1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <sounds.h> |
29 | #include <sounds.h> |
27 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
32 | #include <algorithm> |
35 | #include <algorithm> |
33 | #include <functional> |
36 | #include <functional> |
34 | |
37 | |
35 | playervec players; |
38 | playervec players; |
36 | |
39 | |
37 | void |
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38 | display_motd (const object *op) |
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39 | { |
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40 | char buf[MAX_BUF]; |
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41 | char motd[HUGE_BUF]; |
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42 | FILE *fp; |
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43 | int comp; |
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44 | int size; |
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45 | |
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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48 | return; |
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49 | |
|
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50 | motd[0] = '\0'; |
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51 | size = 0; |
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52 | |
|
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53 | while (fgets (buf, MAX_BUF, fp)) |
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54 | { |
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55 | if (*buf == '#') |
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
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59 | size += strlen (buf); |
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60 | } |
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
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64 | } |
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65 | |
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66 | void |
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67 | send_rules (const object *op) |
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68 | { |
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69 | char buf[MAX_BUF]; |
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70 | char rules[HUGE_BUF]; |
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71 | FILE *fp; |
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72 | int comp; |
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73 | int size; |
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74 | |
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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77 | return; |
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78 | |
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79 | rules[0] = '\0'; |
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80 | size = 0; |
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81 | |
|
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82 | while (fgets (buf, MAX_BUF, fp)) |
|
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83 | { |
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84 | if (*buf == '#') |
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85 | continue; |
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86 | |
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87 | if (size + strlen (buf) >= HUGE_BUF) |
|
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88 | { |
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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90 | break; |
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91 | } |
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
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94 | size += strlen (buf); |
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
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108 | int comp; |
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109 | int size; |
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110 | |
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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113 | return; |
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114 | |
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115 | news[0] = '\0'; |
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116 | subject[0] = '\0'; |
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117 | size = 0; |
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118 | |
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119 | while (fgets (buf, MAX_BUF, fp)) |
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120 | { |
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121 | if (*buf == '#') |
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122 | continue; |
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123 | |
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124 | if (*buf == '%') |
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125 | { /* send one news */ |
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
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130 | subject, news); /*send previously read news */ |
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131 | |
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132 | strcpy (subject, buf + 1); |
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133 | strip_endline (subject); |
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134 | size = 0; |
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135 | news[0] = '\0'; |
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136 | } |
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137 | else |
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138 | { |
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139 | if (size + strlen (buf) >= HUGE_BUF) |
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140 | { |
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141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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142 | break; |
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143 | } |
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144 | strncat (news + size, buf, HUGE_BUF - size); |
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145 | size += strlen (buf); |
|
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146 | } |
|
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147 | } |
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148 | |
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149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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151 | close_and_delete (fp, comp); |
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152 | } |
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153 | |
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154 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
155 | static void |
41 | static void |
156 | set_first_map (object *op) |
42 | set_first_map (object *op) |
157 | { |
43 | { |
158 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
221 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
222 | |
108 | |
223 | ob->update_weight (); |
109 | ob->update_weight (); |
224 | link_skills (); |
110 | link_skills (); |
225 | |
111 | |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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227 | |
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228 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
229 | |
113 | |
230 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
231 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
232 | { |
116 | { |
233 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
234 | |
118 | |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
250 | |
134 | |
251 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
252 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
254 | |
138 | |
255 | activate (); |
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256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
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261 | INVOKE_PLAYER (CONNECT, this); |
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262 | INVOKE_PLAYER (LOGIN, this); |
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263 | } |
