 | * found object is returned. |
1204 | * found object is returned. |
1160 | */ |
1205 | */ |
1161 | object * |
1206 | static object * |
1162 | find_arrow (object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1163 | { |
1208 | { |
1164 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1165 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1166 | return splay (tmp); |
1211 | return splay (tmp); |
… | |
… | |
1180 | * 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 |
1181 | * 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 |
1182 | * 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 |
1183 | * 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. |
1184 | */ |
1229 | */ |
1185 | object * |
1230 | static object * |
1186 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1231 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1187 | { |
1232 | { |
1188 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1189 | int attacknum, attacktype, betterby = 0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1190 | |
1235 | |
… | |
… | |
1259 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1260 | * op = the shooter |
1305 | * op = the shooter |
1261 | * type = bow->race |
1306 | * type = bow->race |
1262 | * dir = fire direction |
1307 | * dir = fire direction |
1263 | */ |
1308 | */ |
1264 | object * |
1309 | static object * |
1265 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1266 | { |
1311 | { |
1267 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1268 | maptile *m; |
1313 | maptile *m; |
1269 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
… | |
… | |
1484 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1485 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1486 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1487 | * hence the function name. |
1532 | * hence the function name. |
1488 | */ |
1533 | */ |
1489 | int |
1534 | static int |
1490 | player_fire_bow (object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1491 | { |
1536 | { |
1492 | int ret; |
1537 | int ret; |
1493 | |
1538 | |
1494 | if (op->contr->bowtype == bow_bestarrow) |
1539 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1522 | } |
1567 | } |
1523 | |
1568 | |
1524 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1525 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1526 | */ |
1571 | */ |
1527 | void |
1572 | static void |
1528 | fire_misc_object (object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1529 | { |
1574 | { |
1530 | object *item = op->contr->ranged_ob; |
1575 | object *item = op->contr->ranged_ob; |
1531 | |
1576 | |
1532 | if (!item) |
1577 | if (!item) |
… | |
… | |
1554 | return; |
1599 | return; |
1555 | } |
1600 | } |
1556 | } |
1601 | } |
1557 | else if (item->type == ROD || item->type == HORN) |
1602 | else if (item->type == ROD || item->type == HORN) |
1558 | { |
1603 | { |
1559 | 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); |
1560 | |
1605 | |
1561 | // 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 |
1562 | // for a rod or horn, this fixes some broken rods. |
1607 | // for a rod or horn, this fixes some broken rods. |
1563 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1608 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1564 | { |
1609 | { |
1565 | op->contr->play_sound (sound_find ("wand_poof")); |
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
1566 | |
1611 | |
1567 | if (item->type == ROD) |
1612 | if (item->type == ROD) |
1568 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1613 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1655 | } |
1700 | } |
1656 | |
1701 | |
1657 | return true; |
1702 | return true; |
1658 | } |
1703 | } |
1659 | |
1704 | |
1660 | /* find_key |
1705 | static object * |
