1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
|
|
25 | //+GPL |
|
|
26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
28 | #include <sproto.h> |
28 | #include <sounds.h> |
29 | #include <sounds.h> |
29 | #include <living.h> |
30 | #include <living.h> |
30 | #include <object.h> |
31 | #include <object.h> |
31 | #include <spells.h> |
32 | #include <spells.h> |
… | |
… | |
34 | #include <algorithm> |
35 | #include <algorithm> |
35 | #include <functional> |
36 | #include <functional> |
36 | |
37 | |
37 | playervec players; |
38 | playervec players; |
38 | |
39 | |
39 | void |
|
|
40 | display_motd (const object *op) |
|
|
41 | { |
|
|
42 | char buf[MAX_BUF]; |
|
|
43 | char motd[HUGE_BUF]; |
|
|
44 | FILE *fp; |
|
|
45 | int comp; |
|
|
46 | int size; |
|
|
47 | |
|
|
48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
|
49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
50 | return; |
|
|
51 | |
|
|
52 | motd[0] = '\0'; |
|
|
53 | size = 0; |
|
|
54 | |
|
|
55 | while (fgets (buf, MAX_BUF, fp)) |
|
|
56 | { |
|
|
57 | if (*buf == '#') |
|
|
58 | continue; |
|
|
59 | |
|
|
60 | strncat (motd + size, buf, HUGE_BUF - size); |
|
|
61 | size += strlen (buf); |
|
|
62 | } |
|
|
63 | |
|
|
64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
|
65 | close_and_delete (fp, comp); |
|
|
66 | } |
|
|
67 | |
|
|
68 | void |
|
|
69 | send_rules (const object *op) |
|
|
70 | { |
|
|
71 | char buf[MAX_BUF]; |
|
|
72 | char rules[HUGE_BUF]; |
|
|
73 | FILE *fp; |
|
|
74 | int comp; |
|
|
75 | int size; |
|
|
76 | |
|
|
77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
|
78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
79 | return; |
|
|
80 | |
|
|
81 | rules[0] = '\0'; |
|
|
82 | size = 0; |
|
|
83 | |
|
|
84 | while (fgets (buf, MAX_BUF, fp)) |
|
|
85 | { |
|
|
86 | if (*buf == '#') |
|
|
87 | continue; |
|
|
88 | |
|
|
89 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
90 | { |
|
|
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
|
92 | break; |
|
|
93 | } |
|
|
94 | |
|
|
95 | strncat (rules + size, buf, HUGE_BUF - size); |
|
|
96 | size += strlen (buf); |
|
|
97 | } |
|
|
98 | |
|
|
99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
|
100 | close_and_delete (fp, comp); |
|
|
101 | } |
|
|
102 | |
|
|
103 | void |
|
|
104 | send_news (const object *op) |
|
|
105 | { |
|
|
106 | char buf[MAX_BUF]; |
|
|
107 | char news[HUGE_BUF]; |
|
|
108 | char subject[MAX_BUF]; |
|
|
109 | FILE *fp; |
|
|
110 | int comp; |
|
|
111 | int size; |
|
|
112 | |
|
|
113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
|
114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
115 | return; |
|
|
116 | |
|
|
117 | news[0] = '\0'; |
|
|
118 | subject[0] = '\0'; |
|
|
119 | size = 0; |
|
|
120 | |
|
|
121 | while (fgets (buf, MAX_BUF, fp)) |
|
|
122 | { |
|
|
123 | if (*buf == '#') |
|
|
124 | continue; |
|
|
125 | |
|
|
126 | if (*buf == '%') |
|
|
127 | { /* send one news */ |
|
|
128 | if (size > 0) |
|
|
129 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
|
|
130 | |
|
|
131 | strcpy (subject, buf + 1); |
|
|
132 | strip_endline (subject); |
|
|
133 | size = 0; |
|
|
134 | news[0] = '\0'; |
|
|
135 | } |
|
|
136 | else |
|
|
137 | { |
|
|
138 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
139 | { |
|
|
140 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
|
141 | break; |
|
|
142 | } |
|
|
143 | strncat (news + size, buf, HUGE_BUF - size); |
|
|
144 | size += strlen (buf); |
|
|
145 | } |
|
|
146 | } |
|
|
147 | |
|
|
148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
|
|
150 | close_and_delete (fp, comp); |
|
|
151 | } |
|
|
152 | |
|
|
153 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
154 | static void |
41 | static void |
155 | set_first_map (object *op) |
42 | set_first_map (object *op) |
156 | { |
43 | { |
157 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
45 | op->x = -1; |
159 | op->y = -1; |
46 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
|
163 | player::enter_map () |
|
|
164 | { |
|
|
165 | object *tmp = object::create (); |
|
|
166 | |
|
|
167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
|
169 | EXIT_Y (tmp) = ob->y; |
|
|
170 | ob->enter_exit (tmp); |
|
|
171 | |
|
|
172 | tmp->destroy (); |
|
|
173 | } |
47 | } |
174 | |
48 | |
175 | void |
49 | void |
176 | player::activate () |
50 | player::activate () |
177 | { |
51 | { |
… | |
… | |
182 | ob->remove (); |
56 | ob->remove (); |
183 | ob->map = 0; |
57 | ob->map = 0; |
184 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
61 | } |
189 | |
62 | |
190 | void |
63 | void |
191 | player::deactivate () |
64 | player::deactivate () |
192 | { |
65 | { |
… | |
… | |
194 | return; |
67 | return; |
195 | |
68 | |
196 | terminate_all_pets (ob); |
69 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
70 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
71 | ob->deactivate_recursive (); |
|
|
72 | |
|
|
73 | if (ob->map) |
199 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
|
|
75 | |
200 | ob->remove (); |
76 | ob->remove (); |
|
|
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
201 | ob->map = 0; |
78 | ob->map = 0; |
202 | party = 0; |
79 | party = 0; |
203 | |
80 | |
204 | // for weird reasons, this is often "ob", keeping a circular reference |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
205 | ranges [range_skill] = 0; |
|
|
206 | |
82 | |
207 | players.erase (this); |
83 | players.erase (this); |
208 | } |
84 | } |
209 | |
85 | |
210 | // connect the player with a specific client |
86 | // connect the player with a specific client |
211 | // also changed, rationalises, and fixes some incorrect settings |
87 | // also changes, rationalises, and fixes some incorrect settings |
212 | void |
88 | void |
213 | player::connect (client *ns) |
89 | player::connect (client *ns) |
214 | { |
90 | { |
215 | this->ns = ns; |
91 | this->ns = ns; |
216 | ns->pl = this; |
92 | ns->pl = this; |
… | |
… | |
220 | ob->close_container (); //TODO: client-specific |
96 | ob->close_container (); //TODO: client-specific |
221 | |
97 | |
222 | ns->update_look = 0; |
98 | ns->update_look = 0; |
223 | ns->look_position = 0; |
99 | ns->look_position = 0; |
224 | |
100 | |
225 | clear_los (ob); |
101 | clear_los (); |
226 | |
102 | |
227 | ns->reset_stats (); |
103 | ns->reset_stats (); |
228 | |
104 | |
229 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
230 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
231 | ob->race = ob->arch->clone.race; |
107 | ob->race = ob->arch->race; |
232 | |
108 | |
233 | if (!legal_range (ob, shoottype)) |
109 | ob->update_weight (); |
234 | shoottype = range_none; |
|
|
235 | |
|
|
236 | ob->carrying = sum_weight (ob); |
|
|
237 | link_player_skills (ob); |
110 | link_skills (); |
238 | |
111 | |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
240 | |
|
|
241 | assign (title, ob->arch->clone.name); |
112 | assign (title, ob->arch->object::name); |
242 | |
113 | |
243 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
244 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
245 | { |
116 | { |
246 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
247 | |
|
|
248 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
249 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
250 | |
118 | |
251 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
252 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
253 | if (tmp->arch->name == dragon_ability_force) |
121 | if (tmp->arch->archname == shstr_dragon_ability_force) |
254 | abil = tmp; |
122 | abil = tmp; |
255 | else if (tmp->arch->name == dragon_skin_force) |
123 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
256 | skin = tmp; |
124 | skin = tmp; |
257 | |
125 | |
258 | set_dragon_name (ob, abil, skin); |
126 | set_dragon_name (ob, abil, skin); |
259 | } |
127 | } |
260 | |
128 | |
261 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
262 | |
130 | |
263 | esrv_new_player (this, ob->weight + ob->carrying); |
131 | esrv_new_player (this); |
264 | |
132 | |
265 | ob->update_stats (); |
133 | ob->update_stats (); |
|
|
134 | |
266 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
267 | |
|
|
268 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
269 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
270 | |
138 | |
271 | activate (); |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
140 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
141 | ob->flag [FLAG_READY_BOW] = false; |
272 | |
142 | |
273 | send_rules (ob); |
143 | for (object *op = ob->inv; op; op = op->below) |
274 | send_news (ob); |
144 | if (op->flag [FLAG_APPLIED]) |
275 | display_motd (ob); |
145 | switch (op->type) |
|
|
146 | { |
|
|
147 | case SKILL: |
|
|
148 | op->flag [FLAG_APPLIED] = false; |
|
|
149 | break; |
|
|
150 | |
|
|
151 | case WAND: |
|
|
152 | case ROD: |
|
|
153 | case HORN: |
|
|
154 | case BOW: |
|
|
155 | ranged_ob = op; |
|
|
156 | break; |
|
|
157 | |
|
|
158 | case WEAPON: |
|
|
159 | combat_ob = op; |
|
|
160 | break; |
|
|
161 | } |
|
|
162 | |
|
|
163 | ob->current_weapon = 0; |
|
|
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
165 | activate (); // change_weapon also activates, but this doesn't hurt |
276 | |
166 | |
277 | INVOKE_PLAYER (CONNECT, this); |
167 | INVOKE_PLAYER (CONNECT, this); |
278 | INVOKE_PLAYER (LOGIN, this); |
168 | INVOKE_PLAYER (LOGIN, this); |
279 | } |
169 | } |
280 | |
170 | |
281 | void |
171 | void |
282 | player::disconnect () |
172 | player::disconnect () |
283 | { |
173 | { |
|
|
174 | if (ob) |
|
|
175 | { |
|
|
176 | ob->close_container (); //TODO: client-specific |
|
|
177 | ob->drop_unpaid_items (); |
|
|
178 | } |
|
|
179 | |
284 | if (ns) |
180 | if (ns) |
285 | { |
181 | { |
286 | if (active) |
182 | if (active) |
287 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
288 | |
184 | |
289 | INVOKE_PLAYER (DISCONNECT, this); |
185 | INVOKE_PLAYER (DISCONNECT, this); |
290 | |
186 | |
291 | ns->reset_stats (); |
187 | ns->reset_stats (); |
292 | ns->pl = 0; |
188 | ns->pl = 0; |
293 | this->ns = 0; |
189 | ns = 0; |
294 | } |
190 | } |
295 | |
191 | |
296 | if (ob) |
192 | // this is important for the player scheduler to get the correct refcount |
297 | ob->close_container (); //TODO: client-specific |
193 | // when ns = 0 |
|
|
194 | observe = viewpoint = ob; |
298 | |
195 | |
299 | deactivate (); |
196 | deactivate (); |
300 | } |
197 | } |
|
|
198 | |
|
|
199 | //-GPL |
301 | |
200 | |
302 | // the need for this function can be explained |
201 | // the need for this function can be explained |
303 | // by load_object not returning the object |
202 | // by load_object not returning the object |
304 | void |
203 | void |
305 | player::set_object (object *op) |
204 | player::set_object (object *op) |
306 | { |
205 | { |
307 | ob = op; |
206 | ob = observe = viewpoint = op; |
308 | ob->contr = this; /* this aren't yet in archetype */ |
207 | ob->contr = this; /* this aren't yet in archetype */ |
309 | |
208 | |
310 | ob->speed_left = 0.5; |
|
|
311 | ob->speed = 1.0; |
209 | ob->speed = 1.0f; |
|
|
210 | ob->speed_left = 0.5f; |
|
|
211 | |
312 | ob->direction = 5; /* So player faces south */ |
212 | ob->direction = 5; /* So player faces south */ |
313 | } |
213 | } |
|
|
214 | |
|
|
215 | void |
|
|
216 | player::set_observe (object *op) |
|
|
217 | { |
|
|
218 | observe = viewpoint = op ? op : ob; |
|
|
219 | do_los = 1; |
|
|
220 | } |
|
|
221 | |
|
|
222 | void |
|
|
223 | player::set_viewpoint (object *op) |
|
|
224 | { |
|
|
225 | viewpoint = op ? op : (object *)observe; |
|
|
226 | do_los = 1; |
|
|
227 | } |
|
|
228 | |
|
|
229 | //+GPL |
314 | |
230 | |
315 | player::player () |
231 | player::player () |
316 | { |
232 | { |
317 | /* There are some elements we want initialised to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
318 | * we deal with that below this point. |
234 | * we deal with that below this point. |
319 | */ |
235 | */ |
320 | outputs_sync = 6; /* Every 2 seconds */ |
236 | outputs_sync = 4; |
321 | outputs_count = 10; /* Keeps present behaviour */ |
237 | outputs_count = 4; |
322 | unapply = unapply_nochoice; |
238 | unapply = unapply_nochoice; |
323 | |
239 | |
324 | savebed_map = first_map_path; /* Init. respawn position */ |
240 | savebed_map = first_map_path; /* Init. respawn position */ |
325 | |
241 | |
326 | gen_sp_armour = 10; |
242 | gen_sp_armour = 10; |
327 | shoottype = range_none; |
|
|
328 | bowtype = bow_normal; |
243 | bowtype = bow_normal; |
329 | petmode = pet_normal; |
244 | petmode = pet_normal; |
330 | listening = 10; |
|
|
331 | usekeys = containers; |
245 | usekeys = containers; |
332 | peaceful = 1; /* default peaceful */ |
246 | peaceful = 1; /* default peaceful */ |
333 | do_los = 1; |
247 | do_los = 1; |
|
|
248 | |
|
|
249 | weapon_sp = 1.0f; |
|
|
250 | weapon_sp_left = 0.5f; |
334 | } |
251 | } |
335 | |
252 | |
336 | void |
253 | void |
337 | player::do_destroy () |
254 | player::do_destroy () |
338 | { |
255 | { |
… | |
… | |
343 | if (ob) |
260 | if (ob) |
344 | { |
261 | { |
345 | ob->destroy_inv (false); |
262 | ob->destroy_inv (false); |
346 | ob->destroy (); |
263 | ob->destroy (); |
347 | } |
264 | } |
|
|
265 | |
|
|
266 | ob = observe = viewpoint = 0; |
348 | } |
267 | } |
349 | |
268 | |
350 | player::~player () |
269 | player::~player () |
351 | { |
270 | { |
352 | /* Clear item stack */ |
271 | /* Clear item stack */ |
353 | free (stack_items); |
272 | free (stack_items); |
|
|
273 | } |
|
|
274 | |
|
|
275 | /* |
|
|
276 | * get_player_archetype() return next player archetype from archetype |
|
|
277 | * list. Not very efficient routine, but used only creating new players. |
|
|
278 | * Note: there MUST be at least one player archetype! |
|
|
279 | */ |
|
|
280 | static archetype * |
|
|
281 | get_player_archetype (archetype *at) |
|
|
282 | { |
|
|
283 | // archetypes could have been reloaded |
|
|
284 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
285 | |
|
|
286 | if (!nat) |
|
|
287 | return at; |
|
|
288 | |
|
|
289 | archvec::iterator i = archetypes.find (nat); |
|
|
290 | |
|
|
291 | for (;;) |
|
|
292 | { |
|
|
293 | if (++i == archetypes.end ()) |
|
|
294 | i = archetypes.begin (); |
|
|
295 | else if (*i == at) |
|
|
296 | cleanup ("not a single player archetype found"); |
|
|
297 | |
|
|
298 | if ((*i)->type == PLAYER) |
|
|
299 | return *i; |
|
|
300 | } |
354 | } |
301 | } |
355 | |
302 | |
356 | /* Tries to add player on the connection passed in ns. |
303 | /* Tries to add player on the connection passed in ns. |
357 | * 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 |
358 | * mode. |
305 | * mode. |
… | |
… | |
360 | player * |
307 | player * |
361 | player::create () |
308 | player::create () |
362 | { |
309 | { |
363 | player *pl = new player; |
310 | player *pl = new player; |
364 | |
311 | |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
312 | pl->set_object (get_player_archetype (0)->instance ()); |
366 | |
313 | |
367 | pl->ob->roll_stats (); |
314 | pl->ob->roll_stats (); |
368 | pl->ob->stats.wc = 2; |
315 | pl->ob->stats.wc = 2; |
369 | pl->ob->run_away = 25; /* Then we panick... */ |
316 | pl->ob->run_away = 25; /* Then we panick... */ |
370 | |
317 | |
371 | set_first_map (pl->ob); |
318 | set_first_map (pl->ob); |
372 | |
319 | |
373 | return pl; |
320 | return pl; |
374 | } |
|
|
375 | |
|
|
376 | /* |
|
|
377 | * get_player_archetype() return next player archetype from archetype |
|
|
378 | * list. Not very efficient routine, but used only creating new players. |
|
|
379 | * Note: there MUST be at least one player archetype! |
|
|
380 | */ |
|
|
381 | archetype * |
|
|
382 | get_player_archetype (archetype *at) |
|
|
383 | { |
|
|
384 | archetype *start = at; |
|
|
385 | |
|
|
386 | for (;;) |
|
|
387 | { |
|
|
388 | if (at == NULL || at->next == NULL) |
|
|
389 | at = first_archetype; |
|
|
390 | else |
|
|
391 | at = at->next; |
|
|
392 | |
|
|
393 | if (at->clone.type == PLAYER) |
|
|
394 | return at; |
|
|
395 | |
|
|
396 | if (at == start) |
|
|
397 | { |
|
|
398 | LOG (llevError, "No Player archetypes\n"); |
|
|
399 | exit (-1); |
|
|
400 | } |
|
|
401 | } |
|
|
402 | } |
321 | } |
403 | |
322 | |
404 | object * |
323 | object * |
405 | get_nearest_player (object *mon) |
324 | get_nearest_player (object *mon) |
406 | { |
325 | { |
… | |
… | |
409 | unsigned lastdist; |
328 | unsigned lastdist; |
410 | rv_vector rv; |
329 | rv_vector rv; |
411 | |
330 | |
412 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
331 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
413 | { |
332 | { |
414 | /* We should not find free objects on this friendly list, but it |
|
|
415 | * does periodically happen. Given that, lets deal with it. |
|
|
416 | * While unlikely, it is possible the next object on the friendly |
|
|
417 | * list is also free, so encapsulate this in a while loop. |
|
|
418 | */ |
|
|
419 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
420 | { |
|
|
421 | object *tmp = ol->ob; |
|
|
422 | |
|
|
423 | /* Can't do much more other than log the fact, because the object |
|
|
424 | * itself will have been cleared. |
|
|
425 | */ |
|
|
426 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
427 | tmp->debug_desc ()); |
|
|
428 | ol = ol->next; |
|
|
429 | remove_friendly_object (tmp); |
|
|
430 | if (!ol) |
|
|
431 | return op; |
|
|
432 | } |
|
|
433 | |
|
|
434 | /* Remove special check for player from this. First, it looks to cause |
|
|
435 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
436 | * complicated method of state checking would be needed in any case - |
|
|
437 | * as it was, a clever player could type quit, and the function would |
|
|
438 | * skip them over while waiting for confirmation. Remove |
|
|
439 | * on_same_map check, as can_detect_enemy also does this |
|
|
440 | */ |
|
|
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
333 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
442 | continue; |
334 | continue; |
443 | |
335 | |
444 | if (lastdist > rv.distance) |
336 | if (lastdist > rv.distance) |
445 | { |
337 | { |
… | |
… | |
640 | |
532 | |
641 | return firstdir; |
533 | return firstdir; |
642 | } |
534 | } |
643 | |
535 | |
644 | void |
536 | void |
645 | give_initial_items (object *pl, treasurelist * items) |
537 | give_initial_items (object *pl, treasurelist *items) |
646 | { |
538 | { |
647 | object *op, *next = NULL; |
|
|
648 | |
|
|
649 | if (pl->randomitems != NULL) |
539 | if (pl->randomitems) |
650 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
540 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
651 | |
541 | |
652 | for (op = pl->inv; op; op = next) |
542 | for (object *next, *op = pl->inv; op; op = next) |
653 | { |
543 | { |
654 | next = op->below; |
544 | next = op->below; |
655 | |
545 | |
656 | /* Forces get applied per default, unless they have the |
546 | /* Forces get applied per default, unless they have the |
657 | * flag "neutral" set. Sorry but I can't think of a better way |
547 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
662 | /* we never give weapons/armour if these cannot be used |
552 | /* we never give weapons/armour if these cannot be used |
663 | * by this player due to race restrictions |
553 | * by this player due to race restrictions |
664 | */ |
554 | */ |