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264 | |
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265 | void |
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266 | player::disconnect () |
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267 | { |
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268 | if (ob) |
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269 | { |
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270 | ob->close_container (); //TODO: client-specific |
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271 | ob->drop_unpaid_items (); |
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272 | } |
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273 | |
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274 | if (ns) |
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275 | { |
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276 | if (active) |
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277 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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278 | |
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279 | INVOKE_PLAYER (DISCONNECT, this); |
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280 | |
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281 | ns->reset_stats (); |
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282 | ns->pl = 0; |
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283 | ns = 0; |
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284 | } |
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285 | |
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286 | observe = ob; |
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287 | |
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288 | deactivate (); |
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289 | } |
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290 | |
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291 | // the need for this function can be explained |
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292 | // by load_object not returning the object |
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293 | void |
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294 | player::set_object (object *op) |
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295 | { |
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296 | ob = observe = op; |
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297 | ob->contr = this; /* this aren't yet in archetype */ |
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298 | |
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299 | ob->speed = 1.0f; |
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300 | ob->speed_left = 0.5f; |
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301 | |
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302 | ob->direction = 5; /* So player faces south */ |
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303 | |
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
305 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
306 | ob->flag [FLAG_READY_BOW] = false; |
141 | ob->flag [FLAG_READY_BOW] = false; |
307 | |
142 | |
308 | for (object *op = ob->inv; op; op = op->below) |
143 | for (object *op = ob->inv; op; op = op->below) |
309 | if (op->flag [FLAG_APPLIED]) |
144 | if (op->flag [FLAG_APPLIED]) |
310 | switch (op->type) |
145 | switch (op->type) |
311 | { |
146 | { |
312 | case SKILL: |
147 | case SKILL: |
313 | ob->flag [FLAG_APPLIED] = false; |
148 | op->flag [FLAG_APPLIED] = false; |
314 | break; |
149 | break; |
315 | |
150 | |
316 | case WAND: |
151 | case WAND: |
317 | case ROD: |
152 | case ROD: |
318 | case HORN: |
153 | case HORN: |
… | |
… | |
323 | case WEAPON: |
158 | case WEAPON: |
324 | combat_ob = op; |
159 | combat_ob = op; |
325 | break; |
160 | break; |
326 | } |
161 | } |
327 | |
162 | |
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163 | ob->current_weapon = 0; |
328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
329 | ob->deactivate (); // change_weapon activates, fix this better |
165 | activate (); // change_weapon also activates, but this doesn't hurt |
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166 | |
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167 | INVOKE_PLAYER (CONNECT, this); |
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168 | INVOKE_PLAYER (LOGIN, this); |
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169 | } |
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170 | |
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171 | void |
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172 | player::disconnect () |
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173 | { |
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174 | if (ob) |
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175 | { |
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176 | ob->close_container (); //TODO: client-specific |
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177 | ob->drop_unpaid_items (); |
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178 | } |
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179 | |
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180 | if (ns) |
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181 | { |
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182 | if (active) |
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183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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184 | |
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185 | INVOKE_PLAYER (DISCONNECT, this); |
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186 | |
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187 | ns->reset_stats (); |
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188 | ns->pl = 0; |
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189 | ns = 0; |
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190 | } |
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191 | |
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192 | // this is important for the player scheduler to get the correct refcount |
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193 | // when ns = 0 |
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194 | observe = viewpoint = ob; |
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195 | |
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196 | deactivate (); |
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197 | } |
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198 | |
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199 | //-GPL |
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200 | |
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201 | // the need for this function can be explained |
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202 | // by load_object not returning the object |
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203 | void |
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204 | player::set_object (object *op) |
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205 | { |
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206 | ob = observe = viewpoint = op; |
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207 | ob->contr = this; /* this aren't yet in archetype */ |
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208 | |
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209 | ob->speed = 1.0f; |
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210 | ob->speed_left = 0.5f; |
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211 | |
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212 | ob->direction = 5; /* So player faces south */ |
330 | } |
213 | } |
331 | |
214 | |
332 | void |
215 | void |
333 | player::set_observe (object *op) |
216 | player::set_observe (object *op) |
334 | { |
217 | { |
335 | observe = op ? op : ob; |
218 | observe = viewpoint = op ? op : ob; |
336 | do_los = 1; |
219 | do_los = 1; |
337 | } |
220 | } |
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221 | |
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222 | void |
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223 | player::set_viewpoint (object *op) |
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224 | { |