1661 | * We try to find a key for the door as passed. If we find a key |
|
|
1662 | * and successfully use it, we return the key, otherwise NULL |
|
|
1663 | * This function merges both normal and locked door, since the logic |
|
|
1664 | * for both is the same - just the specific key is different. |
|
|
1665 | * pl is the player, |
|
|
1666 | * inv is the objects inventory to searched |
|
|
1667 | * door is the door we are trying to match against. |
|
|
1668 | * This function can be called recursively to search containers. |
|
|
1669 | */ |
|
|
1670 | object * |
|
|
1671 | find_key (object *pl, object *container, object *door) |
1706 | find_key_ (object *pl, object *container, object *door) |
1672 | { |
1707 | { |
1673 | object *tmp, *key; |
1708 | object *tmp, *key; |
1674 | |
1709 | |
1675 | /* Should not happen, but sanity checking is never bad */ |
1710 | /* Should not happen, but sanity checking is never bad */ |
1676 | if (!container->inv) |
1711 | if (!container->inv) |
… | |
… | |
1697 | if (!tmp) |
1732 | if (!tmp) |
1698 | { |
1733 | { |
1699 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1700 | /* No reason to search empty containers */ |
1735 | /* No reason to search empty containers */ |
1701 | if (tmp->type == CONTAINER && tmp->inv) |
1736 | if (tmp->type == CONTAINER && tmp->inv) |
1702 | if ((key = find_key (pl, tmp, door))) |
1737 | if ((key = find_key_ (pl, tmp, door))) |
1703 | return key; |
1738 | return key; |
1704 | |
1739 | |
1705 | if (!tmp) |
1740 | if (!tmp) |
1706 | return 0; |
1741 | return 0; |
1707 | } |
1742 | } |
… | |
… | |
1726 | * inv must have been an container and must have been active. |
1761 | * inv must have been an container and must have been active. |
1727 | * |
1762 | * |
1728 | * Change the color so that the message doesn't disappear with |
1763 | * Change the color so that the message doesn't disappear with |
1729 | * all the others. |
1764 | * all the others. |
1730 | */ |
1765 | */ |
1731 | if (pl->contr->usekeys == key_inventory || |
1766 | if (pl->contr->usekeys == key_inventory |
1732 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1733 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1734 | { |
1769 | { |
1735 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1736 | "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)); |
1737 | return NULL; |
1772 | return NULL; |
1738 | } |
1773 | } |
1739 | } |
1774 | } |
1740 | |
1775 | |
1741 | 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); |
1742 | } |
1802 | } |
1743 | |
1803 | |
1744 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1745 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1746 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
… | |
… | |
1962 | } |
2022 | } |
1963 | |
2023 | |
1964 | bool |
2024 | bool |
1965 | move_player (object *op, int dir) |
2025 | move_player (object *op, int dir) |
1966 | { |
2026 | { |
1967 | int pick; |
|
|
1968 | |
|
|
1969 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2027 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1970 | return 0; |
2028 | return 0; |
1971 | |
2029 | |
1972 | /* Sanity check: make sure dir is valid */ |
2030 | /* Sanity check: make sure dir is valid */ |
1973 | if ((dir < 0) || (dir >= 9)) |
2031 | if ((dir < 0) || (dir >= 9)) |
… | |
… | |
1984 | |
2042 | |
1985 | if (op->flag [FLAG_HIDDEN]) |
2043 | if (op->flag [FLAG_HIDDEN]) |
1986 | do_hidden_move (op); |
2044 | do_hidden_move (op); |
1987 | |
2045 | |
1988 | bool retval; |
2046 | bool retval; |
|
|
2047 | int pick = 0; |
1989 | |
2048 | |
1990 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2049 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
1991 | retval = RESULT_INT (0); |
2050 | retval = RESULT_INT (0); |
1992 | else if (op->contr->fire_on) |