665 | if (pl->type == PLAYER) |
555 | if (pl->type == PLAYER) |
666 | { |
556 | { |
667 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
557 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
558 | && |
668 | (op->type == ARMOUR || op->type == BOOTS || |
559 | (op->type == ARMOUR || op->type == BOOTS |
669 | op->type == CLOAK || op->type == HELMET || |
560 | || op->type == CLOAK || op->type == HELMET |
670 | op->type == SHIELD || op->type == GLOVES || |
561 | || op->type == SHIELD || op->type == GLOVES |
|
|
562 | || op->type == BRACERS || op->type == GIRDLE)) |
671 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
563 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
672 | { |
564 | { |
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 | |
703 | if (op->type == SPELLBOOK && op->inv) |
589 | if (op->type == SPELLBOOK && op->inv) |
704 | { |
|
|
705 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
590 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
706 | } |
|
|
707 | |
591 | |
708 | /* Give starting characters identified, uncursed, and undamned |
592 | /* Give starting characters identified, uncursed, and undamned |
709 | * items. Just don't identify gold or silver, or it won't be |
593 | * items. Just don't identify gold or silver, or it won't be |
710 | * merged properly. |
594 | * merged properly. |
711 | */ |
595 | */ |
712 | if (need_identify (op)) |
596 | if (need_identify (op)) |
713 | { |
597 | { |
714 | SET_FLAG (op, FLAG_IDENTIFIED); |
598 | SET_FLAG (op, FLAG_IDENTIFIED); |
715 | CLEAR_FLAG (op, FLAG_CURSED); |
599 | CLEAR_FLAG (op, FLAG_CURSED); |
716 | CLEAR_FLAG (op, FLAG_DAMNED); |
600 | CLEAR_FLAG (op, FLAG_DAMNED); |
717 | } |
601 | } |
|
|
602 | |
718 | if (op->type == SPELL) |
603 | if (op->type == SPELL) |
719 | { |
604 | { |
720 | op->destroy (); |
605 | op->destroy (); |
721 | continue; |
606 | continue; |
722 | } |
607 | } |
… | |
… | |
724 | { |
609 | { |
725 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
610 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
726 | op->stats.exp = 0; |
611 | op->stats.exp = 0; |
727 | op->level = 1; |
612 | op->level = 1; |
728 | } |
613 | } |
729 | /* lock all 'normal items by default */ |
614 | else /* lock all 'normal items by default */ |
730 | else |
|
|
731 | SET_FLAG (op, FLAG_INV_LOCKED); |
615 | SET_FLAG (op, FLAG_INV_LOCKED); |
732 | } /* for loop of objects in player inv */ |
616 | } /* for loop of objects in player inv */ |
733 | |
617 | |
734 | /* Need to set up the skill pointers */ |
618 | /* Need to set up the skill pointers */ |
735 | link_player_skills (pl); |
619 | pl->contr->link_skills (); |
736 | } |
620 | } |
737 | |
621 | |
738 | void |
622 | void |
739 | get_party_password (object *op, partylist *party) |
623 | get_party_password (object *op, partylist *party) |
740 | { |
624 | { |
… | |
… | |
750 | 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:"); |
751 | } |
635 | } |
752 | |
636 | |
753 | /* 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. */ |
754 | static int |
638 | static int |
755 | roll_stat (void) |
639 | roll_stat () |
756 | { |
640 | { |
757 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
758 | |
642 | |
759 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
760 | a[i] = (int) rndm (6) + 1; |
644 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
771 | } |
655 | } |
772 | |
656 | |
773 | void |
657 | void |
774 | object::roll_stats () |
658 | object::roll_stats () |
775 | { |
659 | { |
776 | int statsort [7]; |
660 | int statsort [NUM_STATS]; |
777 | |
661 | |
778 | for (;;) |
662 | for (;;) |
779 | { |
663 | { |
780 | int sum = 0; |
664 | int sum = 0; |
781 | for (int i = 7; i--; ) |
665 | for (int i = NUM_STATS; i--; ) |
782 | sum += statsort [i] = roll_stat (); |
666 | sum += statsort [i] = roll_stat (); |
783 | |
667 | |
784 | if (sum >= 82 && sum <= 116) |
668 | if (sum >= 82 && sum <= 116) |
785 | break; |
669 | break; |
786 | } |
670 | } |
787 | |
671 | |
788 | // Sort the stats so that rerolling is easier... |
672 | // Sort the stats so that rerolling is easier... |
789 | std::sort (statsort, statsort + 7, std::greater<int>()); |
673 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
790 | |
674 | |
|
|
675 | for (int i = 0; i < NUM_STATS; ++i) |
791 | stats.Str = statsort[0]; |
676 | stats.stat (i) = statsort [i]; |
792 | stats.Dex = statsort[1]; |
|
|
793 | stats.Con = statsort[2]; |
|
|
794 | stats.Int = statsort[3]; |
|
|
795 | stats.Wis = statsort[4]; |
|
|
796 | stats.Pow = statsort[5]; |
|
|
797 | stats.Cha = statsort[6]; |
|
|
798 | |
677 | |
799 | stats.exp = 0; |
678 | stats.exp = 0; |
800 | stats.ac = 0; |
679 | stats.ac = 0; |
801 | |
680 | |
802 | stats.hp = stats.maxhp; |
681 | stats.hp = stats.maxhp; |
… | |
… | |
814 | } |
693 | } |
815 | |
694 | |
816 | void |
695 | void |
817 | object::swap_stats (int a, int b) |
696 | object::swap_stats (int a, int b) |
818 | { |
697 | { |
819 | int tmp = get_attr_value (&contr->orig_stats, a); |
698 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
820 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
821 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
822 | |
699 | |
|
|
700 | for (int i = 0; i < NUM_STATS; ++i) |
823 | stats.Str = contr->orig_stats.Str; |
701 | stats.stat (i) = contr->orig_stats.stat (i); |
824 | stats.Dex = contr->orig_stats.Dex; |
|
|
825 | stats.Con = contr->orig_stats.Con; |
|
|
826 | stats.Int = contr->orig_stats.Int; |
|
|
827 | stats.Wis = contr->orig_stats.Wis; |
|
|
828 | stats.Pow = contr->orig_stats.Pow; |
|
|
829 | stats.Cha = contr->orig_stats.Cha; |
|
|
830 | |
702 | |
831 | //TODO: the following code looks so borked and should, at the very least, |
703 | //TODO: the following code looks so borked and should, at the very least, |
832 | // be merged with the similar code in roll_stats |
704 | // be merged with the similar code in roll_stats |
833 | stats.ac = 0; |
705 | stats.ac = 0; |
834 | |
706 | |
… | |
… | |
853 | static void |
725 | static void |
854 | start_info (object *op) |
726 | start_info (object *op) |
855 | { |
727 | { |
856 | char buf[MAX_BUF]; |
728 | char buf[MAX_BUF]; |
857 | |
729 | |
858 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
730 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
859 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
731 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
860 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
861 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
862 | } |
732 | } |
863 | |
733 | |
864 | /* This function takes the key that is passed, and does the |
734 | /* This function takes the key that is passed, and does the |
865 | * appropriate action with it (change race, or other things). |
735 | * appropriate action with it (change race, or other things). |
866 | * The function name is for historical reasons - now we have |
736 | * The function name is for historical reasons - now we have |
867 | * separate race and class; this actually changes the RACE, |
737 | * separate race and class; this actually changes the RACE, |
868 | * not the class. |
738 | * not the class. |
869 | */ |
739 | */ |
870 | int |
740 | void |
871 | key_change_class (object *op, char key) |
741 | player::chargen_race_done () |
872 | { |
742 | { |
873 | int tmp_loop; |
|
|
874 | |
|
|
875 | if (key == 'd' || key == 'D') |
|
|
876 | { |
|
|
877 | char buf[MAX_BUF]; |
|
|
878 | |
|
|
879 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
880 | esrv_new_player (op->contr, op->weight + op->carrying); |
744 | esrv_new_player (ob->contr); |
881 | |
745 | |
882 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
883 | if (tl) |
747 | if (tl) |
884 | create_treasure (tl, op, 0, 0, 0); |
748 | create_treasure (tl, ob, 0, 0, 0); |
885 | |
749 | |
886 | INVOKE_PLAYER (BIRTH, op->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
887 | INVOKE_PLAYER (LOGIN, op->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
888 | |
752 | |
889 | op->contr->ns->state = ST_PLAYING; |
753 | ob->contr->ns->state = ST_PLAYING; |
890 | |
754 | |
891 | if (op->msg) |
755 | if (ob->msg) |
892 | op->msg = NULL; |
756 | ob->msg = 0; |
893 | |
757 | |
894 | /* We create this now because some of the unique maps will need it |
|
|
895 | * to save here. |
|
|
896 | */ |
|
|
897 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
898 | make_path_to_file (buf); |
|
|
899 | |
|
|
900 | start_info (op); |
758 | start_info (ob); |
901 | CLEAR_FLAG (op, FLAG_WIZ); |
759 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (op, op->randomitems); |
760 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (op); |
|
|
904 | esrv_send_inventory (op, op); |
761 | esrv_send_inventory (ob, ob); |
905 | op->update_stats (); |
762 | ob->update_stats (); |
906 | |
763 | |
907 | /* This moves the player to a different start map, if there |
764 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
765 | * is one for this race |
909 | */ |
766 | */ |
910 | if (*first_map_ext_path) |
767 | if (*first_map_ext_path) |
911 | { |
768 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
912 | object *tmp; |
|
|
913 | char mapname[MAX_BUF]; |
|
|
914 | |
|
|
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
|
|
916 | tmp = object::create (); |
|
|
917 | EXIT_PATH (tmp) = mapname; |
|
|
918 | EXIT_X (tmp) = op->x; |
|
|
919 | EXIT_Y (tmp) = op->y; |
|
|
920 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
921 | * if the map isn't there, then stay on the |
|
|
922 | * default initial map */ |
|
|
923 | tmp->destroy (); |
|
|
924 | } |
|
|
925 | else |
769 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
770 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
771 | } |
927 | |
772 | |
928 | return 0; |
773 | void |
929 | } |
774 | player::chargen_race_next () |
930 | |
775 | { |
931 | /* Following actually changes the race - this is the default command |
776 | /* Following actually changes the race - this is the default command |
932 | * if we don't match with one of the options above. |
777 | * if we don't match with one of the options above. |
933 | */ |
778 | */ |
934 | |
779 | |
935 | tmp_loop = 0; |
780 | do |
936 | while (!tmp_loop) |
|
|
937 | { |
781 | { |
938 | shstr name = op->name; |
782 | shstr name = ob->name; |
939 | int x = op->x, y = op->y; |
783 | int x = ob->x, y = ob->y; |
940 | |
784 | |
941 | op->remove_statbonus (); |
785 | ob->remove_statbonus (); |
942 | op->remove (); |
786 | ob->remove (); |
943 | op->arch = get_player_archetype (op->arch); |
787 | ob->arch = get_player_archetype (ob->arch); |
944 | op->arch->clone.copy_to (op); |
788 | ob->arch->copy_to (ob); |
945 | op->instantiate (); |
789 | ob->instantiate (); |
946 | op->stats = op->contr->orig_stats; |
790 | ob->stats = ob->contr->orig_stats; |
947 | op->name = op->name_pl = name; |
791 | ob->name = ob->name_pl = name; |
948 | op->x = x; |
792 | ob->x = x; |
949 | op->y = y; |
793 | ob->y = y; |
950 | SET_ANIMATION (op, 2); /* So player faces south */ |
794 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (op, op->map, op, 0); |
795 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (op->contr->title, op->arch->clone.name); |
796 | assign (ob->contr->title, ob->arch->object::name); |
953 | op->add_statbonus (); |
797 | ob->add_statbonus (); |
954 | tmp_loop = allowed_class (op); |
|
|
955 | } |
798 | } |
|
|
799 | while (!allowed_class (ob)); |
956 | |
800 | |
957 | update_object (op, UP_OBJ_FACE); |
801 | update_object (ob, UP_OBJ_FACE); |
958 | esrv_update_item (UPD_FACE, op, op); |
802 | esrv_update_item (UPD_FACE, ob, ob); |
959 | op->update_stats (); |
803 | ob->update_stats (); |
960 | op->stats.hp = op->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
961 | op->stats.sp = op->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
962 | op->stats.grace = 0; |
806 | ob->stats.grace = 0; |
963 | |
|
|
964 | if (op->msg) |
|
|
965 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
966 | |
|
|
967 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
968 | return 0; |
|
|
969 | } |
807 | } |
970 | |
808 | |
971 | void |
809 | static void |
972 | flee_player (object *op) |
810 | flee_player (object *op) |
973 | { |
811 | { |
974 | int dir, diff; |
812 | int dir, diff; |
975 | rv_vector rv; |
813 | rv_vector rv; |
976 | |
814 | |
… | |
… | |
979 | LOG (llevDebug, "Fleeing player is dead.\n"); |
817 | LOG (llevDebug, "Fleeing player is dead.\n"); |
980 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | CLEAR_FLAG (op, FLAG_SCARED); |
981 | return; |
819 | return; |
982 | } |
820 | } |
983 | |
821 | |
984 | if (op->enemy == NULL) |
822 | if (!op->enemy) |
985 | { |
823 | { |
986 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
824 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
987 | CLEAR_FLAG (op, FLAG_SCARED); |
825 | CLEAR_FLAG (op, FLAG_SCARED); |
988 | return; |
826 | return; |
989 | } |
827 | } |
990 | |
828 | |
991 | /* Seen some crashes here. Since we don't store an |
|
|
992 | * op->enemy_count, it is possible that something destroys the |
|
|
993 | * actual enemy, and the object is recycled. |
|
|
994 | */ |
|
|
995 | if (op->enemy->map == NULL) |
|
|
996 | { |
|
|
997 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
998 | op->enemy = NULL; |
|
|
999 | return; |
|
|
1000 | } |
|
|
1001 | |
|
|
1002 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
829 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1003 | { |
830 | { |
1004 | op->enemy = NULL; |
831 | op->enemy = NULL; |
1005 | CLEAR_FLAG (op, FLAG_SCARED); |
832 | CLEAR_FLAG (op, FLAG_SCARED); |
1006 | return; |
833 | return; |
… | |
… | |
1009 | get_rangevector (op, op->enemy, &rv, 0); |
836 | get_rangevector (op, op->enemy, &rv, 0); |
1010 | |
837 | |
1011 | dir = absdir (4 + rv.direction); |
838 | dir = absdir (4 + rv.direction); |
1012 | for (diff = 0; diff < 3; diff++) |
839 | for (diff = 0; diff < 3; diff++) |
1013 | { |
840 | { |
1014 | int m = 1 - (RANDOM () & 2); |
841 | int m = 1 - rndm (2) * 2; |
1015 | |
842 | |
1016 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
843 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
1017 | return; |
844 | return; |
1018 | } |
845 | } |
1019 | |
846 | |
1020 | /* Cornered, get rid of scared */ |
847 | /* Cornered, get rid of scared */ |
1021 | CLEAR_FLAG (op, FLAG_SCARED); |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
1022 | op->enemy = NULL; |
849 | op->enemy = NULL; |
1023 | } |
850 | } |
1024 | |
851 | |
1025 | |
|
|
1026 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
852 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1027 | * IT returns 1 if the player should keep on moving, 0 if he should |
853 | * It returns 1 if the player should keep on moving, 0 if he should |
1028 | * stop. |
854 | * stop. |
1029 | */ |
855 | */ |
1030 | int |
856 | int |
1031 | check_pick (object *op) |
857 | check_pick (object *op) |
1032 | { |
858 | { |
1033 | object *tmp, *next; |
859 | object *tmp, *next; |
1034 | int stop = 0; |
860 | int stop = 0; |
1035 | int wvratio; |
861 | int wvratio; |
1036 | char putstring[128]; |
|
|
1037 | |
862 | |
1038 | /* if you're flying, you cna't pick up anything */ |
863 | /* if you're flying, you cna't pick up anything */ |
1039 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
1040 | return 1; |
865 | return 1; |
1041 | |
866 | |
1042 | next = op->below; |
867 | next = op->below; |
1043 | |
868 | |
|
|
869 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
871 | |
1044 | /* 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 |
1045 | * destroyed */ |
873 | * destroyed */ |
1046 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
1047 | { |
875 | { |
1048 | tmp = next; |
876 | tmp = next; |
1049 | next = tmp->below; |
877 | next = tmp->below; |
1050 | |
878 | |
|
|
879 | if (cnt <= 0) |
|
|
880 | { |
|
|
881 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
882 | return 0; |
|
|
883 | } |
|
|
884 | |
1051 | if (op->destroyed ()) |
885 | if (op->destroyed ()) |
1052 | return 0; |
886 | return 0; |
1053 | |
887 | |
1054 | if (!can_pick (op, tmp)) |
888 | if (!can_pick (op, tmp)) |
1055 | continue; |
889 | continue; |
1056 | |
890 | |
1057 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
891 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1058 | { |
892 | { |
1059 | if (item_matched_string (op, tmp, op->contr->search_str)) |
893 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1060 | pick_up (op, tmp); |
894 | CHK_PICK_PICKUP; |
|
|
895 | |
1061 | continue; |
896 | continue; |
1062 | } |
897 | } |
1063 | |
898 | |
1064 | /* high not bit set? We're using the old autopickup model */ |
899 | /* pickup handling */ |
|
|
900 | if (op->contr->mode & PU_DEBUG) |
|
|
901 | { |
|
|
902 | /* some debugging code to figure out item information */ |
|
|
903 | const char *str = tmp->name |
|
|
904 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
905 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
906 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
907 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
908 | |
|
|
909 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
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; |
|
|
917 | |
|
|
918 | /* philosophy: |
|
|
919 | * It's easy to grab an item type from a pile, as long as it's |
|
|
920 | * generic. This takes no game-time. For more detailed pickups |
|
|
921 | * and selections, select-items should be used. This is a |
|
|
922 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
923 | * example. |
|
|
924 | * The drawback: right now it has no frontend, so you need to |
|
|
925 | * stick the bits you want into a calculator in hex mode and then |
|
|
926 | * convert to decimal and then 'pickup <#> |
|
|
927 | */ |
|
|
928 | |
|
|
929 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
930 | * STOP then we stop. All the rest are applied sequentially, |
|
|
931 | * meaning if any test passes, the item gets picked up. */ |
|
|
932 | |
|
|
933 | /* if mode is set to pick nothing up, return */ |
|
|
934 | if (op->contr->mode == PU_NOTHING) |
|
|
935 | return 1; |
|
|
936 | |
|
|
937 | /* if mode is set to stop when encountering objects, return */ |
|
|
938 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
939 | * anything up */ |
|
|
940 | if (op->contr->mode & PU_STOP) |
|
|
941 | return 0; |
|
|
942 | |
|
|
943 | /* useful for going into stores and not losing your settings... */ |
|
|
944 | /* and for battles wher you don't want to get loaded down while |
|
|
945 | * fighting */ |
|
|
946 | if (op->contr->mode & PU_INHIBIT) |
|
|
947 | return 1; |
|
|
948 | |
|
|
949 | /* prevent us from turning into auto-thieves :) */ |
|
|
950 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
951 | continue; |
|
|
952 | |
|
|
953 | /* ignore known cursed objects */ |
|
|
954 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
955 | continue; |
|
|
956 | |
|
|
957 | /* all food and drink if desired */ |
|
|
958 | /* question: don't pick up known-poisonous stuff? */ |
1065 | if (!(op->contr->mode & PU_NEWMODE)) |
959 | if (op->contr->mode & PU_FOOD) |
|
|
960 | if (tmp->type == FOOD) |
1066 | { |
961 | { |
1067 | switch (op->contr->mode) |
962 | CHK_PICK_PICKUP; |
|
|
963 | continue; |
|
|
964 | } |
|
|
965 | |
|
|
966 | if (op->contr->mode & PU_DRINK) |