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225 | viewpoint = op ? op : (object *)observe; |
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226 | do_los = 1; |
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227 | } |
|
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228 | |
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229 | //+GPL |
338 | |
230 | |
339 | player::player () |
231 | player::player () |
340 | { |
232 | { |
341 | /* There are some elements we want initialised to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
342 | * we deal with that below this point. |
234 | * we deal with that below this point. |
… | |
… | |
369 | { |
261 | { |
370 | ob->destroy_inv (false); |
262 | ob->destroy_inv (false); |
371 | ob->destroy (); |
263 | ob->destroy (); |
372 | } |
264 | } |
373 | |
265 | |
374 | ob = observe = 0; |
266 | ob = observe = viewpoint = 0; |
375 | } |
267 | } |
376 | |
268 | |
377 | player::~player () |
269 | player::~player () |
378 | { |
270 | { |
379 | /* Clear item stack */ |
271 | /* Clear item stack */ |
380 | free (stack_items); |
272 | free (stack_items); |
|
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273 | } |
|
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274 | |
|
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275 | /* |
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276 | * get_player_archetype() return next player archetype from archetype |
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277 | * list. Not very efficient routine, but used only creating new players. |
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278 | * Note: there MUST be at least one player archetype! |
|
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279 | */ |
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280 | static archetype * |
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281 | get_player_archetype (archetype *at) |
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282 | { |
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283 | // archetypes could have been reloaded |
|
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284 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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285 | |
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286 | if (!nat) |
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287 | return at; |
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288 | |
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289 | archvec::iterator i = archetypes.find (nat); |
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290 | |
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291 | for (;;) |
|
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292 | { |
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293 | if (++i == archetypes.end ()) |
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294 | i = archetypes.begin (); |
|
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295 | else if (*i == at) |
|
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296 | cleanup ("not a single player archetype found"); |
|
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297 | |
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298 | if ((*i)->type == PLAYER) |
|
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299 | return *i; |
|
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300 | } |
381 | } |
301 | } |
382 | |
302 | |
383 | /* Tries to add player on the connection passed in ns. |
303 | /* Tries to add player on the connection passed in ns. |
384 | * All we can really get in this is some settings like host and display |
304 | * All we can really get in this is some settings like host and display |
385 | * mode. |
305 | * mode. |
… | |
… | |
387 | player * |
307 | player * |
388 | player::create () |
308 | player::create () |
389 | { |
309 | { |
390 | player *pl = new player; |
310 | player *pl = new player; |
391 | |
311 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
312 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
313 | |
394 | pl->ob->roll_stats (); |
314 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
315 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
316 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
317 | |
398 | set_first_map (pl->ob); |
318 | set_first_map (pl->ob); |
399 | |
319 | |
400 | return pl; |
320 | return pl; |
401 | } |
|
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402 | |
|
|
403 | /* |
|
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404 | * get_player_archetype() return next player archetype from archetype |
|
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405 | * list. Not very efficient routine, but used only creating new players. |
|
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406 | * Note: there MUST be at least one player archetype! |
|
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407 | */ |
|
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408 | archetype * |
|
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409 | get_player_archetype (archetype *at) |
|
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410 | { |
|
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411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
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414 | if (!nat) |
|
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415 | return at; |
|
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416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
|
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418 | |
|
|
419 | for (;;) |
|
|
420 | { |
|
|
421 | if (++i == archetypes.end ()) |
|
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422 | i = archetypes.begin (); |
|
|
423 | else if (*i == at) |
|
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424 | cleanup ("not a single player archetype found"); |
|
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425 | |
|
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426 | if ((*i)->type == PLAYER) |
|
|
427 | return *i; |
|
|
428 | } |
|
|
429 | } |
321 | } |
430 | |
322 | |
431 | object * |
323 | object * |
432 | get_nearest_player (object *mon) |
324 | get_nearest_player (object *mon) |
433 | { |
325 | { |
… | |
… | |
673 | op->destroy (); |
565 | op->destroy (); |
674 | continue; |
566 | continue; |
675 | } |
567 | } |
676 | } |
568 | } |
677 | |
569 | |
678 | /* This really needs to be better - we should really give |
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
571 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
572 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
573 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
574 | if (op->type == SKILL) |
685 | { |
575 | { |
686 | object *tmp; |
|
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687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
577 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
578 | { |
694 | op->destroy (); |
579 | op->destroy (); |
|
|
580 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
582 | break; |
697 | } |
583 | } |
698 | |
584 | |
699 | if (op->nrof > 1) |
585 | if (op->nrof > 1) |
700 | op->nrof = 1; |
586 | op->nrof = 1; |
701 | } |
587 | } |
702 | |
588 | |
… | |
… | |
748 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
634 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
749 | } |
635 | } |
750 | |
636 | |
751 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
637 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
752 | static int |
638 | static int |
753 | roll_stat (void) |
639 | roll_stat () |
754 | { |
640 | { |
755 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
756 | |
642 | |
757 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) rndm (6) + 1; |
644 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
855 | player::chargen_race_done () |
741 | player::chargen_race_done () |
856 | { |
742 | { |
857 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
858 | esrv_new_player (ob->contr); |
744 | esrv_new_player (ob->contr); |
859 | |
745 | |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
861 | if (tl) |
747 | if (tl) |
862 | create_treasure (tl, ob, 0, 0, 0); |
748 | create_treasure (tl, ob, 0, 0, 0); |
863 | |
749 | |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
918 | ob->stats.hp = ob->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