2051 | else if (op->contr->fire_on) |
1993 | retval = fire (op, dir); |
2052 | retval = fire (op, dir); |
… | |
… | |
2050 | return move_player (op, op->direction); |
2109 | return move_player (op, op->direction); |
2051 | |
2110 | |
2052 | return false; |
2111 | return false; |
2053 | } |
2112 | } |
2054 | |
2113 | |
2055 | int |
2114 | static int |
2056 | save_life (object *op) |
2115 | save_life (object *op) |
2057 | { |
2116 | { |
2058 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2117 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2059 | return 0; |
2118 | return 0; |
2060 | |
2119 | |
… | |
… | |
2107 | void |
2166 | void |
2108 | object::drop_unpaid_items () |
2167 | object::drop_unpaid_items () |
2109 | { |
2168 | { |
2110 | if (!flag [FLAG_REMOVED]) |
2169 | if (!flag [FLAG_REMOVED]) |
2111 | ::drop_unpaid_items (inv, this); |
2170 | ::drop_unpaid_items (inv, this); |
2112 | } |
|
|
2113 | |
|
|
2114 | /* |
|
|
2115 | * Returns pointer a static string containing gravestone text |
|
|
2116 | * Moved from apply.c to player.c - player.c is what |
|
|
2117 | * actually uses this function. player.c may not be quite the |
|
|
2118 | * best, a misc file for object actions is probably better, |
|
|
2119 | * but there isn't one in the server directory. |
|
|
2120 | */ |
|
|
2121 | const char * |
|
|
2122 | gravestone_text (object *op) |
|
|
2123 | { |
|
|
2124 | static dynbuf_text buf; |
|
|
2125 | |
|
|
2126 | buf << "---- R.I.P. ----\n\n" |
|
|
2127 | << op->name; |
|
|
2128 | |
|
|
2129 | if (op->type == PLAYER) |
|
|
2130 | buf << " the " << op->contr->title; |
|
|
2131 | |
|
|
2132 | buf << "\n\n"; |
|
|
2133 | |
|
|
2134 | buf << "who was level "; |
|
|
2135 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2136 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2137 | |
|
|
2138 | if (op->type == PLAYER) |
|
|
2139 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2140 | |
|
|
2141 | { |
|
|
2142 | static char buf2[128]; |
|
|
2143 | time_t now = time (NULL); |
|
|
2144 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2145 | buf << buf2; |
|
|
2146 | } |
|
|
2147 | |
|
|
2148 | return buf; |
|
|
2149 | } |
2171 | } |
2150 | |
2172 | |
2151 | void |
2173 | void |
2152 | do_some_living (object *op) |
2174 | do_some_living (object *op) |
2153 | { |
2175 | { |
… | |
… | |
2408 | return; |
2430 | return; |
2409 | |
2431 | |
2410 | dynbuf_text deathtab; |
2432 | dynbuf_text deathtab; |
2411 | |
2433 | |
2412 | /* restore player */ |
2434 | /* restore player */ |
2413 | at = archetype::find ("poisoning"); |
2435 | at = archetype::find (shstr_poisoning); |
2414 | if (object *tmp = present_arch_in_ob (at, op)) |
2436 | if (object *tmp = present_arch_in_ob (at, op)) |
2415 | { |
2437 | { |
2416 | tmp->destroy (); |
2438 | tmp->destroy (); |
2417 | deathtab << "Your body feels cleansed...\r"; |
2439 | deathtab << "Your body feels cleansed...\r"; |
2418 | } |
2440 | } |
2419 | |
2441 | |
2420 | at = archetype::find ("confusion"); |
2442 | at = archetype::find (shstr_confusion); |
2421 | if (object *tmp = present_arch_in_ob (at, op)) |
2443 | if (object *tmp = present_arch_in_ob (at, op)) |
2422 | { |
2444 | { |
2423 | tmp->destroy (); |
2445 | tmp->destroy (); |
2424 | deathtab << "Your mind feels clearer...\r"; |
2446 | deathtab << "Your mind feels clearer...\r"; |
2425 | } |
2447 | } |
… | |
… | |
2452 | if (op_on_battleground (op, &x, &y)) |
2474 | if (op_on_battleground (op, &x, &y)) |
2453 | { |
2475 | { |
2454 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2476 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2455 | |
2477 | |
2456 | /* create a bodypart-trophy to make the winner happy */ |
2478 | /* create a bodypart-trophy to make the winner happy */ |