|
|
967 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
968 | { |
|
|
969 | CHK_PICK_PICKUP; |
|
|
970 | continue; |
|
|
971 | } |
|
|
972 | |
|
|
973 | if (op->contr->mode & PU_POTION) |
|
|
974 | if (tmp->type == POTION) |
|
|
975 | { |
|
|
976 | CHK_PICK_PICKUP; |
|
|
977 | continue; |
|
|
978 | } |
|
|
979 | |
|
|
980 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
981 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
982 | if (tmp->type == SPELLBOOK) |
|
|
983 | { |
|
|
984 | CHK_PICK_PICKUP; |
|
|
985 | continue; |
|
|
986 | } |
|
|
987 | |
|
|
988 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
989 | if (tmp->type == SKILLSCROLL) |
|
|
990 | { |
|
|
991 | CHK_PICK_PICKUP; |
|
|
992 | continue; |
|
|
993 | } |
|
|
994 | |
|
|
995 | if (op->contr->mode & PU_READABLES) |
|
|
996 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
997 | { |
|
|
998 | CHK_PICK_PICKUP; |
|
|
999 | continue; |
|
|
1000 | } |
|
|
1001 | |
|
|
1002 | /* wands/staves/rods/horns */ |
|
|
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1004 | if (tmp->type == WAND |
|
|
1005 | || tmp->type == ROD |
|
|
1006 | || tmp->type == HORN |
|
|
1007 | || tmp->type == POWER_CRYSTAL) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | /* pick up all magical items */ |
|
|
1014 | if (op->contr->mode & PU_MAGICAL) |
|
|
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
|
|
1021 | |
|
|
1022 | if (op->contr->mode & PU_VALUABLES) |
|
|
1023 | { |
|
|
1024 | if (tmp->type == MONEY || tmp->type == GEM) |
1068 | { |
1025 | { |
1069 | case 0: |
1026 | CHK_PICK_PICKUP; |
1070 | return 1; /* don't pick up */ |
1027 | continue; |
1071 | case 1: |
|
|
1072 | pick_up (op, tmp); |
|
|
1073 | return 1; |
|
|
1074 | case 2: |
|
|
1075 | pick_up (op, tmp); |
|
|
1076 | return 0; |
|
|
1077 | case 3: |
|
|
1078 | return 0; /* stop before pickup */ |
|
|
1079 | case 4: |
|
|
1080 | pick_up (op, tmp); |
|
|
1081 | break; |
|
|
1082 | case 5: |
|
|
1083 | pick_up (op, tmp); |
|
|
1084 | stop = 1; |
|
|
1085 | break; |
|
|
1086 | case 6: |
|
|
1087 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1088 | pick_up (op, tmp); |
|
|
1089 | break; |
|
|
1090 | |
|
|
1091 | case 7: |
|
|
1092 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1093 | pick_up (op, tmp); |
|
|
1094 | break; |
|
|
1095 | |
|
|
1096 | default: |
|
|
1097 | /* use value density */ |
|
|
1098 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1099 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1100 | pick_up (op, tmp); |
|
|
1101 | } |
1028 | } |
1102 | } |
1029 | } |
1103 | else |
1030 | |
1104 | { /* old model */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1105 | /* NEW pickup handling */ |
|
|
1106 | if (op->contr->mode & PU_DEBUG) |
1032 | if (op->contr->mode & PU_JEWELS) |
|
|
1033 | if (tmp->type == RING |
|
|
1034 | || tmp->type == AMULET |
|
|
1035 | || tmp->type == GIRDLE |
|
|
1036 | || tmp->type == SKILL_TOOL) |
1107 | { |
1037 | { |
1108 | /* some debugging code to figure out item information */ |
1038 | CHK_PICK_PICKUP; |
1109 | if (tmp->name != NULL) |
|
|
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1111 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1112 | else |
|
|
1113 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1114 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1115 | |
|
|
1116 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | /* philosophy: |
|
|
1120 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1121 | * generic. This takes no game-time. For more detailed pickups |
|
|
1122 | * and selections, select-items should be used. This is a |
|
|
1123 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1124 | * example. |
|
|
1125 | * The drawback: right now it has no frontend, so you need to |
|
|
1126 | * stick the bits you want into a calculator in hex mode and then |
|
|
1127 | * convert to decimal and then 'pickup <#> |
|
|
1128 | */ |
|
|
1129 | |
|
|
1130 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1131 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1132 | * meaning if any test passes, the item gets picked up. */ |
|
|
1133 | |
|
|
1134 | /* if mode is set to pick nothing up, return */ |
|
|
1135 | |
|
|
1136 | if (op->contr->mode & PU_NOTHING) |
|
|
1137 | return 1; |
|
|
1138 | |
|
|
1139 | /* if mode is set to stop when encountering objects, return */ |
|
|
1140 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1141 | * anything up */ |
|
|
1142 | |
|
|
1143 | if (op->contr->mode & PU_STOP) |
|
|
1144 | return 0; |
|
|
1145 | |
|
|
1146 | /* useful for going into stores and not losing your settings... */ |
|
|
1147 | /* and for battles wher you don't want to get loaded down while |
|
|
1148 | * fighting */ |
|
|
1149 | if (op->contr->mode & PU_INHIBIT) |
|
|
1150 | return 1; |
|
|
1151 | |
|
|
1152 | /* prevent us from turning into auto-thieves :) */ |
|
|
1153 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1154 | continue; |
1039 | continue; |
|
|
1040 | } |
1155 | |
1041 | |
1156 | /* ignore known cursed objects */ |
1042 | /* we don't forget dragon food */ |
1157 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1043 | if (op->contr->mode & PU_FLESH) |
|
|
1044 | if (tmp->type == FLESH) |
|
|
1045 | { |
|
|
1046 | CHK_PICK_PICKUP; |
1158 | continue; |
1047 | continue; |
|
|
1048 | } |
1159 | |
1049 | |
1160 | /* all food and drink if desired */ |
1050 | /* bows and arrows. Bows are good for selling! */ |
1161 | /* question: don't pick up known-poisonous stuff? */ |
1051 | if (op->contr->mode & PU_BOW) |
|
|
1052 | if (tmp->type == BOW) |
|
|
1053 | { |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | continue; |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | if (op->contr->mode & PU_ARROW) |
|
|
1059 | if (tmp->type == ARROW) |
|
|
1060 | { |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | continue; |
|
|
1063 | } |
|
|
1064 | |
|
|
1065 | /* all kinds of armor etc. */ |
|
|
1066 | if (op->contr->mode & PU_ARMOUR) |
|
|
1067 | if (tmp->type == ARMOUR) |
|
|
1068 | { |
|
|
1069 | CHK_PICK_PICKUP; |
|
|
1070 | continue; |
|
|
1071 | } |
|
|
1072 | |
|
|
1073 | if (op->contr->mode & PU_HELMET) |
|
|
1074 | if (tmp->type == HELMET) |
|
|
1075 | { |
|
|
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | if (op->contr->mode & PU_SHIELD) |
|
|
1081 | if (tmp->type == SHIELD) |
|
|
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
1162 | if (op->contr->mode & PU_FOOD) |
1087 | if (op->contr->mode & PU_BOOTS) |
1163 | if (tmp->type == FOOD) |
1088 | if (tmp->type == BOOTS) |
|
|
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | if (op->contr->mode & PU_GLOVES) |
|
|
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1096 | { |
|
|
1097 | CHK_PICK_PICKUP; |
|
|
1098 | continue; |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | if (op->contr->mode & PU_CLOAK) |
|
|
1102 | if (tmp->type == CLOAK) |
|
|
1103 | { |
|
|
1104 | CHK_PICK_PICKUP; |
|
|
1105 | continue; |
|
|
1106 | } |
|
|
1107 | |
|
|
1108 | /* hoping to catch throwing daggers here */ |
|
|
1109 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1110 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* careful: chairs and tables are weapons! */ |
|
|
1117 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1118 | { |
|
|
1119 | if (tmp->type == WEAPON) |
|
|
1120 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1164 | { |
1121 | { |
1165 | pick_up (op, tmp); |
1122 | CHK_PICK_PICKUP; |
1166 | continue; |
1123 | continue; |
1167 | } |
1124 | } |
|
|
1125 | } |
1168 | |
1126 | |
|
|
1127 | /* misc stuff that's useful */ |
1169 | if (op->contr->mode & PU_DRINK) |
1128 | if (op->contr->mode & PU_KEY) |
1170 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1129 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1171 | { |
1130 | { |
1172 | pick_up (op, tmp); |
1131 | CHK_PICK_PICKUP; |
1173 | continue; |
1132 | continue; |
1174 | } |
1133 | } |
1175 | |
1134 | |
|
|
1135 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1136 | * pickups */ |
1176 | if (op->contr->mode & PU_POTION) |
1137 | if (op->contr->mode & PU_RATIO) |
1177 | if (tmp->type == POTION) |
1138 | { |
|
|
1139 | /* use value density to decide what else to grab */ |
|
|
1140 | /* >=7 was >= op->contr->mode */ |
|
|
1141 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1178 | { |
1142 | */ |
1179 | pick_up (op, tmp); |
|
|
1180 | continue; |
|
|
1181 | } |
|
|
1182 | |
|
|
1183 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1184 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1185 | if (tmp->type == SPELLBOOK) |
|
|
1186 | { |
|
|
1187 | pick_up (op, tmp); |
|
|
1188 | continue; |
|
|
1189 | } |
|
|
1190 | |
|
|
1191 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1192 | if (tmp->type == SKILLSCROLL) |
|
|
1193 | { |
|
|
1194 | pick_up (op, tmp); |
|
|
1195 | continue; |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | if (op->contr->mode & PU_READABLES) |
|
|
1199 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1200 | { |
|
|
1201 | pick_up (op, tmp); |
|
|
1202 | continue; |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | /* wands/staves/rods/horns */ |
|
|
1206 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1207 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1208 | { |
|
|
1209 | pick_up (op, tmp); |
|
|
1210 | continue; |
|
|
1211 | } |
|
|
1212 | |
|
|
1213 | /* pick up all magical items */ |
|
|
1214 | if (op->contr->mode & PU_MAGICAL) |
1143 | wvratio = op->contr->mode & PU_RATIO; |
1215 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1144 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1216 | { |
|
|
1217 | pick_up (op, tmp); |
|
|
1218 | continue; |
|
|
1219 | } |
|
|
1220 | |
|
|
1221 | if (op->contr->mode & PU_VALUABLES) |
|
|
1222 | { |
1145 | { |
1223 | if (tmp->type == MONEY || tmp->type == GEM) |
1146 | #if 0 |
|
|
1147 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1148 | if (tmp->name != NULL) |
1224 | { |
1149 | { |
1225 | pick_up (op, tmp); |
1150 | fprintf (stderr, "%s", tmp->name); |
1226 | continue; |
|
|
1227 | } |
1151 | } |
1228 | } |
|
|
1229 | |
|
|
1230 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1231 | if (op->contr->mode & PU_JEWELS) |
|
|
1232 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1233 | { |
|
|
1234 | pick_up (op, tmp); |
|
|
1235 | continue; |
|
|
1236 | } |
|
|
1237 | |
|
|
1238 | /* we don't forget dragon food */ |
|
|
1239 | if (op->contr->mode & PU_FLESH) |
|
|
1240 | if (tmp->type == FLESH) |
|
|
1241 | { |
|
|
1242 | pick_up (op, tmp); |
|
|
1243 | continue; |
|
|
1244 | } |
|
|
1245 | |
|
|
1246 | /* bows and arrows. Bows are good for selling! */ |
|
|
1247 | if (op->contr->mode & PU_BOW) |
|
|
1248 | if (tmp->type == BOW) |
|
|
1249 | { |
|
|
1250 | pick_up (op, tmp); |
|
|
1251 | continue; |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | if (op->contr->mode & PU_ARROW) |
|
|
1255 | if (tmp->type == ARROW) |
|
|
1256 | { |
|
|
1257 | pick_up (op, tmp); |
|
|
1258 | continue; |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | /* all kinds of armor etc. */ |
|
|
1262 | if (op->contr->mode & PU_ARMOUR) |
|
|
1263 | if (tmp->type == ARMOUR) |
|
|
1264 | { |
|
|
1265 | pick_up (op, tmp); |
|
|
1266 | continue; |
|
|
1267 | } |
|
|
1268 | |
|
|
1269 | if (op->contr->mode & PU_HELMET) |
|
|
1270 | if (tmp->type == HELMET) |
|
|
1271 | { |
|
|
1272 | pick_up (op, tmp); |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_SHIELD) |
|
|
1277 | if (tmp->type == SHIELD) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | if (op->contr->mode & PU_BOOTS) |
|
|
1284 | if (tmp->type == BOOTS) |
|
|
1285 | { |
|
|
1286 | pick_up (op, tmp); |
|
|
1287 | continue; |
|
|
1288 | } |
|
|
1289 | |
|
|
1290 | if (op->contr->mode & PU_GLOVES) |
|
|
1291 | if (tmp->type == GLOVES) |
|
|
1292 | { |
|
|
1293 | pick_up (op, tmp); |
|
|
1294 | continue; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | if (op->contr->mode & PU_CLOAK) |
|
|
1298 | if (tmp->type == CLOAK) |
|
|
1299 | { |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | continue; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | /* hoping to catch throwing daggers here */ |
|
|
1305 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1306 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1307 | { |
|
|
1308 | pick_up (op, tmp); |
|
|
1309 | continue; |
|
|
1310 | } |
|
|
1311 | |
|
|
1312 | /* careful: chairs and tables are weapons! */ |
|
|
1313 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1314 | { |
|
|
1315 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1316 | { |
|
|
1317 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1318 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1319 | { |
|
|
1320 | pick_up (op, tmp); |
|
|
1321 | continue; |
|
|
1322 | } |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1326 | { |
|
|
1327 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1328 | { |
|
|
1329 | pick_up (op, tmp); |
|
|
1330 | continue; |
|
|
1331 | } |
|
|
1332 | } |
|
|
1333 | } |
|
|
1334 | |
|
|
1335 | /* misc stuff that's useful */ |
|
|
1336 | if (op->contr->mode & PU_KEY) |
|
|
1337 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1338 | { |
|
|
1339 | pick_up (op, tmp); |
|
|
1340 | continue; |
|
|
1341 | } |
|
|
1342 | |
|
|
1343 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1344 | * pickups */ |
|
|
1345 | if (op->contr->mode & PU_RATIO) |
|
|
1346 | { |
|
|
1347 | /* use value density to decide what else to grab */ |
|
|
1348 | /* >=7 was >= op->contr->mode */ |
|
|
1349 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1350 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1351 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1352 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1353 | { |
|
|
1354 | pick_up (op, tmp); |
|
|
1355 | #if 0 |
|
|
1356 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1357 | if (tmp->name != NULL) |
|
|
1358 | { |
|
|
1359 | fprintf (stderr, "%s", tmp->name); |
|
|
1360 | } |
|
|
1361 | else |
1152 | else |
1362 | fprintf (stderr, "%s", tmp->arch->name); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1363 | fprintf (stderr, ",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1364 | 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)))); |
1365 | #endif |
1156 | #endif |
|
|
1157 | CHK_PICK_PICKUP; |
1366 | continue; |
1158 | continue; |
1367 | } |
|
|
1368 | } |
1159 | } |
1369 | } /* the new pickup model */ |
1160 | } /* the new pickup model */ |
1370 | } |
1161 | } |
1371 | |
1162 | |
1372 | return !stop; |
1163 | return !stop; |
|
|
1164 | } |
|
|
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; |
1373 | } |
1199 | } |
1374 | |
1200 | |
1375 | /* |
1201 | /* |
1376 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1377 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1378 | * found object is returned. |
1204 | * found object is returned. |
1379 | */ |
1205 | */ |
1380 | object * |
1206 | static object * |
1381 | find_arrow (object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1382 | { |
1208 | { |
1383 | object *tmp = 0; |
|
|
1384 | |
|
|
1385 | for (op = op->inv; op; op = op->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1386 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1387 | tmp = find_arrow (op, type); |
|
|
1388 | else if (op->type == ARROW && op->race == type) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1211 | return splay (tmp); |
|
|
1212 | |
|
|
1213 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1214 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1215 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1216 | { |
|
|
1217 | splay (tmp); |
1389 | return op; |
1218 | return arrow; |
|
|
1219 | } |
1390 | |
1220 | |
1391 | return tmp; |
1221 | return 0; |
1392 | } |
1222 | } |
1393 | |
1223 | |
1394 | /* |
1224 | /* |
1395 | * 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 |
1396 | * 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 |
1397 | * 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 |
1398 | * 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. |
1399 | */ |
1229 | */ |
1400 | object * |
1230 | static object * |
1401 | 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) |
1402 | { |
1232 | { |
1403 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1404 | int attacknum, attacktype, betterby = 0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1405 | |
1235 | |
1406 | if (!type) |
1236 | if (!type) |
… | |
… | |
1410 | { |
1240 | { |
1411 | 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)) |
1412 | { |
1242 | { |
1413 | i = 0; |
1243 | i = 0; |
1414 | ntmp = find_better_arrow (arrow, target, type, &i); |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1245 | |
1415 | if (i > betterby) |
1246 | if (i > betterby) |
1416 | { |
1247 | { |
1417 | tmp = ntmp; |
1248 | tmp = ntmp; |
1418 | betterby = i; |
1249 | betterby = i; |
1419 | } |
1250 | } |
1420 | } |
1251 | } |
1421 | else if (arrow->type == ARROW && arrow->race == type) |
1252 | else if (arrow->type == ARROW && arrow->race == type) |
1422 | { |
1253 | { |
1423 | /* allways prefer assasination/slaying */ |
1254 | /* allways prefer assasination/slaying */ |
1424 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1255 | if (target->race && arrow->slaying.contains (target->race)) |
1425 | { |
1256 | { |
1426 | if (arrow->attacktype & AT_DEATH) |
1257 | if (arrow->attacktype & AT_DEATH) |
1427 | { |
1258 | { |
1428 | *better = 100; |
1259 | *better = 100; |
1429 | return arrow; |
1260 | return arrow; |
… | |
… | |
1437 | else |
1268 | else |
1438 | { |
1269 | { |
1439 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1270 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1440 | { |
1271 | { |
1441 | attacktype = 1 << attacknum; |
1272 | attacktype = 1 << attacknum; |
1442 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1273 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1443 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1274 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1444 | { |
1275 | { |
1445 | tmp = arrow; |
1276 | tmp = arrow; |
1446 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1277 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1447 | } |
1278 | } |
1448 | } |
1279 | } |
|
|
1280 | |
1449 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1281 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1450 | { |
1282 | { |
1451 | tmp = arrow; |
1283 | tmp = arrow; |
1452 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1284 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1453 | } |
1285 | } |
|
|
1286 | |
1454 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1287 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1455 | { |
1288 | { |
1456 | tmp = arrow; |
1289 | tmp = arrow; |
1457 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1290 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1458 | } |
1291 | } |
1459 | } |
1292 | } |
1460 | } |
1293 | } |
1461 | } |
1294 | } |
|
|
1295 | |
1462 | if (tmp == NULL && arrow == NULL) |
1296 | if (tmp == NULL && arrow == NULL) |
1463 | return find_arrow (op, type); |
1297 | return find_arrow (op, type); |
1464 | |
1298 | |
1465 | *better = betterby; |
1299 | *better = betterby; |