919 | ob->stats.sp = ob->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
920 | ob->stats.grace = 0; |
806 | ob->stats.grace = 0; |
921 | } |
807 | } |
922 | |
808 | |
923 | void |
809 | static void |
924 | flee_player (object *op) |
810 | flee_player (object *op) |
925 | { |
811 | { |
926 | int dir, diff; |
812 | int dir, diff; |
927 | rv_vector rv; |
813 | rv_vector rv; |
928 | |
814 | |
… | |
… | |
952 | dir = absdir (4 + rv.direction); |
838 | dir = absdir (4 + rv.direction); |
953 | for (diff = 0; diff < 3; diff++) |
839 | for (diff = 0; diff < 3; diff++) |
954 | { |
840 | { |
955 | int m = 1 - rndm (2) * 2; |
841 | int m = 1 - rndm (2) * 2; |
956 | |
842 | |
957 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
843 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
958 | return; |
844 | return; |
959 | } |
845 | } |
960 | |
846 | |
961 | /* Cornered, get rid of scared */ |
847 | /* Cornered, get rid of scared */ |
962 | CLEAR_FLAG (op, FLAG_SCARED); |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
978 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
979 | return 1; |
865 | return 1; |
980 | |
866 | |
981 | next = op->below; |
867 | next = op->below; |
982 | |
868 | |
983 | int cnt = MAX_ITEM_PER_DROP; |
869 | int cnt = MAX_ITEM_PER_ACTION; |
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
985 | |
871 | |
986 | /* loop while there are items on the floor that are not marked as |
872 | /* loop while there are items on the floor that are not marked as |
987 | * destroyed */ |
873 | * destroyed */ |
988 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
… | |
… | |
1014 | if (op->contr->mode & PU_DEBUG) |
900 | if (op->contr->mode & PU_DEBUG) |
1015 | { |
901 | { |
1016 | /* some debugging code to figure out item information */ |
902 | /* some debugging code to figure out item information */ |
1017 | const char *str = tmp->name |
903 | const char *str = tmp->name |
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
904 | ? format ("item name: %s item type: %d weight/value: %d", |
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
905 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
1020 | : format ("item name: %s item type: %d weight/value: %d", |
906 | : format ("item name: %s item type: %d weight/value: %d", |
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
907 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1022 | |
908 | |
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
909 | new_draw_info (NDI_UNIQUE, 0, op, str); |
1024 | } |
910 | } |
1025 | |
911 | |
1026 | if (op->contr->mode & PU_INHIBIT) |
912 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
1113 | continue; |
999 | continue; |
1114 | } |
1000 | } |
1115 | |
1001 | |
1116 | /* wands/staves/rods/horns */ |
1002 | /* wands/staves/rods/horns */ |
1117 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1118 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1004 | if (tmp->type == WAND |
|
|
1005 | || tmp->type == ROD |
|
|
1006 | || tmp->type == HORN |
|
|
1007 | || tmp->type == POWER_CRYSTAL) |
1119 | { |
1008 | { |
1120 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1121 | continue; |
1010 | continue; |
1122 | } |
1011 | } |
1123 | |
1012 | |
1124 | /* pick up all magical items */ |
1013 | /* pick up all magical items */ |
1125 | if (op->contr->mode & PU_MAGICAL) |
1014 | if (op->contr->mode & PU_MAGICAL) |
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1127 | { |
1017 | { |
1128 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
1129 | continue; |
1019 | continue; |
1130 | } |
1020 | } |
1131 | |
1021 | |
… | |
… | |
1138 | } |
1028 | } |
1139 | } |
1029 | } |
1140 | |
1030 | |
1141 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1142 | if (op->contr->mode & PU_JEWELS) |
1032 | if (op->contr->mode & PU_JEWELS) |
1143 | if (tmp->type == RING || tmp->type == AMULET) |
1033 | if (tmp->type == RING |
|
|
1034 | || tmp->type == AMULET |
|
|
1035 | || tmp->type == GIRDLE |
|
|
1036 | || tmp->type == SKILL_TOOL) |
1144 | { |
1037 | { |
1145 | CHK_PICK_PICKUP; |
1038 | CHK_PICK_PICKUP; |
1146 | continue; |
1039 | continue; |
1147 | } |
1040 | } |
1148 | |
1041 | |
… | |
… | |
1197 | CHK_PICK_PICKUP; |
1090 | CHK_PICK_PICKUP; |
1198 | continue; |
1091 | continue; |
1199 | } |
1092 | } |
1200 | |
1093 | |
1201 | if (op->contr->mode & PU_GLOVES) |
1094 | if (op->contr->mode & PU_GLOVES) |
1202 | if (tmp->type == GLOVES) |
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1203 | { |
1096 | { |
1204 | CHK_PICK_PICKUP; |
1097 | CHK_PICK_PICKUP; |
1205 | continue; |
1098 | continue; |
1206 | } |
1099 | } |
1207 | |
1100 | |
… | |
… | |
1221 | } |
1114 | } |
1222 | |
1115 | |
1223 | /* careful: chairs and tables are weapons! */ |
1116 | /* careful: chairs and tables are weapons! */ |
1224 | if (op->contr->mode & PU_ALLWEAPON) |
1117 | if (op->contr->mode & PU_ALLWEAPON) |
1225 | { |
1118 | { |
1226 | if (tmp->type == WEAPON && tmp->name != NULL) |
1119 | if (tmp->type == WEAPON) |
1227 | { |
1120 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1228 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL && |
|
|
1229 | strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1230 | { |
1121 | { |
1231 | CHK_PICK_PICKUP; |
1122 | CHK_PICK_PICKUP; |
1232 | continue; |
1123 | continue; |
1233 | } |
1124 | } |
1234 | } |
|
|
1235 | |
|
|
1236 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1237 | { |
|
|
1238 | if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL) |
|
|
1239 | { |
|
|
1240 | CHK_PICK_PICKUP; |
|
|
1241 | continue; |
|
|
1242 | } |
|
|
1243 | } |
|
|
1244 | } |
1125 | } |
1245 | |
1126 | |
1246 | /* misc stuff that's useful */ |
1127 | /* misc stuff that's useful */ |
1247 | if (op->contr->mode & PU_KEY) |
1128 | if (op->contr->mode & PU_KEY) |
1248 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1129 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
… | |
… | |
1269 | fprintf (stderr, "%s", tmp->name); |
1150 | fprintf (stderr, "%s", tmp->name); |
1270 | } |
1151 | } |
1271 | else |
1152 | else |
1272 | fprintf (stderr, "%s", tmp->arch->archname); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1273 | fprintf (stderr, ",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1274 | 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)))); |
1275 | #endif |
1156 | #endif |
1276 | CHK_PICK_PICKUP; |
1157 | CHK_PICK_PICKUP; |
1277 | continue; |
1158 | continue; |
1278 | } |
1159 | } |
1279 | } /* the new pickup model */ |
1160 | } /* the new pickup model */ |
1280 | } |
1161 | } |
1281 | |
1162 | |
1282 | return !stop; |
1163 | return !stop; |
1283 | } |
1164 | } |
1284 | |
1165 | |
|
|
1166 | /* routine for both players and monsters. We call this when |
|
|
1167 | * there is a possibility for our action distrubing our hiding |
|
|
1168 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1169 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1170 | * return 0. |
|
|
1171 | */ |
|
|
1172 | static int |
|
|
1173 | action_makes_visible (object *op) |
|
|
1174 | { |
|
|
1175 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1176 | { |
|
|
1177 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1178 | { |
|
|
1179 | // artefact invisibility is permanent, but we still make noise |
|
|
1180 | // this is important for game-balance. |
|
|
1181 | if (op->contr) |
|
|
1182 | op->make_noise (); |
|
|
1183 | |
|
|
1184 | return 0; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1188 | return 0; |
|
|
1189 | |
|
|
1190 | /* If monsters, they should become visible */ |
|
|
1191 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1192 | { |
|
|
1193 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1194 | return 1; |
|
|
1195 | } |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | return 0; |
|
|
1199 | } |
|
|
1200 | |
1285 | /* |
1201 | /* |
1286 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1287 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1288 | * found object is returned. |
1204 | * found object is returned. |
1289 | */ |
1205 | */ |
1290 | object * |
1206 | static object * |
1291 | find_arrow (object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1292 | { |
1208 | { |
1293 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1294 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1295 | return splay (tmp); |
1211 | return splay (tmp); |
… | |
… | |
1309 | * 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 |