2457 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2479 | object *tmp = archetype::find (shstr_finger)->instance (); |
2458 | { |
2480 | |
2459 | tmp->name = format ("%s's finger" , &op->name); |
2481 | tmp->name = format ("%s's finger" , &op->name); |
2460 | tmp->name_pl = format ("%s's fingers", &op->name); |
2482 | tmp->name_pl = format ("%s's fingers", &op->name); |
2461 | tmp->msg = format ( |
2483 | tmp->msg = format ( |
2462 | "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", |
2463 | &op->name, op->contr->title, |
2485 | &op->name, op->contr->title, |
2464 | (int)op->level, |
2486 | (int)op->level, |
2465 | op->contr->killer_name () |
2487 | op->contr->killer_name () |
2466 | ); |
2488 | ); |
2467 | tmp->value = 0, tmp->type = 0; |
2489 | tmp->value = 0, tmp->type = 0; |
2468 | tmp->materialname = "organics"; |
2490 | tmp->material = name_to_material (shstr_organic); |
2469 | tmp->insert_at (op, tmp); |
2491 | tmp->insert_at (op, tmp); |
2470 | } |
|
|
2471 | |
2492 | |
2472 | /* teleport defeated player to new destination */ |
2493 | /* teleport defeated player to new destination */ |
2473 | transfer_ob (op, x, y, 0, NULL); |
2494 | transfer_ob (op, x, y, 0, NULL); |
2474 | op->contr->braced = 0; |
2495 | op->contr->braced = 0; |
2475 | |
2496 | |
… | |
… | |
2537 | lost_a_stat = 1; |
2558 | lost_a_stat = 1; |
2538 | } |
2559 | } |
2539 | else |
2560 | else |
2540 | { |
2561 | { |
2541 | /* deplete a stat */ |
2562 | /* deplete a stat */ |
2542 | archetype *deparch = archetype::find ("depletion"); |
2563 | archetype *deparch = archetype::find (shstr_depletion); |
2543 | object *dep; |
2564 | object *dep; |
2544 | |
2565 | |
2545 | dep = present_arch_in_ob (deparch, op); |
2566 | dep = present_arch_in_ob (deparch, op); |
2546 | if (!dep) |
2567 | if (!dep) |
2547 | { |
2568 | { |
2548 | dep = arch_to_object (deparch); |
2569 | dep = deparch->instance (); |
2549 | insert_ob_in_ob (dep, op); |
2570 | insert_ob_in_ob (dep, op); |
2550 | } |
2571 | } |
2551 | lose_this_stat = 1; |
2572 | lose_this_stat = 1; |
2552 | if (settings.balanced_stat_loss) |
2573 | if (settings.balanced_stat_loss) |
2553 | { |
2574 | { |
… | |
… | |
2619 | #endif |
2640 | #endif |
2620 | |
2641 | |
2621 | /* Put a gravestone up where the character 'almost' died. List the |
2642 | /* Put a gravestone up where the character 'almost' died. List the |
2622 | * exp loss on the stone. |
2643 | * exp loss on the stone. |
2623 | */ |
2644 | */ |
2624 | tmp = arch_to_object (archetype::find ("gravestone")); |
2645 | tmp = archetype::find (shstr_gravestone)->instance (); |
2625 | tmp->name = format ("%s's gravestone", &op->name); |
2646 | tmp->name = format ("%s's gravestone", &op->name); |
2626 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2647 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2627 | 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", |
2628 | &op->name, op->contr->title, op->contr->killer_name ()); |
2649 | &op->name, op->contr->title, op->contr->killer_name ()); |
2629 | tmp->x = op->x, tmp->y = op->y; |
2650 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2684 | } |
2705 | } |
2685 | |
2706 | |
2686 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2707 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2687 | } |
2708 | } |
2688 | |
2709 | |
2689 | void |
2710 | static void |
2690 | loot_object (object *op) |
2711 | loot_object (object *op) |
2691 | { /* Grab and destroy some treasure */ |
2712 | { /* Grab and destroy some treasure */ |
2692 | object *tmp, *tmp2, *next; |
2713 | object *tmp, *tmp2, *next; |
2693 | |
2714 | |
2694 | op->close_container (); /* close open sack first */ |
2715 | op->close_container (); /* close open sack first */ |
… | |
… | |
2725 | * fix_weight(): Check recursively the weight of all players, and fix |