1466 | return tmp; |
1300 | return tmp; |
… | |
… | |
1470 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1471 | * op = the shooter |
1305 | * op = the shooter |
1472 | * type = bow->race |
1306 | * type = bow->race |
1473 | * dir = fire direction |
1307 | * dir = fire direction |
1474 | */ |
1308 | */ |
1475 | |
1309 | static object * |
1476 | object * |
|
|
1477 | pick_arrow_target (object *op, const char *type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1478 | { |
1311 | { |
1479 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1480 | maptile *m; |
1313 | maptile *m; |
1481 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
1482 | sint16 x, y; |
1315 | sint16 x, y; |
… | |
… | |
1497 | for (i = 0, found = 0; i < 20; i++) |
1330 | for (i = 0, found = 0; i < 20; i++) |
1498 | { |
1331 | { |
1499 | x += freearr_x[dir]; |
1332 | x += freearr_x[dir]; |
1500 | y += freearr_y[dir]; |
1333 | y += freearr_y[dir]; |
1501 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1334 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1335 | |
1502 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1336 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1503 | { |
1337 | { |
1504 | tmp = NULL; |
1338 | tmp = 0; |
1505 | break; |
1339 | break; |
1506 | } |
1340 | } |
1507 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1341 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1508 | { |
1342 | { |
1509 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1343 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1510 | * perhaps a bad assumption. |
1344 | * perhaps a bad assumption. |
1511 | */ |
1345 | */ |
1512 | tmp = NULL; |
1346 | tmp = 0; |
1513 | break; |
1347 | break; |
1514 | } |
1348 | } |
|
|
1349 | |
1515 | if (mflags & P_IS_ALIVE) |
1350 | if (mflags & P_IS_ALIVE) |
1516 | { |
|
|
1517 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1351 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1518 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1519 | { |
|
|
1520 | found++; |
|
|
1521 | break; |
|
|
1522 | } |
|
|
1523 | if (found) |
|
|
1524 | break; |
1353 | break; |
1525 | } |
|
|
1526 | } |
1354 | } |
1527 | if (tmp == NULL) |
1355 | |
|
|
1356 | if (!tmp) |
1528 | return find_arrow (op, type); |
1357 | return find_arrow (op, type); |
1529 | |
1358 | |
1530 | if (tmp->head) |
1359 | if (tmp->head) |
1531 | tmp = tmp->head; |
1360 | tmp = tmp->head; |
1532 | |
1361 | |
… | |
… | |
1545 | */ |
1374 | */ |
1546 | int |
1375 | int |
1547 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1376 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1548 | { |
1377 | { |
1549 | object *left, *bow; |
1378 | object *left, *bow; |
1550 | int bowspeed, mflags; |
1379 | int mflags; |
1551 | maptile *m; |
1380 | maptile *m; |
1552 | |
1381 | |
1553 | if (!dir) |
1382 | if (!dir) |
1554 | { |
1383 | { |
1555 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1384 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1556 | return 0; |
1385 | return 0; |
1557 | } |
1386 | } |
1558 | |
1387 | |
1559 | if (op->type == PLAYER) |
1388 | if (op->contr) |
1560 | bow = op->contr->ranges[range_bow]; |
1389 | bow = op->current_weapon; |
1561 | else |
1390 | else |
1562 | { |
1391 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1392 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1393 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1565 | * don't need to switch back and forth between bows and weapons. |
1394 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1570 | if (!bow) |
1399 | if (!bow) |
1571 | { |
1400 | { |
1572 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1401 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1573 | return 0; |
1402 | return 0; |
1574 | } |
1403 | } |
|
|
1404 | |
|
|
1405 | // optimisation: move object to top so we will find it quickly again |
|
|
1406 | splay (bow); |
1575 | } |
1407 | } |
1576 | |
1408 | |
1577 | if (!bow->race || !bow->skill) |
1409 | if (!bow->race || !bow->skill) |
1578 | { |
1410 | { |
1579 | 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); |
1580 | return 0; |
1412 | return 0; |
1581 | } |
1413 | } |
1582 | |
|
|
1583 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1584 | |
|
|
1585 | /* penalize ROF for bestarrow */ |
|
|
1586 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1587 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1588 | |
|
|
1589 | if (bowspeed < 1) |
|
|
1590 | bowspeed = 1; |
|
|
1591 | |
1414 | |
1592 | if (arrow == NULL) |
1415 | if (arrow == NULL) |
1593 | { |
1416 | { |
1594 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1417 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1595 | { |
1418 | { |
1596 | if (op->type == PLAYER) |
1419 | if (op->type == PLAYER) |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1598 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1421 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1599 | else |
1422 | else |
1600 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1423 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1424 | |
1601 | return 0; |
1425 | return 0; |
1602 | } |
1426 | } |
1603 | } |
1427 | } |
1604 | |
1428 | |
1605 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1429 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1613 | } |
1437 | } |
1614 | |
1438 | |
1615 | /* this should not happen, but sometimes does */ |
1439 | /* this should not happen, but sometimes does */ |
1616 | if (arrow->nrof == 0) |
1440 | if (arrow->nrof == 0) |
1617 | { |
1441 | { |
|
|
1442 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1618 | arrow->destroy (); |
1443 | arrow->destroy (); |
1619 | return 0; |
1444 | return 0; |
1620 | } |
1445 | } |
1621 | |
1446 | |
1622 | left = arrow; /* these are arrows left to the player */ |
1447 | left = arrow; /* these are arrows left to the player */ |
1623 | arrow = get_split_ob (arrow, 1); |
1448 | arrow = arrow->split (); |
1624 | if (!arrow) |
1449 | if (!arrow) |
1625 | { |
1450 | { |
1626 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1451 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1627 | return 0; |
1452 | return 0; |
1628 | } |
1453 | } |
1629 | |
1454 | |
1630 | arrow->set_owner (op); |
1455 | arrow->set_owner (op); |
1631 | arrow->skill = bow->skill; |
1456 | arrow->skill = bow->skill; |
1632 | arrow->direction = dir; |
1457 | arrow->direction = dir; |
1633 | |
1458 | |
|
|
1459 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1460 | arrow->stats.hp = arrow->stats.dam; |
|
|
1461 | arrow->stats.grace = arrow->attacktype; |
|
|
1462 | arrow->custom_name = arrow->slaying; |
|
|
1463 | |
|
|
1464 | #if 0 |
|
|
1465 | if (player *pl = op->contr) |
|
|
1466 | { |
|
|
1467 | float speed = pl->weapon_sp; |
|
|
1468 | |
|
|
1469 | /* penalize ROF for bestarrow */ |
|
|
1470 | if (pl->bowtype == bow_bestarrow) |
|
|
1471 | speed *= .9f; |
|
|
1472 | else |
|
|
1473 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1474 | |
|
|
1475 | op->speed_left += speed - op->speed; |
|
|
1476 | } |
|
|
1477 | #endif |
|
|
1478 | |
|
|
1479 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1480 | |
|
|
1481 | /* update the speed */ |
|
|
1482 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1483 | + bow->stats.dam / 7.f; |
|
|
1484 | |
|
|
1485 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1486 | arrow->speed_left = 0; |
|
|
1487 | |
|
|
1488 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1489 | |
1634 | if (op->type == PLAYER) |
1490 | if (op->type == PLAYER) |
1635 | { |
1491 | { |
1636 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1637 | op->update_stats (); |
|
|
1638 | } |
|
|
1639 | |
|
|
1640 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1641 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1642 | arrow->stats.hp = arrow->stats.dam; |
|
|
1643 | arrow->stats.grace = arrow->attacktype; |
|
|
1644 | if (arrow->slaying != NULL) |
|
|
1645 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1646 | |
|
|
1647 | /* Note that this was different for monsters - they got their level |
|
|
1648 | * added to the damage. I think the strength bonus is more proper. |
|
|
1649 | */ |
|
|
1650 | |
|
|
1651 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1652 | |
|
|
1653 | /* update the speed */ |
|
|
1654 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1655 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1656 | |
|
|
1657 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1658 | arrow->speed_left = 0; |
|
|
1659 | |
|
|
1660 | if (op->type == PLAYER) |
|
|
1661 | { |
|
|
1662 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1663 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1664 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1665 | |
|
|
1666 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1492 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1493 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1494 | |
|
|
1495 | if (!arrow->slaying) |
|
|
1496 | arrow->slaying = op->slaying; |
|
|
1497 | |
|
|
1498 | arrow->attacktype |= op->attacktype; |
1667 | } |
1499 | } |
1668 | else |
1500 | else |
1669 | { |
1501 | { |
1670 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1671 | arrow->level = op->level; |
1502 | arrow->level = op->level; |
1672 | } |
1503 | arrow->stats.wc -= bow->magic; |
1673 | |
1504 | |
1674 | if (arrow->attacktype == AT_PHYSICAL) |
1505 | if (!arrow->slaying) |
|
|
1506 | arrow->slaying = bow->slaying; |
|
|
1507 | |
1675 | arrow->attacktype |= bow->attacktype; |
1508 | arrow->attacktype |= bow->attacktype; |
|
|
1509 | } |
1676 | |
1510 | |
1677 | if (bow->slaying) |
1511 | wc -= arrow->level; |
1678 | arrow->slaying = bow->slaying; |
1512 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1679 | |
1513 | |
|
|
1514 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1680 | arrow->move_type = MOVE_FLY_LOW; |
1515 | arrow->move_type = MOVE_FLY_LOW; |
1681 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1516 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1682 | |
1517 | |
1683 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1518 | op->play_sound (sound_find ("fire_arrow")); |
1684 | m->insert (arrow, sx, sy, op); |
1519 | m->insert (arrow, sx, sy, op); |
1685 | |
1520 | |
1686 | if (!arrow->destroyed ()) |
1521 | if (!arrow->destroyed ()) |
1687 | move_arrow (arrow); |
1522 | move_arrow (arrow); |
1688 | |
|
|
1689 | if (op->type == PLAYER) |
|
|
1690 | { |
|
|
1691 | if (left->destroyed ()) |
|
|
1692 | esrv_del_item (op->contr, left->count); |
|
|
1693 | else |
|
|
1694 | esrv_send_item (op, left); |
|
|
1695 | } |
|
|
1696 | |
1523 | |
1697 | return 1; |
1524 | return 1; |
1698 | } |
1525 | } |
1699 | |
1526 | |
1700 | /* Special fire code for players - this takes into |
1527 | /* Special fire code for players - this takes into |
… | |
… | |
1702 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1703 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1704 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1705 | * hence the function name. |
1532 | * hence the function name. |
1706 | */ |
1533 | */ |
1707 | int |
1534 | static int |
1708 | player_fire_bow (object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1709 | { |
1536 | { |
1710 | int ret = 0, wcmod = 0; |
1537 | int ret; |
1711 | |
1538 | |
1712 | if (op->contr->bowtype == bow_bestarrow) |
1539 | if (op->contr->bowtype == bow_bestarrow) |
1713 | { |
1540 | { |
1714 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1541 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1715 | } |
1542 | } |
1716 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1543 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1717 | { |
1544 | { |
1718 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1545 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1719 | wcmod = -1; |
|
|
1720 | |
|
|
1721 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1546 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1722 | } |
1547 | } |
1723 | else if (op->contr->bowtype == bow_threewide) |
1548 | else if (op->contr->bowtype == bow_threewide) |
1724 | { |
1549 | { |
1725 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1550 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1551 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1727 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1552 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1728 | } |
1553 | } |
1729 | else if (op->contr->bowtype == bow_spreadshot) |
1554 | else if (op->contr->bowtype == bow_spreadshot) |
1730 | { |
1555 | { |
1731 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1556 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1732 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1557 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1733 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1558 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1734 | |
|
|
1735 | } |
1559 | } |
1736 | else |
1560 | else |
1737 | { |
1561 | { |
1738 | /* Simple case */ |
1562 | /* Simple case */ |
1739 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1563 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1740 | } |
1564 | } |
|
|
1565 | |
1741 | return ret; |
1566 | return ret; |
1742 | } |
1567 | } |
1743 | |
|
|
1744 | |
1568 | |
1745 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1746 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1747 | */ |
1571 | */ |
1748 | void |
1572 | static void |
1749 | fire_misc_object (object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1750 | { |
1574 | { |
1751 | object *item; |
1575 | object *item = op->contr->ranged_ob; |
1752 | |
1576 | |
1753 | if (!op->contr->ranges[range_misc]) |
1577 | if (!item) |
1754 | { |
1578 | { |
1755 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1579 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1756 | return; |
1580 | return; |
1757 | } |
1581 | } |
1758 | |
1582 | |
1759 | item = op->contr->ranges[range_misc]; |
|
|
1760 | if (!item->inv) |
1583 | if (!item->inv) |
1761 | { |
1584 | { |
1762 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1585 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1763 | return; |
1586 | return; |
1764 | } |
1587 | } |
|
|
1588 | |
|
|
1589 | if (!op->change_weapon (item)) |
|
|
1590 | return; |
|
|
1591 | |
1765 | if (item->type == WAND) |
1592 | if (item->type == WAND) |
1766 | { |
1593 | { |
1767 | if (item->stats.food <= 0) |
1594 | if (item->stats.food <= 0) |
1768 | { |
1595 | { |
1769 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1596 | op->contr->play_sound (sound_find ("wand_poof")); |
1770 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1598 | |
1771 | return; |
1599 | return; |
1772 | } |
1600 | } |
1773 | } |
1601 | } |
1774 | else if (item->type == ROD || item->type == HORN) |
1602 | else if (item->type == ROD || item->type == HORN) |
1775 | { |
1603 | { |
1776 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1604 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1605 | |
|
|
1606 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1607 | // for a rod or horn, this fixes some broken rods. |
|
|
1608 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1777 | { |
1609 | { |
1778 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1611 | |
1779 | if (item->type == ROD) |
1612 | if (item->type == ROD) |
1780 | 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)); |
1781 | else |
1614 | else |
1782 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1615 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1616 | |
1783 | return; |
1617 | return; |
1784 | } |
1618 | } |
1785 | } |
1619 | } |
1786 | |
1620 | |
1787 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1621 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1788 | { |
1622 | { |
1789 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1623 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1624 | |
1790 | if (item->type == WAND) |
1625 | if (item->type == WAND) |
1791 | { |
1626 | { |
1792 | if (!(--item->stats.food)) |
1627 | if (!(--item->stats.food)) |
1793 | { |
1628 | { |
1794 | object *tmp; |
1629 | object *tmp; |
1795 | |
1630 | |
1796 | if (item->arch) |
1631 | if (item->arch) |
1797 | { |
1632 | { |
1798 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1633 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1799 | item->face = item->arch->clone.face; |
1634 | item->face = item->arch->face; |
1800 | item->set_speed (0); |
1635 | item->set_speed (0); |
1801 | } |
1636 | } |
1802 | |
1637 | |
1803 | if ((tmp = item->in_player ())) |
1638 | if (object *pl = item->visible_to ()) |
1804 | esrv_update_item (UPD_ANIM, tmp, item); |
1639 | esrv_update_item (UPD_ANIM, pl, item); |
1805 | } |
1640 | } |
1806 | } |
1641 | } |
1807 | else if (item->type == ROD || item->type == HORN) |
1642 | else if (item->type == ROD || item->type == HORN) |
1808 | drain_rod_charge (item); |
1643 | drain_rod_charge (item); |
1809 | } |
1644 | } |
1810 | } |
1645 | } |
1811 | |
1646 | |
1812 | /* Received a fire command for the player - go and do it. |
1647 | /* Received a fire command for the player - go and do it. |
1813 | */ |
1648 | */ |
1814 | void |
1649 | bool |
1815 | fire (object *op, int dir) |
1650 | fire (object *op, int dir) |
1816 | { |
1651 | { |
1817 | int spellcost = 0; |
1652 | int spellcost = 0; |
|
|
1653 | |
|
|
1654 | player *pl = op->contr; |
|
|
1655 | |
|
|
1656 | if (pl->golem) |
|
|
1657 | { |
|
|
1658 | control_golem (op->contr->golem, dir); |
|
|
1659 | return false; |
|
|
1660 | } |
|
|
1661 | |
|
|
1662 | object *ob = pl->ranged_ob; |
|
|
1663 | |
|
|
1664 | if (!ob) |
|
|
1665 | return false; |
|
|
1666 | |
|
|
1667 | if (op->speed_left > 0.f) |
|
|
1668 | --op->speed_left; |
|
|
1669 | else |
|
|
1670 | return false; |
|
|
1671 | |
|
|
1672 | if (!op->change_weapon (ob)) |
|
|
1673 | return false; |
1818 | |
1674 | |
1819 | /* check for loss of invisiblity/hide */ |
1675 | /* check for loss of invisiblity/hide */ |
1820 | if (action_makes_visible (op)) |
1676 | if (action_makes_visible (op)) |
1821 | make_visible (op); |
1677 | make_visible (op); |
1822 | |
1678 | |
1823 | switch (op->contr->shoottype) |
1679 | switch (ob->type) |
1824 | { |
1680 | { |
1825 | case range_none: |
1681 | case BOW: |
1826 | return; |
|
|
1827 | |
|
|
1828 | case range_bow: |
|
|
1829 | player_fire_bow (op, dir); |
1682 | player_fire_bow (op, dir); |
1830 | return; |
1683 | break; |
1831 | |
1684 | |
1832 | case range_magic: /* Casting spells */ |
1685 | case SPELL: |
1833 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1686 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1834 | return; |
1687 | break; |
1835 | |
1688 | |
1836 | case range_misc: |
1689 | case BUILDER: |
|
|
1690 | apply_map_builder (op, dir); |
|
|
1691 | break; |
|
|
1692 | |
|
|
1693 | case SKILL: |
|
|
1694 | do_skill (op, op, ob, dir, 0); |
|
|
1695 | break; |
|
|
1696 | |
|
|
1697 | default: |
1837 | fire_misc_object (op, dir); |
1698 | fire_misc_object (op, dir); |
1838 | return; |
1699 | break; |
1839 | |
|
|
1840 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1841 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1842 | { |
|
|
1843 | op->contr->ranges[range_golem] = 0; |