1310 | * 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 |
1311 | * 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 |
1312 | * 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. |
1313 | */ |
1229 | */ |
1314 | object * |
1230 | static object * |
1315 | 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) |
1316 | { |
1232 | { |
1317 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1318 | int attacknum, attacktype, betterby = 0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1319 | |
1235 | |
1320 | if (!type) |
1236 | if (!type) |
… | |
… | |
1324 | { |
1240 | { |
1325 | 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)) |
1326 | { |
1242 | { |
1327 | i = 0; |
1243 | i = 0; |
1328 | ntmp = find_better_arrow (arrow, target, type, &i); |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1245 | |
1329 | if (i > betterby) |
1246 | if (i > betterby) |
1330 | { |
1247 | { |
1331 | tmp = ntmp; |
1248 | tmp = ntmp; |
1332 | betterby = i; |
1249 | betterby = i; |
1333 | } |
1250 | } |
1334 | } |
1251 | } |
1335 | else if (arrow->type == ARROW && arrow->race == type) |
1252 | else if (arrow->type == ARROW && arrow->race == type) |
1336 | { |
1253 | { |
1337 | /* allways prefer assasination/slaying */ |
1254 | /* allways prefer assasination/slaying */ |
1338 | if (target->race && arrow->slaying && strstr (arrow->slaying, target->race)) |
1255 | if (target->race && arrow->slaying.contains (target->race)) |
1339 | { |
1256 | { |
1340 | if (arrow->attacktype & AT_DEATH) |
1257 | if (arrow->attacktype & AT_DEATH) |
1341 | { |
1258 | { |
1342 | *better = 100; |
1259 | *better = 100; |
1343 | return arrow; |
1260 | return arrow; |
… | |
… | |
1358 | { |
1275 | { |
1359 | tmp = arrow; |
1276 | tmp = arrow; |
1360 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1277 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1361 | } |
1278 | } |
1362 | } |
1279 | } |
|
|
1280 | |
1363 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1281 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1364 | { |
1282 | { |
1365 | tmp = arrow; |
1283 | tmp = arrow; |
1366 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1284 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1367 | } |
1285 | } |
|
|
1286 | |
1368 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1287 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1369 | { |
1288 | { |
1370 | tmp = arrow; |
1289 | tmp = arrow; |
1371 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1290 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1372 | } |
1291 | } |
… | |
… | |
1385 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1386 | * op = the shooter |
1305 | * op = the shooter |
1387 | * type = bow->race |
1306 | * type = bow->race |
1388 | * dir = fire direction |
1307 | * dir = fire direction |
1389 | */ |
1308 | */ |
1390 | object * |
1309 | static object * |
1391 | pick_arrow_target (object *op, const char *type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1392 | { |
1311 | { |
1393 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1394 | maptile *m; |
1313 | maptile *m; |
1395 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
1396 | sint16 x, y; |
1315 | sint16 x, y; |
… | |
… | |
1482 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1401 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1483 | return 0; |
1402 | return 0; |
1484 | } |
1403 | } |
1485 | |
1404 | |
1486 | // optimisation: move object to top so we will find it quickly again |
1405 | // optimisation: move object to top so we will find it quickly again |
1487 | if (bow->below) |
1406 | splay (bow); |
1488 | { |
|
|
1489 | bow->remove (); |
|
|
1490 | op->insert (bow); |
|
|
1491 | } |
|
|
1492 | } |
1407 | } |
1493 | |
1408 | |
1494 | if (!bow->race || !bow->skill) |
1409 | if (!bow->race || !bow->skill) |
1495 | { |
1410 | { |
1496 | 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); |
… | |
… | |
1542 | arrow->direction = dir; |
1457 | arrow->direction = dir; |
1543 | |
1458 | |
1544 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1459 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1545 | arrow->stats.hp = arrow->stats.dam; |
1460 | arrow->stats.hp = arrow->stats.dam; |
1546 | arrow->stats.grace = arrow->attacktype; |
1461 | arrow->stats.grace = arrow->attacktype; |
1547 | |
1462 | arrow->custom_name = arrow->slaying; |
1548 | if (arrow->slaying) |
|
|
1549 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1550 | |
1463 | |
1551 | #if 0 |
1464 | #if 0 |
1552 | if (player *pl = op->contr) |
1465 | if (player *pl = op->contr) |
1553 | { |
1466 | { |
1554 | float speed = pl->weapon_sp; |
1467 | float speed = pl->weapon_sp; |
… | |
… | |
1616 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1617 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1618 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1619 | * hence the function name. |
1532 | * hence the function name. |
1620 | */ |
1533 | */ |
1621 | int |
1534 | static int |
1622 | player_fire_bow (object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1623 | { |
1536 | { |
1624 | int ret; |
1537 | int ret; |
1625 | |
1538 | |
1626 | if (op->contr->bowtype == bow_bestarrow) |
1539 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1654 | } |
1567 | } |
1655 | |
1568 | |
1656 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1657 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1658 | */ |
1571 | */ |
1659 | void |
1572 | static void |
1660 | fire_misc_object (object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1661 | { |
1574 | { |
1662 | object *item = op->contr->ranged_ob; |
1575 | object *item = op->contr->ranged_ob; |
1663 | |
1576 | |
1664 | if (!item) |
1577 | if (!item) |
… | |
… | |
1686 | return; |
1599 | return; |
1687 | } |
1600 | } |
1688 | } |
1601 | } |
1689 | else if (item->type == ROD || item->type == HORN) |
1602 | else if (item->type == ROD || item->type == HORN) |
1690 | { |
1603 | { |
1691 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1604 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1692 | |
1605 | |
1693 | // using the maximum of the rods charge allows at least one spell cast |
1606 | // using the maximum of the rods charge allows at least one spell cast |
1694 | // for a rod or horn, this fixes some broken rods. |
1607 | // for a rod or horn, this fixes some broken rods. |
1695 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1608 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1696 | { |
1609 | { |
1697 | op->contr->play_sound (sound_find ("wand_poof")); |
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
1698 | |
1611 | |
1699 | if (item->type == ROD) |
1612 | if (item->type == ROD) |
1700 | 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)); |
… | |
… | |
1768 | case BOW: |
1681 | case BOW: |
1769 | player_fire_bow (op, dir); |
1682 | player_fire_bow (op, dir); |
1770 | break; |
1683 | break; |
1771 | |
1684 | |
1772 | case SPELL: |
1685 | case SPELL: |
1773 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1686 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1774 | break; |
1687 | break; |
1775 | |
1688 | |
1776 | case BUILDER: |
1689 | case BUILDER: |
1777 | apply_map_builder (op, dir); |
1690 | apply_map_builder (op, dir); |
1778 | break; |
1691 | break; |
… | |
… | |
1787 | } |
1700 | } |
1788 | |
1701 | |
1789 | return true; |
1702 | return true; |
1790 | } |
1703 | } |
1791 | |
1704 | |
1792 | /* find_key |
1705 | static object * |
1793 | * We try to find a key for the door as passed. If we find a key |
|
|
1794 | * and successfully use it, we return the key, otherwise NULL |
|
|
1795 | * This function merges both normal and locked door, since the logic |
|
|
1796 | * for both is the same - just the specific key is different. |
|
|
1797 | * pl is the player, |
|
|
1798 | * inv is the objects inventory to searched |
|
|
1799 | * door is the door we are trying to match against. |
|
|
1800 | * This function can be called recursively to search containers. |
|
|
1801 | */ |
|
|
1802 | object * |
|
|
1803 | find_key (object *pl, object *container, object *door) |
1706 | find_key_ (object *pl, object *container, object *door) |
1804 | { |
1707 | { |
1805 | object *tmp, *key; |
1708 | object *tmp, *key; |
1806 | |
1709 | |
1807 | /* Should not happen, but sanity checking is never bad */ |
1710 | /* Should not happen, but sanity checking is never bad */ |
1808 | if (!container->inv) |
1711 | if (!container->inv) |