2746 | * fix_weight(): Check recursively the weight of all players, and fix |
2726 | * 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 |
2727 | * was changed. |
2748 | * was changed. |
2728 | */ |
2749 | */ |
2729 | void |
2750 | void |
2730 | fix_weight (void) |
2751 | fix_weight () |
2731 | { |
2752 | { |
2732 | for_all_players (pl) |
2753 | for_all_players (pl) |
2733 | { |
2754 | { |
2734 | sint32 old = pl->ob->carrying; |
2755 | sint32 old = pl->ob->carrying; |
2735 | |
2756 | |
… | |
… | |
2742 | } |
2763 | } |
2743 | } |
2764 | } |
2744 | } |
2765 | } |
2745 | |
2766 | |
2746 | void |
2767 | void |
2747 | fix_luck (void) |
2768 | fix_luck () |
2748 | { |
2769 | { |
2749 | for_all_players (pl) |
2770 | for_all_players (pl) |
2750 | if (!pl->ob->contr->ns->state) |
2771 | if (!pl->ob->contr->ns->state) |
2751 | pl->ob->change_luck (0); |
2772 | pl->ob->change_luck (0); |
2752 | } |
2773 | } |
… | |
… | |
2996 | } |
3017 | } |
2997 | |
3018 | |
2998 | return 0; |
3019 | return 0; |
2999 | } |
3020 | } |
3000 | |
3021 | |
3001 | /* routine for both players and monsters. We call this when |
|
|
3002 | * there is a possibility for our action distrubing our hiding |
|
|
3003 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3004 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3005 | * return 0. |
|
|
3006 | */ |
|
|
3007 | int |
|
|
3008 | action_makes_visible (object *op) |
|
|
3009 | { |
|
|
3010 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3011 | { |
|
|
3012 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3013 | { |
|
|
3014 | // artefact invisibility is permanent, but we still make noise |
|
|
3015 | // this is important for game-balance. |
|
|
3016 | if (op->contr) |
|
|
3017 | op->make_noise (); |
|
|
3018 | |
|
|
3019 | return 0; |
|
|
3020 | } |
|
|
3021 | |
|
|
3022 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3023 | return 0; |
|
|
3024 | |
|
|
3025 | /* If monsters, they should become visible */ |
|
|
3026 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3027 | { |
|
|
3028 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3029 | return 1; |
|
|
3030 | } |
|
|
3031 | } |
|
|
3032 | |
|
|
3033 | return 0; |
|
|
3034 | } |
|
|
3035 | |
|
|
3036 | /* op_on_battleground - checks if the given object op (usually |
3022 | /* op_on_battleground - checks if the given object op (usually |
3037 | * a player) is standing on a valid battleground-tile, |
3023 | * a player) is standing on a valid battleground-tile, |
3038 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3024 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3039 | * -exit-coord. (and if x, y not NULL) |
3025 | * -exit-coord. (and if x, y not NULL) |
3040 | * 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 |
… | |
… | |
3237 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3223 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3238 | } |
3224 | } |
3239 | else |
3225 | else |
3240 | { |
3226 | { |
3241 | /* generate misc. treasure */ |
3227 | /* generate misc. treasure */ |
3242 | tmp = arch_to_object (tr->item); |
3228 | tmp = tr->item->instance (); |
3243 | 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)); |
3244 | who->insert (tmp); |
3230 | who->insert (tmp); |
3245 | } |
3231 | } |
3246 | } |
3232 | } |
3247 | |
3233 | |
… | |
… | |
3260 | |
3246 | |
3261 | if (pl->ranged_ob == ob) |
3247 | if (pl->ranged_ob == ob) |
3262 | pl->ranged_ob = 0; |
3248 | pl->ranged_ob = 0; |
3263 | } |
3249 | } |
3264 | |
3250 | |
|
|
3251 | //-GPL |
|
|
3252 | |
3265 | sint8 |
3253 | sint8 |
3266 | player::darkness_at (maptile *map, int x, int y) const |
3254 | player::darkness_at (maptile *map, int x, int y) const |
3267 | { |
3255 | { |
3268 | if (!ns) |
3256 | if (!ns) |
3269 | return LOS_BLOCKED; |
3257 | return LOS_BLOCKED; |