|
|
1844 | op->contr->shoottype = range_none; |
|
|
1845 | } |
|
|
1846 | else |
|
|
1847 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_skill: |
|
|
1851 | if (!op->chosen_skill) |
|
|
1852 | { |
|
|
1853 | if (op->type == PLAYER) |
|
|
1854 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1855 | return; |
|
|
1856 | } |
|
|
1857 | |
|
|
1858 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1859 | return; |
|
|
1860 | case range_builder: |
|
|
1861 | apply_map_builder (op, dir); |
|
|
1862 | return; |
|
|
1863 | default: |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1865 | return; |
|
|
1866 | } |
1700 | } |
1867 | } |
|
|
1868 | |
1701 | |
1869 | /* find_key |
1702 | return true; |
1870 | * We try to find a key for the door as passed. If we find a key |
1703 | } |
1871 | * and successfully use it, we return the key, otherwise NULL |
1704 | |
1872 | * This function merges both normal and locked door, since the logic |
1705 | static object * |
1873 | * for both is the same - just the specific key is different. |
|
|
1874 | * pl is the player, |
|
|
1875 | * inv is the objects inventory to searched |
|
|
1876 | * door is the door we are trying to match against. |
|
|
1877 | * This function can be called recursively to search containers. |
|
|
1878 | */ |
|
|
1879 | object * |
|
|
1880 | find_key (object *pl, object *container, object *door) |
1706 | find_key_ (object *pl, object *container, object *door) |
1881 | { |
1707 | { |
1882 | object *tmp, *key; |
1708 | object *tmp, *key; |
1883 | |
1709 | |
1884 | /* Should not happen, but sanity checking is never bad */ |
1710 | /* Should not happen, but sanity checking is never bad */ |
1885 | if (!container->inv) |
1711 | if (!container->inv) |
… | |
… | |
1888 | /* 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 */ |
1889 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1890 | { |
1716 | { |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1892 | break; |
1718 | break; |
|
|
1719 | |
1893 | /* For sanity, we should really check door type, but other stuff |
1720 | /* For sanity, we should really check door type, but other stuff |
1894 | * (like containers) can be locked with special keys |
1721 | * (like containers) can be locked with special keys |
1895 | */ |
1722 | */ |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1897 | break; |
1724 | break; |
… | |
… | |
1903 | * a key, return |
1730 | * a key, return |
1904 | */ |
1731 | */ |
1905 | if (!tmp) |
1732 | if (!tmp) |
1906 | { |
1733 | { |
1907 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1908 | { |
|
|
1909 | /* No reason to search empty containers */ |
1735 | /* No reason to search empty containers */ |
1910 | if (tmp->type == CONTAINER && tmp->inv) |
1736 | if (tmp->type == CONTAINER && tmp->inv) |
1911 | { |
|
|
1912 | if ((key = find_key (pl, tmp, door))) |
1737 | if ((key = find_key_ (pl, tmp, door))) |
1913 | return key; |
1738 | return key; |
1914 | } |
|
|
1915 | } |
|
|
1916 | |
1739 | |
1917 | if (!tmp) |
1740 | if (!tmp) |
1918 | return NULL; |
1741 | return 0; |
1919 | } |
1742 | } |
1920 | |
1743 | |
1921 | /* 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, |
1922 | * see if we actually want to use it |
1745 | * see if we actually want to use it |
1923 | */ |
1746 | */ |
1924 | if (pl != container) |
1747 | if (pl != container) |
1925 | { |
1748 | { |
1926 | /* Only let players use keys in containers */ |
1749 | /* Only let players use keys in containers */ |
1927 | if (!pl->contr) |
1750 | if (!pl->contr) |
1928 | return NULL; |
1751 | return 0; |
|
|
1752 | |
1929 | /* cases where this fails: |
1753 | /* cases where this fails: |
1930 | * If we only search the player inventory, return now since we |
1754 | * If we only search the player inventory, return now since we |
1931 | * are not in the players inventory. |
1755 | * are not in the players inventory. |
1932 | * If the container is not active, return now since only active |
1756 | * If the container is not active, return now since only active |
1933 | * containers can be used. |
1757 | * containers can be used. |
… | |
… | |
1937 | * inv must have been an container and must have been active. |
1761 | * inv must have been an container and must have been active. |
1938 | * |
1762 | * |
1939 | * Change the color so that the message doesn't disappear with |
1763 | * Change the color so that the message doesn't disappear with |
1940 | * all the others. |
1764 | * all the others. |
1941 | */ |
1765 | */ |
1942 | if (pl->contr->usekeys == key_inventory || |
1766 | if (pl->contr->usekeys == key_inventory |
1943 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1944 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1945 | { |
1769 | { |
1946 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1947 | "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)); |
1948 | return NULL; |
1772 | return NULL; |
1949 | } |
1773 | } |
1950 | } |
1774 | } |
1951 | |
1775 | |
1952 | 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); |
1953 | } |
1802 | } |
1954 | |
1803 | |
1955 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1956 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1957 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
1958 | * 0 otherwise |
1807 | * 0 otherwise |
1959 | */ |
1808 | */ |
1960 | static int |
1809 | static int |
1961 | player_attack_door (object *op, object *door) |
1810 | player_attack_door (object *op, object *door) |
1962 | { |
1811 | { |
1963 | /* If its a door, try to find a use a key. If we do destroy the door, |
1812 | /* If its a door, try to find a key. If we do destroy the door, |
1964 | * might as well return immediately as there is nothing more to do - |
1813 | * might as well return immediately as there is nothing more to do - |
1965 | * otherwise, we fall through to the rest of the code. |
1814 | * otherwise, we fall through to the rest of the code. |
1966 | */ |
1815 | */ |
1967 | object *key = find_key (op, op, door); |
1816 | object *key = find_key (op, op, door); |
1968 | |
1817 | |
1969 | /* IF we found a key, do some extra work */ |
1818 | /* If we found a key, do some extra work */ |
1970 | if (key) |
1819 | if (key) |
1971 | { |
1820 | { |
1972 | object *container = key->env; |
1821 | object *container = key->env; |
1973 | |
1822 | |
1974 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1975 | if (action_makes_visible (op)) |
1823 | if (action_makes_visible (op)) |
1976 | make_visible (op); |
1824 | make_visible (op); |
|
|
1825 | |
1977 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1826 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1978 | spring_trap (door->inv, op); |
1827 | spring_trap (door->inv, op); |
1979 | |
1828 | |
1980 | if (door->type == DOOR) |
1829 | if (door->type == DOOR) |
1981 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1830 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1982 | else if (door->type == LOCKED_DOOR) |
1831 | else if (door->type == LOCKED_DOOR) |
1983 | { |
1832 | { |
1984 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1833 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1985 | remove_door2 (door); /* remove door without violence ;-) */ |
1834 | remove_door2 (door); /* remove door without violence ;-) */ |
1986 | } |
1835 | } |
1987 | |
1836 | |
1988 | /* Do this after we print the message */ |
1837 | /* Do this after we print the message */ |
1989 | decrease_ob (key); /* Use up one of the keys */ |
1838 | key->decrease (); /* Use up one of the keys */ |
1990 | /* Need to update the weight the container the key was in */ |
|
|
1991 | if (container != op) |
|
|
1992 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1993 | |
1839 | |
1994 | return 1; /* Nothing more to do below */ |
1840 | return 1; /* Nothing more to do below */ |
1995 | } |
1841 | } |
1996 | else if (door->type == LOCKED_DOOR) |
1842 | else if (door->type == LOCKED_DOOR) |
1997 | { |
1843 | { |
1998 | /* Might as well return now - no other way to open this */ |
1844 | /* Might as well return now - no other way to open this */ |
1999 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1845 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2000 | return 1; |
1846 | return 1; |
2001 | } |
1847 | } |
2002 | |
1848 | |
2003 | return 0; |
1849 | return 0; |
2004 | } |
1850 | } |
… | |
… | |
2007 | * It should keep the code cleaner. |
1853 | * It should keep the code cleaner. |
2008 | * When this is called, the players direction has been updated |
1854 | * When this is called, the players direction has been updated |
2009 | * (taking into account confusion.) The player is also actually |
1855 | * (taking into account confusion.) The player is also actually |
2010 | * going to try and move (not fire weapons). |
1856 | * going to try and move (not fire weapons). |
2011 | */ |
1857 | */ |
2012 | void |
1858 | bool |
2013 | move_player_attack (object *op, int dir) |
1859 | move_player_attack (object *op, int dir) |
2014 | { |
1860 | { |
2015 | object *tmp, *mon; |
1861 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
2016 | sint16 nx, ny; |
1862 | { |
2017 | int on_battleground; |
1863 | --op->speed_left; |
2018 | maptile *m; |
1864 | return true; |
|
|
1865 | } |
2019 | |
1866 | |
2020 | nx = freearr_x[dir] + op->x; |
1867 | sint16 nx = freearr_x[dir] + op->x; |
2021 | ny = freearr_y[dir] + op->y; |
1868 | sint16 ny = freearr_y[dir] + op->y; |
2022 | |
1869 | |
2023 | on_battleground = op_on_battleground (op, 0, 0); |
1870 | if (out_of_map (op->map, nx, ny)) |
|
|
1871 | return false; |
2024 | |
1872 | |
2025 | /* If braced, or can't move to the square, and it is not out of the |
1873 | /* If braced, or can't move to the square, and it is not out of the |
2026 | * map, attack it. Note order of if statement is important - don't |
1874 | * map, attack it. Note order of if statement is important - don't |
2027 | * want to be calling move_ob if braced, because move_ob will move the |
1875 | * want to be calling move_ob if braced, because move_ob will move the |
2028 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
2029 | * move to some space, it then means that if we are braced, we should |
1877 | * move to some space, it then means that if we are braced, we should |
2030 | * do nothing at all. As it is, if we are braced, we go through |
1878 | * do nothing at all. As it is, if we are braced, we go through |
2031 | * quite a bit of processing. However, it probably is less than what |
1879 | * quite a bit of processing. However, it probably is less than what |
2032 | * move_ob uses. |
1880 | * move_ob uses. |
2033 | */ |
1881 | */ |
2034 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1882 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1883 | |
|
|
1884 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1885 | * we find a monster - that is something we know we want to attack. |
|
|
1886 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1887 | * on the space |
|
|
1888 | */ |
|
|
1889 | object *mon; |
|
|
1890 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1891 | { |
|
|
1892 | if ((mon->flag [FLAG_ALIVE] |
|
|
1893 | || mon->type == LOCKED_DOOR |
|
|
1894 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1895 | && mon != op) |
|
|
1896 | break; |
2035 | { |
1897 | } |
2036 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1898 | |
|
|
1899 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1900 | return false; /* into a wall */ |
|
|
1901 | |
|
|
1902 | mon = mon->head_ (); |
|
|
1903 | |
|
|
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1905 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1906 | if (player_attack_door (op, mon)) |
|
|
1907 | { |
|
|
1908 | --op->contr->weapon_sp_left; |
|
|
1909 | return true; |
2037 | { |
1910 | } |
2038 | m = op->map->xy_find (nx, ny); |
1911 | |
2039 | if (!m) |
1912 | /* The following deals with possibly attacking peaceful |
2040 | return; /* Don't think this should happen */ |
1913 | * or friendly creatures. Basically, all players are considered |
|
|
1914 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1915 | * object should be pushed instead of attacked. It is assumed that |
|
|
1916 | * if you are braced, you will not attack friends accidently, |
|
|
1917 | * and thus will not push them. |
|
|
1918 | */ |
|
|
1919 | |
|
|
1920 | /* If the creature is a pet, push it even if the player is not |
|
|
1921 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1922 | * player owns it and it is either friendly or unagressive. |
|
|
1923 | */ |
|
|
1924 | if (op->type == PLAYER |
|
|
1925 | && ((mon->owner && mon->owner->contr |
|
|
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1927 | || mon->owner == op) |
|
|
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1929 | { |
|
|
1930 | /* If we're braced, we don't want to switch places with it */ |
|
|
1931 | if (op->contr->braced) |
|
|
1932 | return false; |
|
|
1933 | |
|
|
1934 | if (op->speed_left > 0.f) |
|
|
1935 | { |
|
|
1936 | --op->speed_left; |
|
|
1937 | |
|
|
1938 | op->play_sound (sound_find ("push_player")); |
|
|
1939 | push_ob (mon, dir, op); |
|
|
1940 | |
|
|
1941 | if (action_makes_visible (op)) |
|
|
1942 | make_visible (op); |
|
|
1943 | |
|
|
1944 | return true; |
2041 | } |
1945 | } |
2042 | else |
1946 | else |
2043 | m = op->map; |
|
|
2044 | |
|
|
2045 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2046 | return; |
1947 | return false; |
|
|
1948 | } |
2047 | |
1949 | |
2048 | mon = 0; |
1950 | bool on_battleground = op_on_battleground (op, 0, 0); |
2049 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2050 | * we find a monster - that is something we know we want to attack. |
|
|
2051 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2052 | * on the space |
|
|
2053 | */ |
|
|
2054 | while (tmp) |
|
|
2055 | { |
|
|
2056 | if (tmp == op) |
|
|
2057 | { |
|
|
2058 | tmp = tmp->above; |
|
|
2059 | continue; |
|
|
2060 | } |
|
|
2061 | |
1951 | |
2062 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2063 | { |
|
|
2064 | mon = tmp; |
|
|
2065 | break; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2069 | mon = tmp; |
|
|
2070 | |
|
|
2071 | tmp = tmp->above; |
|
|
2072 | } |
|
|
2073 | |
|
|
2074 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2075 | return; /* into a wall */ |
|
|
2076 | |
|
|
2077 | if (mon->head) |
|
|
2078 | mon = mon->head; |
|
|
2079 | |
|
|
2080 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2081 | if (player_attack_door (op, mon)) |
|
|
2082 | return; |
|
|
2083 | |
|
|
2084 | /* The following deals with possibly attacking peaceful |
|
|
2085 | * or frienddly creatures. Basically, all players are considered |
|
|
2086 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2087 | * object should be pushed instead of attacked. It is assumed that |
|
|
2088 | * if you are braced, you will not attack friends accidently, |
|
|
2089 | * and thus will not push them. |
|
|
2090 | */ |
|
|
2091 | |
|
|
2092 | /* If the creature is a pet, push it even if the player is not |
|
|
2093 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2094 | * player owns it and it is either friendly or unagressive. |
|
|
2095 | */ |
|
|
2096 | if ((op->type == PLAYER) |
|
|
2097 | #if COZY_SERVER |
|
|
2098 | && |
|
|
2099 | ((mon->owner && mon->owner->contr |
|
|
2100 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2101 | #else |
|
|
2102 | && mon->owner == op |
|
|
2103 | #endif |
|
|
2104 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2105 | { |
|
|
2106 | /* If we're braced, we don't want to switch places with it */ |
|
|
2107 | if (op->contr->braced) |
|
|
2108 | return; |
|
|
2109 | |
|
|
2110 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2111 | (void) push_ob (mon, dir, op); |
|
|
2112 | if (op->contr->tmp_invis || op->hide) |
|
|
2113 | make_visible (op); |
|
|
2114 | |
|
|
2115 | return; |
|
|
2116 | } |
|
|
2117 | |
|
|
2118 | /* in certain circumstances, you shouldn't attack friendly |
1952 | /* in certain circumstances, you shouldn't attack friendly |
2119 | * creatures. Note that if you are braced, you can't push |
1953 | * creatures. Note that if you are braced, you can't push |
2120 | * someone, but put it inside this loop so that you won't |
1954 | * someone, but put it inside this loop so that you won't |
2121 | * attack them either. |
1955 | * attack them either. |
2122 | */ |
1956 | */ |
2123 | if ((mon->type == PLAYER || mon->enemy != op) && |
1957 | if ((mon->type == PLAYER || mon->enemy != op) |
2124 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1958 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2125 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2126 | (op->contr->peaceful |
1959 | && ((op->contr->peaceful |
2127 | || (mon->type == PLAYER |
1960 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2128 | && mon->contr-> |
|
|
2129 | peaceful)) && |
|
|
2130 | #else |
|
|
2131 | op->contr->peaceful && |
|
|
2132 | #endif |
|
|
2133 | !on_battleground)) |
1961 | && !on_battleground)) |
|
|
1962 | { |
|
|
1963 | if (op->speed_left > 0.f) |
2134 | { |
1964 | { |
|
|
1965 | --op->speed_left; |
|
|
1966 | |
2135 | if (!op->contr->braced) |
1967 | if (!op->contr->braced) |
2136 | { |
1968 | { |
2137 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1969 | op->play_sound (sound_find ("push_player")); |
2138 | push_ob (mon, dir, op); |
1970 | push_ob (mon, dir, op); |
2139 | } |
1971 | } |
2140 | else |
1972 | else |
2141 | new_draw_info (0, 0, op, "You withhold your attack"); |
1973 | op->statusmsg ("You withhold your attack"); |
2142 | |
1974 | |
2143 | if (op->contr->tmp_invis || op->hide) |
1975 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2144 | make_visible (op); |
1976 | make_visible (op); |
2145 | } |
|
|
2146 | |
1977 | |
|
|
1978 | return true; |
|
|
1979 | } |
|
|
1980 | } |
2147 | /* If the object is a boulder or other rollable object, then |
1981 | /* If the object is a boulder or other rollable object, then |
2148 | * roll it if not braced. You can't roll it if you are braced. |
1982 | * roll it if not braced. You can't roll it if you are braced. |
2149 | */ |
1983 | */ |
2150 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1984 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1985 | { |
|
|
1986 | if (op->speed_left > 0.f) |
2151 | { |
1987 | { |
|
|
1988 | --op->speed_left; |
|
|
1989 | |
2152 | recursive_roll (mon, dir, op); |
1990 | recursive_roll (mon, dir, op); |
2153 | if (action_makes_visible (op)) |
1991 | if (action_makes_visible (op)) |
2154 | make_visible (op); |
1992 | make_visible (op); |
2155 | } |
|
|
2156 | |
1993 | |
|
|
1994 | return true; |
|
|
1995 | } |
|
|
1996 | } |
2157 | /* Any generic living creature. Including things like doors. |
1997 | /* Any generic living creature. Including things like doors. |
2158 | * Way it works is like this: First, it must have some hit points |
1998 | * Way it works is like this: First, it must have some hit points |
2159 | * and be living. Then, it must be one of the following: |
1999 | * and be living. Then, it must be one of the following: |
2160 | * 1) Not a player, 2) A player, but of a different party. Note |
2000 | * 1) Not a player, 2) A player, but of a different party. Note |
2161 | * that party_number -1 is no party, so attacks can still happen. |