… | |
… | |
1811 | /* 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 */ |
1812 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1813 | { |
1716 | { |
1814 | if (door->type == DOOR && tmp->type == KEY) |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1815 | break; |
1718 | break; |
|
|
1719 | |
1816 | /* For sanity, we should really check door type, but other stuff |
1720 | /* For sanity, we should really check door type, but other stuff |
1817 | * (like containers) can be locked with special keys |
1721 | * (like containers) can be locked with special keys |
1818 | */ |
1722 | */ |
1819 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1820 | break; |
1724 | break; |
… | |
… | |
1826 | * a key, return |
1730 | * a key, return |
1827 | */ |
1731 | */ |
1828 | if (!tmp) |
1732 | if (!tmp) |
1829 | { |
1733 | { |
1830 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1831 | { |
|
|
1832 | /* No reason to search empty containers */ |
1735 | /* No reason to search empty containers */ |
1833 | if (tmp->type == CONTAINER && tmp->inv) |
1736 | if (tmp->type == CONTAINER && tmp->inv) |
1834 | { |
|
|
1835 | if ((key = find_key (pl, tmp, door))) |
1737 | if ((key = find_key_ (pl, tmp, door))) |
1836 | return key; |
1738 | return key; |
1837 | } |
|
|
1838 | } |
|
|
1839 | |
1739 | |
1840 | if (!tmp) |
1740 | if (!tmp) |
1841 | return NULL; |
1741 | return 0; |
1842 | } |
1742 | } |
1843 | |
1743 | |
1844 | /* 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, |
1845 | * see if we actually want to use it |
1745 | * see if we actually want to use it |
1846 | */ |
1746 | */ |
1847 | if (pl != container) |
1747 | if (pl != container) |
1848 | { |
1748 | { |
1849 | /* Only let players use keys in containers */ |
1749 | /* Only let players use keys in containers */ |
1850 | if (!pl->contr) |
1750 | if (!pl->contr) |
1851 | return NULL; |
1751 | return 0; |
|
|
1752 | |
1852 | /* cases where this fails: |
1753 | /* cases where this fails: |
1853 | * If we only search the player inventory, return now since we |
1754 | * If we only search the player inventory, return now since we |
1854 | * are not in the players inventory. |
1755 | * are not in the players inventory. |
1855 | * If the container is not active, return now since only active |
1756 | * If the container is not active, return now since only active |
1856 | * containers can be used. |
1757 | * containers can be used. |
… | |
… | |
1860 | * inv must have been an container and must have been active. |
1761 | * inv must have been an container and must have been active. |
1861 | * |
1762 | * |
1862 | * Change the color so that the message doesn't disappear with |
1763 | * Change the color so that the message doesn't disappear with |
1863 | * all the others. |
1764 | * all the others. |
1864 | */ |
1765 | */ |
1865 | if (pl->contr->usekeys == key_inventory || |
1766 | if (pl->contr->usekeys == key_inventory |
1866 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1867 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1868 | { |
1769 | { |
1869 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1870 | "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)); |
1871 | return NULL; |
1772 | return NULL; |
1872 | } |
1773 | } |
1873 | } |
1774 | } |
1874 | |
1775 | |
1875 | 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); |
1876 | } |
1802 | } |
1877 | |
1803 | |
1878 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1879 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1880 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
… | |
… | |
1930 | * going to try and move (not fire weapons). |
1856 | * going to try and move (not fire weapons). |
1931 | */ |
1857 | */ |
1932 | bool |
1858 | bool |
1933 | move_player_attack (object *op, int dir) |
1859 | move_player_attack (object *op, int dir) |
1934 | { |
1860 | { |
1935 | int on_battleground; |
1861 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1862 | { |
|
|
1863 | --op->speed_left; |
|
|
1864 | return true; |
|
|
1865 | } |
1936 | |
1866 | |
1937 | sint16 nx = freearr_x[dir] + op->x; |
1867 | sint16 nx = freearr_x[dir] + op->x; |
1938 | sint16 ny = freearr_y[dir] + op->y; |
1868 | sint16 ny = freearr_y[dir] + op->y; |
1939 | |
1869 | |
1940 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1941 | |
|
|
1942 | if (out_of_map (op->map, nx, ny)) |
1870 | if (out_of_map (op->map, nx, ny)) |
1943 | return false; |
1871 | return false; |
1944 | |
|
|
1945 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1946 | { |
|
|
1947 | --op->speed_left; |
|
|
1948 | return true; |
|
|
1949 | } |
|
|
1950 | |
1872 | |
1951 | /* 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 |
1952 | * 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 |
1953 | * 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 |
1954 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2023 | } |
1945 | } |
2024 | else |
1946 | else |
2025 | return false; |
1947 | return false; |
2026 | } |
1948 | } |
2027 | |
1949 | |
|
|
1950 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1951 | |
2028 | /* in certain circumstances, you shouldn't attack friendly |
1952 | /* in certain circumstances, you shouldn't attack friendly |
2029 | * creatures. Note that if you are braced, you can't push |
1953 | * creatures. Note that if you are braced, you can't push |
2030 | * 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 |
2031 | * attack them either. |
1955 | * attack them either. |
2032 | */ |
1956 | */ |
… | |
… | |
2096 | } |
2020 | } |
2097 | |
2021 | |
2098 | bool |
2022 | bool |
2099 | move_player (object *op, int dir) |
2023 | move_player (object *op, int dir) |
2100 | { |
2024 | { |
2101 | int pick; |
|
|
2102 | |
|
|
2103 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2104 | return 0; |
2026 | return 0; |
2105 | |
2027 | |
2106 | /* Sanity check: make sure dir is valid */ |
2028 | /* Sanity check: make sure dir is valid */ |
2107 | if ((dir < 0) || (dir >= 9)) |
2029 | if (dir < 0 || dir >= 9) |
2108 | { |
2030 | { |
2109 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2110 | return 0; |
2032 | return 0; |
2111 | } |
2033 | } |
2112 | |
2034 | |
… | |
… | |
2118 | |
2040 | |
2119 | if (op->flag [FLAG_HIDDEN]) |
2041 | if (op->flag [FLAG_HIDDEN]) |
2120 | do_hidden_move (op); |
2042 | do_hidden_move (op); |
2121 | |
2043 | |
2122 | bool retval; |
2044 | bool retval; |
|
|
2045 | int pick = 0; |
2123 | |
2046 | |
2124 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2047 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2125 | retval = RESULT_INT (0); |
2048 | retval = RESULT_INT (0); |
2126 | else if (op->contr->fire_on) |
2049 | else if (op->contr->fire_on) |
2127 | retval = fire (op, dir); |
2050 | retval = fire (op, dir); |
… | |
… | |
2184 | return move_player (op, op->direction); |
2107 | return move_player (op, op->direction); |
2185 | |
2108 | |
2186 | return false; |
2109 | return false; |
2187 | } |
2110 | } |
2188 | |
2111 | |
2189 | int |
2112 | static int |
2190 | save_life (object *op) |
2113 | save_life (object *op) |
2191 | { |
2114 | { |
2192 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2115 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2193 | return 0; |
2116 | return 0; |
2194 | |
2117 | |
… | |
… | |
2241 | void |
2164 | void |
2242 | object::drop_unpaid_items () |
2165 | object::drop_unpaid_items () |
2243 | { |
2166 | { |
2244 | if (!flag [FLAG_REMOVED]) |
2167 | if (!flag [FLAG_REMOVED]) |
2245 | ::drop_unpaid_items (inv, this); |
2168 | ::drop_unpaid_items (inv, this); |
2246 | } |
|
|
2247 | |
|
|
2248 | /* |
|
|
2249 | * Returns pointer a static string containing gravestone text |
|
|
2250 | * Moved from apply.c to player.c - player.c is what |
|
|
2251 | * actually uses this function. player.c may not be quite the |
|
|
2252 | * best, a misc file for object actions is probably better, |
|
|
2253 | * but there isn't one in the server directory. |
|
|
2254 | */ |
|
|
2255 | const char * |
|
|
2256 | gravestone_text (object *op) |
|
|
2257 | { |
|
|
2258 | static dynbuf_text buf; |
|
|
2259 | |
|
|
2260 | buf << "---- R.I.P. ----\n\n" |
|
|
2261 | << op->name; |
|
|
2262 | |
|
|
2263 | if (op->type == PLAYER) |
|
|
2264 | buf << " the " << op->contr->title; |
|
|
2265 | |
|
|
2266 | buf << "\n\n"; |
|
|
2267 | |
|
|
2268 | buf << "who was level "; |
|
|
2269 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2270 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2271 | |
|
|
2272 | if (op->type == PLAYER) |
|
|
2273 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2274 | |
|
|
2275 | { |
|
|
2276 | static char buf2[128]; |
|
|
2277 | time_t now = time (NULL); |
|
|
2278 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2279 | buf << buf2; |
|
|
2280 | } |
|
|
2281 | |
|
|
2282 | return buf; |
|
|
2283 | } |
2169 | } |
2284 | |
2170 | |
2285 | void |
2171 | void |
2286 | do_some_living (object *op) |
2172 | do_some_living (object *op) |
2287 | { |
2173 | { |
… | |
… | |
2531 | */ |
2417 | */ |
2532 | void |
2418 | void |
2533 | kill_player (object *op) |
2419 | kill_player (object *op) |
2534 | { |
2420 | { |
2535 | int x, y; |
2421 | int x, y; |
2536 | char buf[MAX_BUF]; |
|
|
2537 | maptile *map; /* this is for resurrection */ |
2422 | maptile *map; /* this is for resurrection */ |
2538 | int will_kill_again; |
2423 | int will_kill_again; |
2539 | archetype *at; |
2424 | archetype *at; |
2540 | object *tmp; |
2425 | object *tmp; |
2541 | |
2426 | |
2542 | if (save_life (op)) |
2427 | if (save_life (op)) |
2543 | return; |
2428 | return; |
|
|
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 | } |
2544 | |
2467 | |
2545 | /* 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 |
2546 | * 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. |
2547 | * Look at op_on_battleground() for more info --AndreasV |
2470 | * Look at op_on_battleground() for more info --AndreasV |
2548 | */ |
2471 | */ |
2549 | if (op_on_battleground (op, &x, &y)) |
2472 | if (op_on_battleground (op, &x, &y)) |
2550 | { |
2473 | { |
2551 | 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"; |
2552 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2553 | |
|
|
2554 | /* restore player */ |
|
|
2555 | at = archetype::find ("poisoning"); |
|
|
2556 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2557 | { |
|
|
2558 | tmp->destroy (); |
|
|
2559 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2560 | } |
|
|
2561 | |
|
|
2562 | at = archetype::find ("confusion"); |
|
|
2563 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2564 | { |
|
|
2565 | tmp->destroy (); |
|
|
2566 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2567 | } |
|
|
2568 | |
|
|
2569 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2570 | op->stats.hp = op->stats.maxhp; |
|
|
2571 | if (op->stats.food <= 0) |
|
|
2572 | op->stats.food = 999; |
|
|
2573 | |
2475 | |
2574 | /* create a bodypart-trophy to make the winner happy */ |
2476 | /* create a bodypart-trophy to make the winner happy */ |
2575 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2477 | object *tmp = archetype::find (shstr_finger)->instance (); |
2576 | { |
2478 | |
2577 | tmp->name = format ("%s's finger" , &op->name); |
2479 | tmp->name = format ("%s's finger" , &op->name); |
2578 | tmp->name_pl = format ("%s's fingers", &op->name); |
2480 | tmp->name_pl = format ("%s's fingers", &op->name); |
2579 | tmp->msg = format ( |
2481 | tmp->msg = format ( |
2580 | "This finger has been cut off of %s the %s, when he was defeated at 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", |
2581 | &op->name, op->contr->title, |
2483 | &op->name, op->contr->title, |
2582 | (int)op->level, |
2484 | (int)op->level, |
2583 | op->contr->killer_name () |
2485 | op->contr->killer_name () |
2584 | ); |
2486 | ); |
2585 | tmp->value = 0, tmp->type = 0; |
2487 | tmp->value = 0, tmp->type = 0; |
2586 | tmp->materialname = "organics"; |
2488 | tmp->material = name_to_material (shstr_organic); |
2587 | tmp->insert_at (op, tmp); |
2489 | tmp->insert_at (op, tmp); |
2588 | } |
|
|
2589 | |
2490 | |
2590 | /* teleport defeated player to new destination */ |
2491 | /* teleport defeated player to new destination */ |
2591 | transfer_ob (op, x, y, 0, NULL); |
2492 | transfer_ob (op, x, y, 0, NULL); |
2592 | op->contr->braced = 0; |
2493 | op->contr->braced = 0; |
|
|
2494 | |
|
|
2495 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2593 | return; |
2496 | return; |
2594 | } |
2497 | } |
|
|
2498 | |
|
|
2499 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2500 | deathtab << "T<YOU HAVE DIED>\n\n"; |
2595 | |
2501 | |
2596 | INVOKE_PLAYER (DEATH, op->contr); |
2502 | INVOKE_PLAYER (DEATH, op->contr); |
2597 | |
2503 | |
2598 | command_kill_pets (op, 0); |
2504 | command_kill_pets (op, 0); |
2599 | |
2505 | |
… | |
… | |
2650 | lost_a_stat = 1; |
2556 | lost_a_stat = 1; |
2651 | } |
2557 | } |
2652 | else |
2558 | else |
2653 | { |
2559 | { |
2654 | /* deplete a stat */ |
2560 | /* deplete a stat */ |
2655 | archetype *deparch = archetype::find ("depletion"); |
2561 | archetype *deparch = archetype::find (shstr_depletion); |
2656 | object *dep; |
2562 | object *dep; |
2657 | |
2563 | |
2658 | dep = present_arch_in_ob (deparch, op); |
2564 | dep = present_arch_in_ob (deparch, op); |
2659 | if (!dep) |
2565 | if (!dep) |
2660 | { |
2566 | { |
2661 | dep = arch_to_object (deparch); |
2567 | dep = deparch->instance (); |
2662 | insert_ob_in_ob (dep, op); |
2568 | insert_ob_in_ob (dep, op); |
2663 | } |
2569 | } |
2664 | lose_this_stat = 1; |
2570 | lose_this_stat = 1; |
2665 | if (settings.balanced_stat_loss) |
2571 | if (settings.balanced_stat_loss) |
2666 | { |
2572 | { |
… | |
… | |
2694 | } |
2600 | } |
2695 | } |
2601 | } |
2696 | |
2602 | |
2697 | if (lose_this_stat) |
2603 | if (lose_this_stat) |
2698 | { |
2604 | { |
2699 | this_stat = get_attr_value (&(dep->stats), i); |
2605 | this_stat = get_attr_value (&dep->stats, i); |
2700 | /* We could try to do something clever like find another |
2606 | /* We could try to do something clever like find another |
2701 | * stat to reduce if this fails. But chances are, if |
2607 | * stat to reduce if this fails. But chances are, if |
2702 | * stats have been depleted to -50, all are pretty low |
2608 | * stats have been depleted to -50, all are pretty low |
2703 | * 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 |
2704 | * difference. |
2610 | * difference. |
… | |
… | |
2718 | /* If no stat lost, tell the player. */ |
2624 | /* If no stat lost, tell the player. */ |
2719 | if (!lost_a_stat) |
2625 | if (!lost_a_stat) |
2720 | { |
2626 | { |
2721 | /* determine_god() seems to not work sometimes... why is this? |
2627 | /* determine_god() seems to not work sometimes... why is this? |
2722 | Should I be using something else? GD */ |
2628 | Should I be using something else? GD */ |
2723 | const char *god = determine_god (op); |
2629 | shstr_tmp god = determine_god (op); |
2724 | |
2630 | |
2725 | if (god && (strcmp (god, "none"))) |
2631 | if (god != shstr_none) |
2726 | 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"; |
2727 | else |
2633 | else |
2728 | 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"; |
2729 | } |
2635 | } |
2730 | #else |
2636 | #else |
2731 | 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."; |
2732 | #endif |
2638 | #endif |
2733 | |
2639 | |
2734 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | /* Put a gravestone up where the character 'almost' died. List the |
2735 | * exp loss on the stone. |
2641 | * exp loss on the stone. |
2736 | */ |
2642 | */ |
2737 | tmp = arch_to_object (archetype::find ("gravestone")); |
2643 | tmp = archetype::find (shstr_gravestone)->instance (); |
2738 | tmp->name = format ("%s's gravestone", &op->name); |
2644 | tmp->name = format ("%s's gravestone", &op->name); |
2739 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2645 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2740 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2646 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2741 | &op->name, op->contr->title, op->contr->killer_name ()); |
2647 | &op->name, op->contr->title, op->contr->killer_name ()); |
2742 | tmp->x = op->x, tmp->y = op->y; |
2648 | tmp->x = op->x, tmp->y = op->y; |
2743 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2649 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2744 | |
2650 | |
2745 | /**************************************/ |
2651 | /**************************************/ |
2746 | /* */ |
2652 | /* */ |
2747 | /* Subtract the experience points, */ |
2653 | /* Subtract the experience points, */ |
2748 | /* if we died cause of food, give us */ |
|
|
2749 | /* food, and reset HP's... */ |
|
|
2750 | /* */ |
2654 | /* */ |
2751 | /**************************************/ |
2655 | /**************************************/ |