2001 | * that party_number -1 is no party, so attacks can still happen. |
2162 | */ |
2002 | */ |
2163 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2003 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2164 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2004 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2165 | { |
2005 | { |
2166 | |
2006 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2167 | /* If the player hasn't hit something this tick, and does |
|
|
2168 | * so, give them speed boost based on weapon speed. Doing |
|
|
2169 | * it here is better than process_players2, which basically |
|
|
2170 | * incurred a 1 tick offset. |
|
|
2171 | */ |
|
|
2172 | if (!op->contr->has_hit) |
|
|
2173 | { |
2007 | { |
2174 | op->speed_left += op->speed / op->contr->weapon_sp; |
2008 | --op->contr->weapon_sp_left; |
2175 | |
|
|
2176 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2177 | } |
|
|
2178 | |
2009 | |
2179 | skill_attack (mon, op, 0, 0, 0); |
2010 | skill_attack (mon, op, 0, 0, 0); |
2180 | |
|
|
2181 | /* If attacking another player, that player gets automatic |
|
|
2182 | * hitback, and doesn't loose luck either. |
|
|
2183 | * Disable hitback on the battleground or if the target is |
|
|
2184 | * the wiz. |
|
|
2185 | */ |
|
|
2186 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2187 | { |
|
|
2188 | short luck = mon->stats.luck; |
|
|
2189 | |
|
|
2190 | mon->contr->has_hit = 1; |
|
|
2191 | skill_attack (op, mon, 0, 0, 0); |
|
|
2192 | mon->stats.luck = luck; |
|
|
2193 | } |
|
|
2194 | |
2011 | |
2195 | if (action_makes_visible (op)) |
2012 | if (action_makes_visible (op)) |
2196 | make_visible (op); |
2013 | make_visible (op); |
2197 | } |
|
|
2198 | } /* if player should attack something */ |
|
|
2199 | } |
|
|
2200 | |
2014 | |
2201 | int |
2015 | return true; |
|
|
2016 | } |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | return false; |
|
|
2020 | } |
|
|
2021 | |
|
|
2022 | bool |
2202 | move_player (object *op, int dir) |
2023 | move_player (object *op, int dir) |
2203 | { |
2024 | { |
2204 | int pick; |
|
|
2205 | |
|
|
2206 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2207 | return 0; |
2026 | return 0; |
2208 | |
2027 | |
2209 | /* Sanity check: make sure dir is valid */ |
2028 | /* Sanity check: make sure dir is valid */ |
2210 | if ((dir < 0) || (dir >= 9)) |
2029 | if (dir < 0 || dir >= 9) |
2211 | { |
2030 | { |
2212 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2213 | return 0; |
2032 | return 0; |
2214 | } |
2033 | } |
2215 | |
2034 | |
… | |
… | |
2217 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2218 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2219 | |
2038 | |
2220 | op->facing = dir; |
2039 | op->facing = dir; |
2221 | |
2040 | |
2222 | if (op->hide) |
2041 | if (op->flag [FLAG_HIDDEN]) |
2223 | do_hidden_move (op); |
2042 | do_hidden_move (op); |
2224 | |
2043 | |
|
|
2044 | bool retval; |
|
|
2045 | int pick = 0; |
|
|
2046 | |
2225 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2047 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2226 | /*nop */ ; |
2048 | retval = RESULT_INT (0); |
2227 | else if (op->contr->fire_on) |
2049 | else if (op->contr->fire_on) |
2228 | fire (op, dir); |
2050 | retval = fire (op, dir); |
2229 | else |
2051 | else |
2230 | { |
2052 | { |
2231 | move_player_attack (op, dir); |
2053 | retval = move_player_attack (op, dir); |
2232 | pick = check_pick (op); |
2054 | pick = check_pick (op); |
2233 | } |
2055 | } |
2234 | |
2056 | |
2235 | /* Add special check for newcs players and fire on - this way, the |
2057 | /* Add special check for newcs players and fire on - this way, the |
2236 | * server can handle repeat firing. |
2058 | * server can handle repeat firing. |
… | |
… | |
2243 | /* Update how the player looks. Use the facing, so direction may |
2065 | /* Update how the player looks. Use the facing, so direction may |
2244 | * get reset to zero. This allows for full animation capabilities |
2066 | * get reset to zero. This allows for full animation capabilities |
2245 | * for players. |
2067 | * for players. |
2246 | */ |
2068 | */ |
2247 | animate_object (op, op->facing); |
2069 | animate_object (op, op->facing); |
2248 | return 0; |
2070 | |
|
|
2071 | return retval; |
2249 | } |
2072 | } |
2250 | |
2073 | |
2251 | /* This is similar to handle_player, below, but is only used by the |
2074 | /* This is similar to handle_player, below, but is only used by the |
2252 | * new client/server stuff. |
2075 | * new client/server stuff. |
2253 | * This is sort of special, in that the new client/server actually uses |
2076 | * This is sort of special, in that the new client/server actually uses |
2254 | * the new speed values for commands. |
2077 | * the new speed values for commands. |
2255 | * |
2078 | * |
2256 | * Returns true if there are more actions we can do. |
2079 | * Returns true if there are more actions we can do. Should not do |
|
|
2080 | * many actions in a row, as that would be too unfair to other |
|
|
2081 | * players. |
2257 | */ |
2082 | */ |
2258 | int |
2083 | bool |
2259 | handle_newcs_player (object *op) |
2084 | handle_newcs_player (object *op) |
2260 | { |
2085 | { |
2261 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2086 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2262 | { |
2087 | { |
2263 | flee_player (op); |
2088 | if (op->speed_left > 0.f) |
2264 | /* If player is still scared, that is his action for this tick */ |
|
|
2265 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2266 | { |
2089 | { |
2267 | op->speed_left--; |
2090 | --op->speed_left; |
|
|
2091 | flee_player (op); |
|
|
2092 | |
2268 | return 0; |
2093 | return true; |
2269 | } |
2094 | } |
|
|
2095 | else |
|
|
2096 | return false; |
2270 | } |
2097 | } |
2271 | |
|
|
2272 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2273 | * the player object still points to the defunct golem. The code that |
|
|
2274 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2275 | * put this in a a workaround to clean up the golem pointer. |
|
|
2276 | */ |
|
|
2277 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2278 | op->contr->ranges[range_golem] = 0; |
|
|
2279 | |
2098 | |
2280 | /* call this here - we also will call this in do_ericserver, but |
2099 | /* call this here - we also will call this in do_ericserver, but |
2281 | * the players time has been increased when doericserver has been |
2100 | * the players time has been increased when doericserver has been |
2282 | * called, so we recheck it here. |
2101 | * called, so we recheck it here. |
2283 | */ |
2102 | */ |
2284 | if (op->contr->ns->handle_command ()) |
2103 | if (op->contr->ns->handle_command ()) |
2285 | return 1; |
2104 | return true; |
2286 | |
2105 | |
2287 | if (op->speed_left > 0) |
|
|
2288 | { |
|
|
2289 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2106 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2290 | { |
|
|
2291 | /* All move commands take 1 tick, at least for now */ |
|
|
2292 | op->speed_left--; |
|
|
2293 | |
|
|
2294 | /* Instead of all the stuff below, let move_player take care |
|
|
2295 | * of it. Also, some of the skill stuff is only put in |
|
|
2296 | * there, as well as the confusion stuff. |
|
|
2297 | */ |
|
|
2298 | move_player (op, op->direction); |
2107 | return move_player (op, op->direction); |
2299 | |
2108 | |
2300 | return op->speed_left > 0; |
|
|
2301 | } |
|
|
2302 | } |
|
|
2303 | |
|
|
2304 | return 0; |
2109 | return false; |
2305 | } |
2110 | } |
2306 | |
2111 | |
2307 | int |
2112 | static int |
2308 | save_life (object *op) |
2113 | save_life (object *op) |
2309 | { |
2114 | { |
2310 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2115 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2311 | return 0; |
2116 | return 0; |
2312 | |
2117 | |
2313 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2118 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2314 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2119 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2315 | { |
2120 | { |
2316 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2121 | op->play_sound (sound_find ("ob_evaporate")); |
2317 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2122 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2318 | |
|
|
2319 | if (op->contr) |
|
|
2320 | esrv_del_item (op->contr, tmp->count); |
|
|
2321 | |
2123 | |
2322 | tmp->destroy (); |
2124 | tmp->destroy (); |
2323 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2125 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2324 | |
2126 | |
2325 | if (op->stats.hp < 0) |
2127 | if (op->stats.hp < 0) |
… | |
… | |
2338 | return 0; |
2140 | return 0; |
2339 | } |
2141 | } |
2340 | |
2142 | |
2341 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2143 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2342 | * back in the map (location and map determined by values of env). This |
2144 | * back in the map (location and map determined by values of env). This |
2343 | * function will descend into containers. op is the object to start the search |
2145 | * function will descend into containers. op is the object to start the search |
2344 | * from. |
2146 | * from. |
2345 | */ |
2147 | */ |
|
|
2148 | static void |
|
|
2149 | drop_unpaid_items (object *op, object *env) |
|
|
2150 | { |
|
|
2151 | while (op) |
|
|
2152 | { |
|
|
2153 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2154 | |
|
|
2155 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2156 | op->insert_at (env); |
|
|
2157 | else if (op->inv) |
|
|
2158 | drop_unpaid_items (op->inv, env); |
|
|
2159 | |
|
|
2160 | op = next; |
|
|
2161 | } |
|
|
2162 | } |
|
|
2163 | |
2346 | void |
2164 | void |
2347 | remove_unpaid_objects (object *op, object *env) |
2165 | object::drop_unpaid_items () |
2348 | { |
2166 | { |
2349 | while (op) |
2167 | if (!flag [FLAG_REMOVED]) |
2350 | { |
2168 | ::drop_unpaid_items (inv, this); |
2351 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2352 | |
|
|
2353 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2354 | { |
|
|
2355 | if (env->type == PLAYER) |
|
|
2356 | esrv_del_item (env->contr, op->count); |
|
|
2357 | |
|
|
2358 | op->insert_at (env); |
|
|
2359 | } |
|
|
2360 | else if (op->inv) |
|
|
2361 | remove_unpaid_objects (op->inv, env); |
|
|
2362 | |
|
|
2363 | op = next; |
|
|
2364 | } |
|
|
2365 | } |
|
|
2366 | |
|
|
2367 | /* |
|
|
2368 | * Returns pointer a static string containing gravestone text |
|
|
2369 | * Moved from apply.c to player.c - player.c is what |
|
|
2370 | * actually uses this function. player.c may not be quite the |
|
|
2371 | * best, a misc file for object actions is probably better, |
|
|
2372 | * but there isn't one in the server directory. |
|
|
2373 | */ |
|
|
2374 | char * |
|
|
2375 | gravestone_text (object *op) |
|
|
2376 | { |
|
|
2377 | static char buf2[MAX_BUF]; |
|
|
2378 | char buf[MAX_BUF]; |
|
|
2379 | time_t now = time (NULL); |
|
|
2380 | |
|
|
2381 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2382 | if (op->type == PLAYER) |
|
|
2383 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2384 | else |
|
|
2385 | sprintf (buf, "%s\n", &op->name); |
|
|
2386 | |
|
|
2387 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2388 | strcat (buf2, buf); |
|
|
2389 | if (op->type == PLAYER) |
|
|
2390 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2391 | else |
|
|
2392 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2393 | |
|
|
2394 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2395 | strcat (buf2, buf); |
|
|
2396 | if (op->type == PLAYER) |
|
|
2397 | { |
|
|
2398 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2399 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2400 | strcat (buf2, buf); |
|
|
2401 | } |
|
|
2402 | |
|
|
2403 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2404 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2405 | strcat (buf2, buf); |
|
|
2406 | |
|
|
2407 | return buf2; |
|
|
2408 | } |
2169 | } |
2409 | |
2170 | |
2410 | void |
2171 | void |
2411 | do_some_living (object *op) |
2172 | do_some_living (object *op) |
2412 | { |
2173 | { |
… | |
… | |
2438 | make_visible (op); |
2199 | make_visible (op); |
2439 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2200 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2440 | } |
2201 | } |
2441 | } |
2202 | } |
2442 | |
2203 | |
2443 | if (op->contr->outputs_sync) |
|
|
2444 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2445 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2446 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2447 | |
|
|
2448 | if (op->contr->ns->state == ST_PLAYING) |
2204 | if (op->contr->ns->state == ST_PLAYING) |
2449 | { |
2205 | { |
2450 | /* these next three if clauses make it possible to SLOW DOWN |
2206 | /* these next three if clauses make it possible to SLOW DOWN |
2451 | hp/grace/spellpoint regeneration. */ |
2207 | hp/grace/spellpoint regeneration. */ |
2452 | if (op->contr->gen_hp >= 0) |
2208 | if (op->contr->gen_hp >= 0) |
… | |
… | |
2469 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2225 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2470 | else |
2226 | else |
2471 | { |
2227 | { |
2472 | gen_grace = op->stats.maxgrace; |
2228 | gen_grace = op->stats.maxgrace; |
2473 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2229 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2474 | } |
|
|
2475 | |
|
|
2476 | /* Regenerate Spell Points */ |
|
|
2477 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2478 | { |
|
|
2479 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2480 | if (op->stats.sp < op->stats.maxsp) |
|
|
2481 | { |
|
|
2482 | op->stats.sp++; |
|
|
2483 | /* dms do not consume food */ |
|
|
2484 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2485 | { |
|
|
2486 | op->stats.food--; |
|
|
2487 | if (op->contr->digestion < 0) |
|
|
2488 | op->stats.food += op->contr->digestion; |
|
|
2489 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2490 | op->stats.food = last_food; |
|
|
2491 | } |
|
|
2492 | } |
|
|
2493 | |
|
|
2494 | if (max_sp > 1) |
|
|
2495 | { |
|
|
2496 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2497 | if (over_sp > 0) |
|
|
2498 | { |
|
|
2499 | if (op->stats.sp < op->stats.maxsp) |
|
|
2500 | { |
|
|
2501 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2502 | |
|
|
2503 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2504 | op->stats.sp--; |
|
|
2505 | |
|
|
2506 | if (op->stats.sp > op->stats.maxsp) |
|
|
2507 | op->stats.sp = op->stats.maxsp; |
|
|
2508 | } |
|
|
2509 | op->last_sp = 0; |
|
|
2510 | } |
|
|
2511 | else |
|
|
2512 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2513 | } |
|
|
2514 | else |
|
|
2515 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2516 | } |
2230 | } |
2517 | |
2231 | |
2518 | /* Regenerate Grace */ |
2232 | /* Regenerate Grace */ |
2519 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2233 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2520 | if (--op->last_grace < 0) |
2234 | if (--op->last_grace < 0) |
… | |
… | |
2541 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2255 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2542 | } |
2256 | } |
2543 | /* wearing stuff doesn't detract from grace generation. */ |
2257 | /* wearing stuff doesn't detract from grace generation. */ |
2544 | } |
2258 | } |
2545 | |
2259 | |
|
|
2260 | if (op->stats.food > 0) |
|
|
2261 | { |
2546 | /* Regenerate Hit Points */ |
2262 | /* Regenerate Spell Points */ |
2547 | if (--op->last_heal < 0) |
2263 | if (!op->contr->golem && --op->last_sp < 0) |
2548 | { |
|
|
2549 | if (op->stats.hp < op->stats.maxhp) |
|
|
2550 | { |
2264 | { |
2551 | op->stats.hp++; |
2265 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2552 | /* dms do not consume food */ |
2266 | |
2553 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2267 | if (op->stats.sp < op->stats.maxsp) |
2554 | { |
2268 | { |
|
|
2269 | op->stats.sp++; |
|
|
2270 | |
|
|
2271 | /* dms do not consume food */ |
|
|
2272 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2273 | { |
2555 | op->stats.food--; |
2274 | op->stats.food--; |
|
|
2275 | |
2556 | if (op->contr->digestion < 0) |
2276 | if (op->contr->digestion < 0) |
2557 | op->stats.food += op->contr->digestion; |
2277 | op->stats.food += op->contr->digestion; |
2558 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2278 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2559 | op->stats.food = last_food; |
2279 | op->stats.food = last_food; |
|
|
2280 | } |
2560 | } |
2281 | } |
2561 | } |
|
|
2562 | |
2282 | |
2563 | if (max_hp > 1) |
2283 | if (max_sp > 1) |
2564 | { |
|
|
2565 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2566 | if (over_hp > 0) |
|
|
2567 | { |
2284 | { |
2568 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2285 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2286 | if (over_sp > 0) |
|
|
2287 | { |
|
|
2288 | if (op->stats.sp < op->stats.maxsp) |
|
|
2289 | { |
|
|
2290 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2291 | |
|
|
2292 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2293 | op->stats.sp--; |
|
|
2294 | |
|
|
2295 | if (op->stats.sp > op->stats.maxsp) |
|
|
2296 | op->stats.sp = op->stats.maxsp; |
|
|
2297 | } |
|
|
2298 | |
2569 | op->last_heal = 0; |
2299 | op->last_sp = 0; |
|
|
2300 | } |
|
|
2301 | else |
|
|
2302 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2570 | } |
2303 | } |
2571 | else |
2304 | else |
|
|
2305 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2306 | } |
|
|
2307 | |
|
|
2308 | /* Regenerate Hit Points */ |
|
|
2309 | if (--op->last_heal < 0) |
|
|
2310 | { |
|
|
2311 | if (op->stats.hp < op->stats.maxhp) |
2572 | { |
2312 | { |
2573 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2313 | op->stats.hp++; |
|
|
2314 | |
|
|
2315 | /* dms do not consume food */ |
|
|
2316 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2317 | { |
|
|
2318 | op->stats.food--; |
|
|
2319 | |
|
|
2320 | if (op->contr->digestion < 0) |
|
|
2321 | op->stats.food += op->contr->digestion; |
|
|
2322 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2323 | op->stats.food = last_food; |
|
|
2324 | } |
2574 | } |
2325 | } |
|
|
2326 | |
|
|
2327 | if (max_hp > 1) |
|
|
2328 | { |
|
|
2329 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2330 | |
|
|
2331 | if (over_hp > 0) |
|
|
2332 | { |
|
|
2333 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2334 | op->last_heal = 0; |
|
|
2335 | } |
|
|
2336 | else |
|
|
2337 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2575 | } |
2338 | } |
2576 | else |
2339 | else |
2577 | { |
|
|
2578 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2340 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2579 | } |
2341 | } |
2580 | } |
2342 | } |
2581 | |
2343 | |
2582 | /* Digestion */ |
2344 | /* Digestion */ |
2583 | if (--op->last_eat < 0) |
2345 | if (--op->last_eat < 0) |
2584 | { |
2346 | { |
2585 | #ifdef COZY_SERVER |
2347 | int bonus = max (0, op->contr->digestion), |
2586 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2348 | penalty = max (0, -op->contr->digestion); |
2587 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2588 | #else |
|
|
2589 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2590 | #endif |
|
|
2591 | |
2349 | |
2592 | if (op->contr->gen_hp > 0) |
|
|
2593 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2350 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2594 | else |
|
|
2595 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2596 | |
2351 | |
2597 | /* dms do not consume food */ |
2352 | /* dms do not consume food */ |
2598 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2353 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2599 | op->stats.food--; |
2354 | op->stats.food--; |
2600 | } |
2355 | } |
2601 | |
2356 | |
2602 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2357 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2603 | { |
2358 | { |
2604 | object *tmp, *flesh = 0; |
2359 | object *flesh = 0; |
2605 | |
2360 | |
2606 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2361 | for_inv_removable (op, tmp) |
2607 | { |
2362 | { |
2608 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2363 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2364 | continue; |
|
|
2365 | |
|
|
2366 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2609 | { |
2367 | { |
2610 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2368 | op->statusmsg ("You blindly grab for a bite of food. " |
2611 | { |
2369 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2612 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2613 | manual_apply (op, tmp, 0); |
2370 | manual_apply (op, tmp, 0); |
|
|
2371 | |
2614 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2372 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2615 | break; |
2373 | break; |
2616 | } |
2374 | } |
2617 | else if (tmp->type == FLESH) |
2375 | else if (tmp->type == FLESH) |
2618 | flesh = tmp; |
2376 | flesh = tmp; |
2619 | } /* End if paid for object */ |
2377 | } |
2620 | } /* end of for loop */ |
|
|
2621 | |
2378 | |
2622 | /* If player is still starving, it means they don't have any food, so |
2379 | /* If player is still starving, it means they don't have any food, so |
2623 | * eat flesh instead. |
2380 | * eat flesh instead. |
2624 | */ |
2381 | */ |
2625 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2382 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2626 | { |
2383 | { |
2627 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2384 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2385 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2628 | manual_apply (op, flesh, 0); |
2386 | manual_apply (op, flesh, 0); |
2629 | } |
2387 | } |
|
|
2388 | |
|
|
2389 | // If player is still starving, alert him! |
|
|
2390 | if (op->stats.food < 0) |
|
|
2391 | op->failmsg ("You are starving! " |
|
|
2392 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2393 | } |
|
|
2394 | |
|
|
2395 | if (op->stats.food < 0) |
2630 | } |
2396 | { |
|
|
2397 | op->stats.hp += op->stats.food; |
|
|
2398 | op->stats.food = 0; |
2631 | |
2399 | |
2632 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2400 | if (op->stats.hp < 0) |
2633 | op->stats.food++, op->stats.hp--; |
2401 | { |
|
|
2402 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2403 | op->contr->killer->destroy (); |
|
|
2404 | } |
|
|
2405 | } |
2634 | |
2406 | |
|
|
2407 | /* killer should be set here already */ |
2635 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2408 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2636 | kill_player (op); |
2409 | kill_player (op); |
2637 | } |
2410 | } |
2638 | } |
2411 | } |
2639 | |
2412 | |
… | |
… | |
2643 | * file. |
2416 | * file. |
2644 | */ |
2417 | */ |
2645 | void |
2418 | void |
2646 | kill_player (object *op) |
2419 | kill_player (object *op) |
2647 | { |
2420 | { |
2648 | char buf[MAX_BUF]; |
|
|
2649 | int x, y; |
2421 | int x, y; |
2650 | |
|
|
2651 | //int i; |
|
|
2652 | maptile *map; /* this is for resurrection */ |
2422 | maptile *map; /* this is for resurrection */ |
2653 | |
|
|
2654 | /* int z; |
|
|
2655 | int num_stats_lose; |
|
|
2656 | int lost_a_stat; |
|
|
2657 | int lose_this_stat; |
|
|
2658 | int this_stat; */ |
|
|
2659 | int will_kill_again; |
2423 | int will_kill_again; |
2660 | archetype *at; |
2424 | archetype *at; |
2661 | object *tmp; |
2425 | object *tmp; |
2662 | |
2426 | |
2663 | if (save_life (op)) |
2427 | if (save_life (op)) |
2664 | return; |
2428 | return; |
2665 | |
2429 | |
|
|
2430 | dynbuf_text deathtab; |
|
|
2431 | |
|
|
2432 | /* restore player */ |
|
|
2433 | at = archetype::find (shstr_poisoning); |
|
|
2434 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2435 | { |
|
|
2436 | tmp->destroy (); |
|
|
2437 | deathtab << "Your body feels cleansed...\r"; |
|
|
2438 | } |
|
|
2439 | |
|
|
2440 | at = archetype::find (shstr_confusion); |
|
|
2441 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2442 | { |
|
|
2443 | tmp->destroy (); |
|
|
2444 | deathtab << "Your mind feels clearer...\r"; |
|
|
2445 | } |
|
|
2446 | |
|
|
2447 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2448 | |
|
|
2449 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2450 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2451 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2452 | |
|
|
2453 | if (op->stats.food <= 0) |
|
|
2454 | op->stats.food = 999; |
|
|
2455 | |
|
|
2456 | // remove all spell effects that are active |
|
|
2457 | // to avoid long-term effects such as word-of-recall |
|
|
2458 | for (object *item = op->inv; item; ) |
|
|
2459 | { |
|
|
2460 | object *next = item->below; |
|
|
2461 | |
|
|
2462 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2463 | item->destroy (); |
|
|
2464 | |
|
|
2465 | item = next; |
|
|
2466 | } |
2666 | |
2467 | |
2667 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2468 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2668 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2469 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2669 | * Look at op_on_battleground() for more info --AndreasV |
2470 | * Look at op_on_battleground() for more info --AndreasV |
2670 | */ |
2471 | */ |
2671 | if (op_on_battleground (op, &x, &y)) |
2472 | if (op_on_battleground (op, &x, &y)) |
2672 | { |
2473 | { |
2673 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2474 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2674 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2675 | |
|
|
2676 | /* restore player */ |
|
|
2677 | at = archetype::find ("poisoning"); |
|
|
2678 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2679 | { |
|
|
2680 | tmp->destroy (); |
|
|
2681 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2682 | } |
|
|
2683 | |
|
|
2684 | at = archetype::find ("confusion"); |
|
|
2685 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2686 | { |
|
|
2687 | tmp->destroy (); |
|
|
2688 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2689 | } |
|
|
2690 | |
|
|
2691 | cure_disease (op, 0); /* remove any disease */ |
|
|
2692 | op->stats.hp = op->stats.maxhp; |
|
|
2693 | if (op->stats.food <= 0) |
|
|
2694 | op->stats.food = 999; |
|
|
2695 | |
2475 | |
2696 | /* create a bodypart-trophy to make the winner happy */ |
2476 | /* create a bodypart-trophy to make the winner happy */ |
2697 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2477 | object *tmp = archetype::find (shstr_finger)->instance (); |
2698 | { |
2478 | |
2699 | sprintf (buf, "%s's finger", &op->name); |
2479 | tmp->name = format ("%s's finger" , &op->name); |
2700 | tmp->name = buf; |
2480 | tmp->name_pl = format ("%s's fingers", &op->name); |
2701 | sprintf (buf, " This finger has been cut off %s\n" |
2481 | tmp->msg = format ( |
2702 | " the %s, when he was defeated at\n level %d by %s.\n", |
2482 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2703 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2483 | &op->name, op->contr->title, |
2704 | tmp->msg = buf; |
2484 | (int)op->level, |
|
|
2485 | op->contr->killer_name () |
|
|
2486 | ); |
2705 | tmp->value = 0, tmp->type = 0; |
2487 | tmp->value = 0, tmp->type = 0; |
2706 | tmp->materialname = "organics"; |
2488 | tmp->material = name_to_material (shstr_organic); |
2707 | tmp->insert_at (op, tmp); |
2489 | tmp->insert_at (op, tmp); |
2708 | } |
|
|
2709 | |
2490 | |
2710 | /* teleport defeated player to new destination */ |
2491 | /* teleport defeated player to new destination */ |
2711 | transfer_ob (op, x, y, 0, NULL); |
2492 | transfer_ob (op, x, y, 0, NULL); |
2712 | op->contr->braced = 0; |
2493 | op->contr->braced = 0; |
|
|
2494 | |
|
|
2495 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2713 | return; |
2496 | return; |
2714 | } |
2497 | } |
2715 | |
2498 | |
|
|
2499 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2500 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2501 | |
2716 | INVOKE_PLAYER (DEATH, op->contr); |
2502 | INVOKE_PLAYER (DEATH, op->contr); |
2717 | |
2503 | |
2718 | command_kill_pets (op, 0); |
2504 | command_kill_pets (op, 0); |
2719 | |
2505 | |
2720 | if (op->stats.food < 0) |
2506 | op->contr->play_sound (sound_find ("player_dies")); |
2721 | { |
|
|
2722 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2723 | strcpy (op->contr->killer, "starvation"); |
|
|
2724 | } |
|
|
2725 | else |
|
|
2726 | sprintf (buf, "%s died.", &op->name); |
|
|
2727 | |
|
|
2728 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2729 | |
2507 | |
2730 | /* save the map location for corpse, gravestone */ |
2508 | /* save the map location for corpse, gravestone */ |
2731 | x = op->x; |
2509 | x = op->x; |
2732 | y = op->y; |
2510 | y = op->y; |
2733 | map = op->map; |
2511 | map = op->map; |
… | |
… | |
2761 | |
2539 | |
2762 | lost_a_stat = 0; |
2540 | lost_a_stat = 0; |
2763 | |
2541 | |
2764 | for (z = 0; z < num_stats_lose; z++) |
2542 | for (z = 0; z < num_stats_lose; z++) |
2765 | { |
2543 | { |
2766 | i = RANDOM () % NUM_STATS; |
2544 | i = rndm (NUM_STATS); |
2767 | |
2545 | |
2768 | if (settings.stat_loss_on_death) |
2546 | if (settings.stat_loss_on_death) |
2769 | { |
2547 | { |
2770 | /* Pick a random stat and take a point off it. Tell the player |
2548 | /* Pick a random stat and take a point off it. Tell the player |
2771 | * what he lost. |
2549 | * what he lost. |
… | |
… | |
2778 | lost_a_stat = 1; |
2556 | lost_a_stat = 1; |
2779 | } |
2557 | } |
2780 | else |
2558 | else |
2781 | { |
2559 | { |
2782 | /* deplete a stat */ |
2560 | /* deplete a stat */ |
2783 | archetype *deparch = archetype::find ("depletion"); |
2561 | archetype *deparch = archetype::find (shstr_depletion); |
2784 | object *dep; |
2562 | object *dep; |
2785 | |
2563 | |
2786 | dep = present_arch_in_ob (deparch, op); |
2564 | dep = present_arch_in_ob (deparch, op); |
2787 | if (!dep) |
2565 | if (!dep) |
2788 | { |
2566 | { |
2789 | dep = arch_to_object (deparch); |
2567 | dep = deparch->instance (); |
2790 | insert_ob_in_ob (dep, op); |
2568 | insert_ob_in_ob (dep, op); |
2791 | } |
2569 | } |
2792 | lose_this_stat = 1; |
2570 | lose_this_stat = 1; |
2793 | if (settings.balanced_stat_loss) |
2571 | if (settings.balanced_stat_loss) |
2794 | { |
2572 | { |
… | |
… | |
2822 | } |
2600 | } |
2823 | } |
2601 | } |
2824 | |
2602 | |
2825 | if (lose_this_stat) |
2603 | if (lose_this_stat) |
2826 | { |
2604 | { |
2827 | this_stat = get_attr_value (&(dep->stats), i); |
2605 | this_stat = get_attr_value (&dep->stats, i); |
2828 | /* We could try to do something clever like find another |
2606 | /* We could try to do something clever like find another |
2829 | * stat to reduce if this fails. But chances are, if |
2607 | * stat to reduce if this fails. But chances are, if |
2830 | * stats have been depleted to -50, all are pretty low |
2608 | * stats have been depleted to -50, all are pretty low |
2831 | * and should be roughly the same, so it shouldn't make a |
2609 | * and should be roughly the same, so it shouldn't make a |
2832 | * difference. |
2610 | * difference. |
… | |
… | |
2840 | lost_a_stat = 1; |
2618 | lost_a_stat = 1; |
2841 | } |
2619 | } |
2842 | } |
2620 | } |
2843 | } |
2621 | } |
2844 | } |
2622 | } |
|
|
2623 | |
2845 | /* If no stat lost, tell the player. */ |
2624 | /* If no stat lost, tell the player. */ |
2846 | if (!lost_a_stat) |
2625 | if (!lost_a_stat) |
2847 | { |
2626 | { |
2848 | /* determine_god() seems to not work sometimes... why is this? |
2627 | /* determine_god() seems to not work sometimes... why is this? |
2849 | Should I be using something else? GD */ |
2628 | Should I be using something else? GD */ |
2850 | const char *god = determine_god (op); |
2629 | shstr_tmp god = determine_god (op); |
2851 | |
2630 | |
2852 | if (god && (strcmp (god, "none"))) |
2631 | if (god != shstr_none) |
2853 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2632 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2854 | else |
2633 | else |
2855 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2634 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2856 | } |
2635 | } |
2857 | #else |
2636 | #else |
2858 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2637 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2859 | #endif |
2638 | #endif |
2860 | |
2639 | |
2861 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | /* Put a gravestone up where the character 'almost' died. List the |
2862 | * exp loss on the stone. |
2641 | * exp loss on the stone. |
2863 | */ |
2642 | */ |
2864 | tmp = arch_to_object (archetype::find ("gravestone")); |
2643 | tmp = archetype::find (shstr_gravestone)->instance (); |
2865 | sprintf (buf, "%s's gravestone", &op->name); |
2644 | tmp->name = format ("%s's gravestone", &op->name); |
2866 | tmp->name = buf; |
2645 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2867 | sprintf (buf, "%s's gravestones", &op->name); |
2646 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2868 | tmp->name_pl = buf; |
2647 | &op->name, op->contr->title, op->contr->killer_name ()); |
2869 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2870 | tmp->msg = buf; |
|
|
2871 | tmp->x = op->x, tmp->y = op->y; |
2648 | tmp->x = op->x, tmp->y = op->y; |
2872 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2649 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2873 | |
2650 | |
2874 | /**************************************/ |
2651 | /**************************************/ |
2875 | /* */ |
2652 | /* */ |
2876 | /* Subtract the experience points, */ |
2653 | /* Subtract the experience points, */ |
2877 | /* if we died cause of food, give us */ |
|
|
2878 | /* food, and reset HP's... */ |
|
|
2879 | /* */ |
2654 | /* */ |
2880 | /**************************************/ |
2655 | /**************************************/ |
2881 | |
2656 | |
2882 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2883 | /* restore player */ |
|
|
2884 | at = archetype::find ("poisoning"); |
|
|
2885 | tmp = present_arch_in_ob (at, op); |
|
|
2886 | |
|
|
2887 | if (tmp) |
|
|
2888 | { |
|
|
2889 | tmp->destroy (); |
|
|
2890 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2891 | } |
|
|
2892 | |
|
|
2893 | at = archetype::find ("confusion"); |
|
|
2894 | tmp = present_arch_in_ob (at, op); |
|
|
2895 | if (tmp) |
|
|
2896 | { |
|
|
2897 | tmp->destroy (); |
|
|
2898 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2899 | } |
|
|
2900 | |
|
|
2901 | cure_disease (op, 0); /* remove any disease */ |
|
|
2902 | |
|
|
2903 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2657 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2904 | apply_death_exp_penalty (op); |
2658 | apply_death_exp_penalty (op); |
2905 | if (op->stats.food < 100) |
|
|
2906 | op->stats.food = 900; |
|
|
2907 | op->stats.hp = op->stats.maxhp; |
|
|
2908 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2909 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2910 | |
2659 | |
2911 | /* |
2660 | /* |
2912 | * Check to see if the player has any unpaid items. If so, remove them |
2661 | * Check to see if the player has any unpaid items. If so, remove them |
2913 | * and put them back in the map. |
2662 | * and put them back in the map. |
2914 | */ |
2663 | */ |
2915 | remove_unpaid_objects (op->inv, op); |
2664 | op->drop_unpaid_items (); |
2916 | |
2665 | |
2917 | /****************************************/ |
2666 | /****************************************/ |
2918 | /* */ |
2667 | /* */ |
2919 | /* Move player to his current respawn- */ |
2668 | /* Move player to his current respawn- */ |
2920 | /* position (usually last savebed) */ |
2669 | /* position (usually last savebed) */ |
… | |
… | |
2940 | object *force; |
2689 | object *force; |
2941 | int at; |
2690 | int at; |
2942 | |
2691 | |
2943 | force = get_archetype (FORCE_NAME); |
2692 | force = get_archetype (FORCE_NAME); |
2944 | /* 50 ticks should be enough time for the spell to abate */ |
2693 | /* 50 ticks should be enough time for the spell to abate */ |
2945 | force->speed = 0.1; |
2694 | force->speed = 0.1f; |
2946 | force->speed_left = -5.0; |
2695 | force->speed_left = -5.f; |
2947 | SET_FLAG (force, FLAG_APPLIED); |
2696 | SET_FLAG (force, FLAG_APPLIED); |
2948 | for (at = 0; at < NROFATTACKS; at++) |
2697 | for (at = 0; at < NROFATTACKS; at++) |
2949 | if (will_kill_again & (1 << at)) |
2698 | if (will_kill_again & (1 << at)) |
2950 | force->resist[at] = 100; |
2699 | force->resist[at] = 100; |
2951 | |
2700 | |
2952 | insert_ob_in_ob (force, op); |
2701 | insert_ob_in_ob (force, op); |
2953 | op->update_stats (); |
2702 | op->update_stats (); |
2954 | |
|
|
2955 | } |
2703 | } |
2956 | |
2704 | |
2957 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2705 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2958 | } |
2706 | } |
2959 | |
2707 | |
2960 | void |
2708 | static void |
2961 | loot_object (object *op) |
2709 | loot_object (object *op) |
2962 | { /* Grab and destroy some treasure */ |
2710 | { /* Grab and destroy some treasure */ |
2963 | object *tmp, *tmp2, *next; |
2711 | object *tmp, *tmp2, *next; |
2964 | |
2712 | |
2965 | op->close_container (); /* close open sack first */ |
2713 | op->close_container (); /* close open sack first */ |
… | |
… | |
2979 | |
2727 | |
2980 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2728 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2981 | { |
2729 | { |
2982 | if (tmp->nrof > 1) |
2730 | if (tmp->nrof > 1) |
2983 | { |
2731 | { |
2984 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2732 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2985 | tmp2->destroy (); |
|
|
2986 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2733 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2987 | } |
2734 | } |
2988 | else |
2735 | else |
2989 | tmp->destroy (); |
2736 | tmp->destroy (); |
2990 | } |
2737 | } |
… | |
… | |
2997 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * fix_weight(): Check recursively the weight of all players, and fix |
2998 | * what needs to be fixed. Refresh windows and fix speed if anything |
2745 | * what needs to be fixed. Refresh windows and fix speed if anything |
2999 | * was changed. |
2746 | * was changed. |
3000 | */ |
2747 | */ |
3001 | void |
2748 | void |
3002 | fix_weight (void) |
2749 | fix_weight () |
3003 | { |
2750 | { |
3004 | for_all_players (pl) |
2751 | for_all_players (pl) |
3005 | { |
2752 | { |
3006 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2753 | sint32 old = pl->ob->carrying; |