2752 | |
2656 | |
2753 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2754 | /* restore player */ |
|
|
2755 | at = archetype::find ("poisoning"); |
|
|
2756 | tmp = present_arch_in_ob (at, op); |
|
|
2757 | |
|
|
2758 | if (tmp) |
|
|
2759 | { |
|
|
2760 | tmp->destroy (); |
|
|
2761 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2762 | } |
|
|
2763 | |
|
|
2764 | at = archetype::find ("confusion"); |
|
|
2765 | tmp = present_arch_in_ob (at, op); |
|
|
2766 | if (tmp) |
|
|
2767 | { |
|
|
2768 | tmp->destroy (); |
|
|
2769 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2770 | } |
|
|
2771 | |
|
|
2772 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2773 | |
|
|
2774 | // remove all spell effects that are active |
|
|
2775 | // to avoid long-term effects such as word-of-recall |
|
|
2776 | for (object *item = op->inv; item; ) |
|
|
2777 | { |
|
|
2778 | object *next = item->below; |
|
|
2779 | |
|
|
2780 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2781 | item->destroy (); |
|
|
2782 | |
|
|
2783 | item = next; |
|
|
2784 | } |
|
|
2785 | |
|
|
2786 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2657 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2787 | apply_death_exp_penalty (op); |
2658 | apply_death_exp_penalty (op); |
2788 | |
|
|
2789 | if (op->stats.food < 100) |
|
|
2790 | op->stats.food = 900; |
|
|
2791 | |
|
|
2792 | op->stats.hp = op->stats.maxhp; |
|
|
2793 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2794 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2795 | |
2659 | |
2796 | /* |
2660 | /* |
2797 | * 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 |
2798 | * and put them back in the map. |
2662 | * and put them back in the map. |
2799 | */ |
2663 | */ |
… | |
… | |
2836 | |
2700 | |
2837 | insert_ob_in_ob (force, op); |
2701 | insert_ob_in_ob (force, op); |
2838 | op->update_stats (); |
2702 | op->update_stats (); |
2839 | } |
2703 | } |
2840 | |
2704 | |
2841 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2705 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2842 | } |
2706 | } |
2843 | |
2707 | |
2844 | void |
2708 | static void |
2845 | loot_object (object *op) |
2709 | loot_object (object *op) |
2846 | { /* Grab and destroy some treasure */ |
2710 | { /* Grab and destroy some treasure */ |
2847 | object *tmp, *tmp2, *next; |
2711 | object *tmp, *tmp2, *next; |
2848 | |
2712 | |
2849 | op->close_container (); /* close open sack first */ |
2713 | op->close_container (); /* close open sack first */ |
… | |
… | |
2880 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * fix_weight(): Check recursively the weight of all players, and fix |
2881 | * 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 |
2882 | * was changed. |
2746 | * was changed. |
2883 | */ |
2747 | */ |
2884 | void |
2748 | void |
2885 | fix_weight (void) |
2749 | fix_weight () |
2886 | { |
2750 | { |
2887 | for_all_players (pl) |
2751 | for_all_players (pl) |
2888 | { |
2752 | { |
2889 | sint32 old = pl->ob->carrying; |
2753 | sint32 old = pl->ob->carrying; |
2890 | |
2754 | |
… | |
… | |
2897 | } |
2761 | } |
2898 | } |
2762 | } |
2899 | } |
2763 | } |
2900 | |
2764 | |
2901 | void |
2765 | void |
2902 | fix_luck (void) |
2766 | fix_luck () |
2903 | { |
2767 | { |
2904 | for_all_players (pl) |
2768 | for_all_players (pl) |
2905 | if (!pl->ob->contr->ns->state) |
2769 | if (!pl->ob->contr->ns->state) |
2906 | pl->ob->change_luck (0); |
2770 | pl->ob->change_luck (0); |
2907 | } |
2771 | } |
… | |
… | |
2984 | level = ob->map->darklevel () - 2; |
2848 | level = ob->map->darklevel () - 2; |
2985 | |
2849 | |
2986 | /* this also picks up whether the object is glowing. |
2850 | /* this also picks up whether the object is glowing. |
2987 | * 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 |
2988 | * as bad as carrying a light on a pitch dark map */ |
2852 | * as bad as carrying a light on a pitch dark map */ |
2989 | if (has_carried_lights (ob)) |
2853 | if (ob->has_carried_lights ()) |
2990 | level = -(10 + (2 * ob->map->darklevel ())); |
2854 | level = -(10 + (2 * ob->map->darklevel ())); |
2991 | |
2855 | |
2992 | /* scan through all nearby squares for terrain to hide in */ |
2856 | /* scan through all nearby squares for terrain to hide in */ |
2993 | for (i = 0, x = ob->x, y = ob->y; |
2857 | for (i = 0, x = ob->x, y = ob->y; |
2994 | i <= SIZEOFFREE1; |
2858 | i <= SIZEOFFREE1; |
… | |
… | |
3151 | } |
3015 | } |
3152 | |
3016 | |
3153 | return 0; |
3017 | return 0; |
3154 | } |
3018 | } |
3155 | |
3019 | |
3156 | /* routine for both players and monsters. We call this when |
|
|
3157 | * there is a possibility for our action distrubing our hiding |
|
|
3158 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3159 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3160 | * return 0. |
|
|
3161 | */ |
|
|
3162 | int |
|
|
3163 | action_makes_visible (object *op) |
|
|
3164 | { |
|
|
3165 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3166 | { |
|
|
3167 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3168 | { |
|
|
3169 | // artefact invisibility is permanent, but we still make noise |
|
|
3170 | // this is important for game-balance. |
|
|
3171 | if (op->contr) |
|
|
3172 | op->make_noise (); |
|
|
3173 | |
|
|
3174 | return 0; |
|
|
3175 | } |
|
|
3176 | |
|
|
3177 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3178 | return 0; |
|
|
3179 | |
|
|
3180 | /* If monsters, they should become visible */ |
|
|
3181 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3182 | { |
|
|
3183 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3184 | return 1; |
|
|
3185 | } |
|
|
3186 | } |
|
|
3187 | |
|
|
3188 | return 0; |
|
|
3189 | } |
|
|
3190 | |
|
|
3191 | /* op_on_battleground - checks if the given object op (usually |
3020 | /* op_on_battleground - checks if the given object op (usually |
3192 | * a player) is standing on a valid battleground-tile, |
3021 | * a player) is standing on a valid battleground-tile, |
3193 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3022 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3194 | * -exit-coord. (and if x, y not NULL) |
3023 | * -exit-coord. (and if x, y not NULL) |
3195 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3024 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3214 | && tmp->name == shstr_battleground |
3043 | && tmp->name == shstr_battleground |
3215 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3216 | { |
3045 | { |
3217 | /* before we assign the exit, check if this is a teambattle */ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3218 | 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)) |
3219 | { |
|
|
3220 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3049 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3221 | { |
3050 | { |
3222 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3223 | { |
|
|
3224 | if (x && y) |
3051 | if (x && y) |
3225 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3052 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3226 | |
3053 | |
3227 | return 1; |
3054 | return 1; |
3228 | } |
|
|
3229 | } |
3055 | } |
3230 | } |
|
|
3231 | |
3056 | |
3232 | if (x && y) |
3057 | if (x && y) |
3233 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3058 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3234 | |
3059 | |
3235 | return 1; |
3060 | return 1; |
… | |
… | |
3392 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3217 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3393 | } |
3218 | } |
3394 | else |
3219 | else |
3395 | { |
3220 | { |
3396 | /* generate misc. treasure */ |
3221 | /* generate misc. treasure */ |
3397 | tmp = arch_to_object (tr->item); |
3222 | tmp = tr->item->instance (); |
3398 | 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)); |
3399 | who->insert (tmp); |
3224 | who->insert (tmp); |
3400 | } |
3225 | } |
3401 | } |
3226 | } |
3402 | |
3227 | |
… | |
… | |
3415 | |
3240 | |
3416 | if (pl->ranged_ob == ob) |
3241 | if (pl->ranged_ob == ob) |
3417 | pl->ranged_ob = 0; |
3242 | pl->ranged_ob = 0; |
3418 | } |
3243 | } |
3419 | |
3244 | |
|
|
3245 | //-GPL |
|
|
3246 | |
3420 | sint8 |
3247 | sint8 |
3421 | player::darkness_at (maptile *map, int x, int y) const |
3248 | player::darkness_at (maptile *map, int x, int y) const |
3422 | { |
3249 | { |
3423 | if (!ns) |
3250 | if (!ns) |
3424 | return LOS_BLOCKED; |
3251 | return LOS_BLOCKED; |