3007 | |
2754 | |
3008 | if (old == sum) |
2755 | pl->ob->update_weight (); |
3009 | continue; |
2756 | |
|
|
2757 | if (old != pl->ob->carrying) |
|
|
2758 | { |
3010 | pl->ob->update_stats (); |
2759 | pl->ob->update_stats (); |
3011 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2760 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2761 | } |
3012 | } |
2762 | } |
3013 | } |
2763 | } |
3014 | |
2764 | |
3015 | void |
2765 | void |
3016 | fix_luck (void) |
2766 | fix_luck () |
3017 | { |
2767 | { |
3018 | for_all_players (pl) |
2768 | for_all_players (pl) |
3019 | if (!pl->ob->contr->ns->state) |
2769 | if (!pl->ob->contr->ns->state) |
3020 | pl->ob->change_luck (0); |
2770 | pl->ob->change_luck (0); |
3021 | } |
2771 | } |
… | |
… | |
3058 | } |
2808 | } |
3059 | |
2809 | |
3060 | void |
2810 | void |
3061 | make_visible (object *op) |
2811 | make_visible (object *op) |
3062 | { |
2812 | { |
3063 | op->hide = 0; |
2813 | op->flag [FLAG_HIDDEN] = 0; |
3064 | op->invisible = 0; |
2814 | op->invisible = 0; |
|
|
2815 | |
3065 | if (op->type == PLAYER) |
2816 | if (op->type == PLAYER) |
3066 | { |
2817 | { |
3067 | op->contr->tmp_invis = 0; |
2818 | op->contr->tmp_invis = 0; |
3068 | op->contr->invis_race = 0; |
2819 | op->contr->invis_race = 0; |
3069 | } |
2820 | } |
… | |
… | |
3072 | } |
2823 | } |
3073 | |
2824 | |
3074 | int |
2825 | int |
3075 | is_true_undead (object *op) |
2826 | is_true_undead (object *op) |
3076 | { |
2827 | { |
3077 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2828 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3078 | return 1; |
2829 | return 1; |
3079 | |
2830 | |
3080 | return 0; |
2831 | return 0; |
3081 | } |
2832 | } |
3082 | |
2833 | |
3083 | /* look at the surrounding terrain to determine |
2834 | /* look at the surrounding terrain to determine |
3084 | * the hideability of this object. Positive levels |
2835 | * the hideability of this object. Positive levels |
3085 | * indicate greater hideability. |
2836 | * indicate greater hideability. |
3086 | */ |
2837 | */ |
3087 | |
|
|
3088 | int |
2838 | int |
3089 | hideability (object *ob) |
2839 | hideability (object *ob) |
3090 | { |
2840 | { |
3091 | int i, level = 0, mflag; |
2841 | int i, level = 0, mflag; |
3092 | sint16 x, y; |
2842 | sint16 x, y; |
3093 | |
2843 | |
3094 | if (!ob || !ob->map) |
2844 | if (!ob || !ob->map) |
3095 | return 0; |
2845 | return 0; |
3096 | |
2846 | |
3097 | /* so, on normal lighted maps, its hard to hide */ |
2847 | /* so, on normal lighted maps, its hard to hide */ |
3098 | level = ob->map->darkness - 2; |
2848 | level = ob->map->darklevel () - 2; |
3099 | |
2849 | |
3100 | /* this also picks up whether the object is glowing. |
2850 | /* this also picks up whether the object is glowing. |
3101 | * If you carry a light on a non-dark map, its not |
2851 | * If you carry a light on a non-dark map, its not |
3102 | * as bad as carrying a light on a pitch dark map */ |
2852 | * as bad as carrying a light on a pitch dark map */ |
3103 | if (has_carried_lights (ob)) |
2853 | if (ob->has_carried_lights ()) |
3104 | level = -(10 + (2 * ob->map->darkness)); |
2854 | level = -(10 + (2 * ob->map->darklevel ())); |
3105 | |
2855 | |
3106 | /* scan through all nearby squares for terrain to hide in */ |
2856 | /* scan through all nearby squares for terrain to hide in */ |
3107 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2857 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2858 | i <= SIZEOFFREE1; |
|
|
2859 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3108 | { |
2860 | { |
3109 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2861 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3110 | if (mflag & P_OUT_OF_MAP) |
2862 | if (mflag & P_OUT_OF_MAP) |
3111 | { |
|
|
3112 | continue; |
2863 | continue; |
3113 | } |
2864 | |
3114 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2865 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3115 | level += 2; |
2866 | level += 2; |
3116 | else /* open terrain! */ |
2867 | else /* open terrain! */ |
3117 | level -= 1; |
2868 | level -= 1; |
3118 | } |
2869 | } |
… | |
… | |
3126 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2877 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3127 | * every time they move - as we subtract off 'invisibility' |
2878 | * every time they move - as we subtract off 'invisibility' |
3128 | * AND, for players, if they move into a ridiculously unhideable |
2879 | * AND, for players, if they move into a ridiculously unhideable |
3129 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2880 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3130 | */ |
2881 | */ |
3131 | |
|
|
3132 | void |
2882 | void |
3133 | do_hidden_move (object *op) |
2883 | do_hidden_move (object *op) |
3134 | { |
2884 | { |
3135 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2885 | int hide = 0; |
3136 | object *skop; |
|
|
3137 | |
2886 | |
3138 | if (!op || !op->map) |
2887 | if (!op || !op->map) |
3139 | return; |
2888 | return; |
3140 | |
2889 | |
3141 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2890 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2891 | int num = random_roll (0, 19, op, PREFER_LOW); |
3142 | |
2892 | |
3143 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2893 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3144 | if (op->type == PLAYER && op->contr->run_on) |
2894 | if (op->type == PLAYER && op->contr->run_on) |
3145 | if (!skop || num >= skop->level) |
2895 | if (!skop || num >= skop->level) |
3146 | { |
2896 | { |
… | |
… | |
3156 | num -= hide; |
2906 | num -= hide; |
3157 | |
2907 | |
3158 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2908 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3159 | { |
2909 | { |
3160 | make_visible (op); |
2910 | make_visible (op); |
|
|
2911 | |
3161 | if (op->type == PLAYER) |
2912 | if (op->type == PLAYER) |
3162 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2913 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3163 | } |
2914 | } |
3164 | else if (op->type == PLAYER && skop) |
2915 | else if (op->type == PLAYER && skop) |
3165 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2916 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3218 | * object op. This function works fine for monsters, |
2969 | * object op. This function works fine for monsters, |
3219 | * but we dont worry if the object isnt the top one in |
2970 | * but we dont worry if the object isnt the top one in |
3220 | * a pile (say a coin under a table would return "viewable" |
2971 | * a pile (say a coin under a table would return "viewable" |
3221 | * by this routine). Another question, should we be |
2972 | * by this routine). Another question, should we be |
3222 | * concerned with the direction the player is looking |
2973 | * concerned with the direction the player is looking |
3223 | * in? Realistically, most of use cant see stuff behind |
2974 | * in? Realistically, most of us can't see stuff behind |
3224 | * our backs...on the other hand, does the "facing" direction |
2975 | * our backs...on the other hand, does the "facing" direction |
3225 | * imply the way your head, or body is facing? Its possible |
2976 | * imply the way your head, or body is facing? It's possible |
3226 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2977 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3227 | * -b.t. |
2978 | * -b.t. |
3228 | * This function is now map tiling safe. |
2979 | * This function is now map tiling safe. |
3229 | */ |
2980 | */ |
3230 | |
|
|
3231 | int |
2981 | int |
3232 | player_can_view (object *pl, object *op) |
2982 | player_can_view (object *pl, object *op) |
3233 | { |
2983 | { |
3234 | rv_vector rv; |
2984 | rv_vector rv; |
3235 | int dx, dy; |
2985 | int dx, dy; |
… | |
… | |
3247 | |
2997 | |
3248 | get_rangevector (pl, op, &rv, 0x1); |
2998 | get_rangevector (pl, op, &rv, 0x1); |
3249 | |
2999 | |
3250 | /* starting with the 'head' part, lets loop |
3000 | /* starting with the 'head' part, lets loop |
3251 | * through the object and find if it has any |
3001 | * through the object and find if it has any |
3252 | * part that is in the los array but isnt on |
3002 | * part that is in the los array but isn't on |
3253 | * a blocked los square. |
3003 | * a blocked los square. |
3254 | * we use the archetype to figure out offsets. |
3004 | * we use the archetype to figure out offsets. |
3255 | */ |
3005 | */ |
3256 | while (op) |
3006 | while (op) |
3257 | { |
3007 | { |
3258 | dx = rv.distance_x + op->arch->clone.x; |
3008 | dx = rv.distance_x + op->arch->x; |
3259 | dy = rv.distance_y + op->arch->clone.y; |
3009 | dy = rv.distance_y + op->arch->y; |
3260 | |
3010 | |
3261 | /* only the viewable area the player sees is updated by LOS |
3011 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3262 | * code, so we need to restrict ourselves to that range of values |
|
|
3263 | * for any meaningful values. |
|
|
3264 | */ |
|
|
3265 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3266 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3267 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3268 | return 1; |
3012 | return 1; |
|
|
3013 | |
3269 | op = op->more; |
3014 | op = op->more; |
3270 | } |
3015 | } |
3271 | return 0; |
|
|
3272 | } |
|
|
3273 | |
3016 | |
3274 | /* routine for both players and monsters. We call this when |
|
|
3275 | * there is a possibility for our action distrubing our hiding |
|
|
3276 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3277 | * effected by this. If we arent invisible to begin with, we |
|
|
3278 | * return 0. |
|
|
3279 | */ |
|
|
3280 | int |
|
|
3281 | action_makes_visible (object *op) |
|
|
3282 | { |
|
|
3283 | |
|
|
3284 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3285 | { |
|
|
3286 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3287 | return 0; |
|
|
3288 | |
|
|
3289 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3290 | return 0; |
|
|
3291 | |
|
|
3292 | /* If monsters, they should become visible */ |
|
|
3293 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3294 | { |
|
|
3295 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3296 | return 1; |
|
|
3297 | } |
|
|
3298 | } |
|
|
3299 | return 0; |
3017 | return 0; |
3300 | } |
3018 | } |
3301 | |
3019 | |
3302 | /* op_on_battleground - checks if the given object op (usually |
3020 | /* op_on_battleground - checks if the given object op (usually |
3303 | * a player) is standing on a valid battleground-tile, |
3021 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3308 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3026 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3309 | */ |
3027 | */ |
3310 | int |
3028 | int |
3311 | op_on_battleground (object *op, int *x, int *y) |
3029 | op_on_battleground (object *op, int *x, int *y) |
3312 | { |
3030 | { |
3313 | object *tmp; |
|
|
3314 | |
|
|
3315 | /* A battleground-tile needs the following attributes to be valid: |
3031 | /* A battleground-tile needs the following attributes to be valid: |
3316 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3032 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3317 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3033 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3318 | * and the exit-coordinates sp/hp must both be > 0. |
3034 | * and the exit-coordinates sp/hp must both be > 0. |
3319 | * => The intention here is to prevent abuse of the battleground- |
3035 | * => The intention here is to prevent abuse of the battleground- |
3320 | * feature (like pickable or hidden battleground tiles). */ |
3036 | * feature (like pickable or hidden battleground tiles). */ |
3321 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3037 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3322 | { |
3038 | { |
3323 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3039 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3324 | { |
3040 | { |
3325 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3041 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3326 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3042 | && tmp->type == BATTLEGROUND |
|
|
3043 | && tmp->name == shstr_battleground |
|
|
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3327 | { |
3045 | { |
3328 | /*before we assign the exit, check if this is a teambattle */ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3329 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3330 | { |
|
|
3331 | object *invtmp; |
|
|
3332 | |
|
|
3333 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3049 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3334 | { |
3050 | { |
3335 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3336 | { |
|
|
3337 | if (x != NULL && y != NULL) |
3051 | if (x && y) |
3338 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3052 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3053 | |
3339 | return 1; |
3054 | return 1; |
3340 | } |
|
|
3341 | } |
3055 | } |
3342 | } |
3056 | |
3343 | if (x != NULL && y != NULL) |
3057 | if (x && y) |
3344 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3058 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3059 | |
3345 | return 1; |
3060 | return 1; |
3346 | } |
3061 | } |
3347 | } |
3062 | } |
3348 | } |
3063 | } |
|
|
3064 | |
3349 | /* If we got here, did not find a battleground */ |
3065 | /* If we got here, did not find a battleground */ |
3350 | return 0; |
3066 | return 0; |
3351 | } |
3067 | } |
3352 | |
3068 | |
3353 | /* |
3069 | /* |
… | |
… | |
3369 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3085 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3370 | int i = 0, j = 0; |
3086 | int i = 0, j = 0; |
3371 | |
3087 | |
3372 | /* get the appropriate treasurelist */ |
3088 | /* get the appropriate treasurelist */ |
3373 | if (atnr == ATNR_FIRE) |
3089 | if (atnr == ATNR_FIRE) |
3374 | trlist = find_treasurelist ("dragon_ability_fire"); |
3090 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3375 | else if (atnr == ATNR_COLD) |
3091 | else if (atnr == ATNR_COLD) |
3376 | trlist = find_treasurelist ("dragon_ability_cold"); |
3092 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3377 | else if (atnr == ATNR_ELECTRICITY) |
3093 | else if (atnr == ATNR_ELECTRICITY) |
3378 | trlist = find_treasurelist ("dragon_ability_elec"); |
3094 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3379 | else if (atnr == ATNR_POISON) |
3095 | else if (atnr == ATNR_POISON) |
3380 | trlist = find_treasurelist ("dragon_ability_poison"); |
3096 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3381 | |
3097 | |
3382 | if (trlist == NULL || who->type != PLAYER) |
3098 | if (trlist == NULL || who->type != PLAYER) |
3383 | return; |
3099 | return; |
3384 | |
3100 | |
3385 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3101 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3389 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3105 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3390 | return; |
3106 | return; |
3391 | } |
3107 | } |
3392 | |
3108 | |
3393 | /* everything seems okay - now bring on the gift: */ |
3109 | /* everything seems okay - now bring on the gift: */ |
3394 | item = &(tr->item->clone); |
3110 | item = tr->item; |
3395 | |
3111 | |
3396 | if (item->type == SPELL) |
3112 | if (item->type == SPELL) |
3397 | { |
3113 | { |
3398 | if (check_spell_known (who, item->name)) |
3114 | if (check_spell_known (who, item->name)) |
3399 | return; |
3115 | return; |
… | |
… | |
3458 | { |
3174 | { |
3459 | /* forces in the treasurelist can alter the player's stats */ |
3175 | /* forces in the treasurelist can alter the player's stats */ |
3460 | object *skin; |
3176 | object *skin; |
3461 | |
3177 | |
3462 | /* first get the dragon skin force */ |
3178 | /* first get the dragon skin force */ |
3463 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3464 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3179 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3465 | ; |
3180 | ; |
3466 | |
3181 | |
3467 | if (!skin) |
3182 | if (!skin) |
3468 | return; |
3183 | return; |
3469 | |
3184 | |
… | |
… | |
3502 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3217 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3503 | } |
3218 | } |
3504 | else |
3219 | else |
3505 | { |
3220 | { |
3506 | /* generate misc. treasure */ |
3221 | /* generate misc. treasure */ |
3507 | tmp = arch_to_object (tr->item); |
3222 | tmp = tr->item->instance (); |
3508 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3223 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3509 | tmp = insert_ob_in_ob (tmp, who); |
3224 | who->insert (tmp); |
3510 | if (who->type == PLAYER) |
|
|
3511 | esrv_send_item (who, tmp); |
|
|
3512 | } |
3225 | } |
3513 | } |
3226 | } |
3514 | |
3227 | |
3515 | /** |
3228 | /** |
3516 | * Unready an object for a player. This function does nothing if the object was |
3229 | * Unready an object for a player. This function does nothing if the object was |
3517 | * not readied. |
3230 | * not readied. |
3518 | */ |
3231 | */ |
3519 | void |
3232 | void |
3520 | player_unready_range_ob (player *pl, object *ob) |
3233 | player_unready_range_ob (player *pl, object *ob) |
3521 | { |
3234 | { |
3522 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3235 | if (pl->ob->current_weapon == ob) |
|
|
3236 | pl->ob->current_weapon = 0; |
|
|
3237 | |
|
|
3238 | if (pl->combat_ob == ob) |
|
|
3239 | pl->combat_ob = 0; |
|
|
3240 | |
3523 | if (pl->ranges[i] == ob) |
3241 | if (pl->ranged_ob == ob) |
3524 | { |
|
|
3525 | pl->ranges[i] = 0; |
3242 | pl->ranged_ob = 0; |
3526 | if (pl->shoottype == i) |
|
|
3527 | pl->shoottype = range_none; |
|
|
3528 | } |
|
|
3529 | } |
3243 | } |
|
|
3244 | |
|
|
3245 | //-GPL |
3530 | |
3246 | |
3531 | sint8 |
3247 | sint8 |
3532 | player::visibility_at (maptile *map, int x, int y) const |
3248 | player::darkness_at (maptile *map, int x, int y) const |
3533 | { |
3249 | { |
3534 | if (!ns) |
3250 | if (!ns) |
3535 | return 0; |
3251 | return LOS_BLOCKED; |
3536 | |
3252 | |
3537 | int dx, dy; |
3253 | int dx, dy; |
3538 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3254 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3539 | return 0; |
3255 | return LOS_BLOCKED; |
3540 | |
3256 | |
3541 | x += dx - ns->current_x + ns->mapx / 2; |
3257 | x += dx - ns->current_x; |
3542 | y += dy - ns->current_y + ns->mapy / 2; |
3258 | y += dy - ns->current_y; |
3543 | |
3259 | |
3544 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3545 | return 0; |
|
|
3546 | |
|
|
3547 | return 100 - blocked_los [x][y]; |
3260 | return blocked_los (x, y); |
3548 | } |
3261 | } |
|
|
3262 | |
|
|
3263 | void |
|
|
3264 | player::infobox (const char *title, const char *msg, int color) |
|
|
3265 | { |
|
|
3266 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::statusmsg (const char *msg, int color) |
|
|
3271 | { |
|
|
3272 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3273 | } |
|
|
3274 | |
|
|
3275 | void |
|
|
3276 | player::failmsg (const char *msg, int color) |
|
|
3277 | { |
|
|
3278 | play_sound (sound_find ("generic_failure")); |
|
|
3279 | statusmsg (msg, color); |
|
|
3280 | } |
|
|
3281 | |