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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | //+GPL |
25 | //+GPL |
|
|
26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
26 | |
29 | |
27 | #include <global.h> |
30 | #include <global.h> |
28 | #include <sproto.h> |
31 | #include <sproto.h> |
29 | #include <sounds.h> |
32 | #include <sounds.h> |
30 | #include <living.h> |
33 | #include <living.h> |
31 | #include <object.h> |
34 | #include <object.h> |
32 | #include <spells.h> |
35 | #include <spells.h> |
33 | #include <skills.h> |
36 | #include <skills.h> |
34 | |
37 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
|
|
38 | playervec players; |
38 | playervec players; |
39 | |
39 | |
40 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
41 | static void |
41 | static void |
42 | set_first_map (object *op) |
42 | set_first_map (object *op) |
… | |
… | |
54 | |
54 | |
55 | players.insert (this); |
55 | players.insert (this); |
56 | ob->remove (); |
56 | ob->remove (); |
57 | ob->map = 0; |
57 | ob->map = 0; |
58 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
60 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
61 | } |
61 | } |
62 | |
62 | |
63 | void |
63 | void |
64 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
75 | |
75 | |
76 | ob->remove (); |
76 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
78 | ob->map = 0; |
79 | party = 0; |
79 | party = 0; |
80 | |
|
|
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
80 | |
83 | players.erase (this); |
81 | players.erase (this); |
84 | } |
82 | } |
85 | |
83 | |
86 | // connect the player with a specific client |
84 | // connect the player with a specific client |
… | |
… | |
128 | |
126 | |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
130 | |
128 | |
131 | esrv_new_player (this); |
129 | esrv_new_player (this); |
132 | |
130 | |
|
|
131 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
132 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
133 | ob->flag [FLAG_READY_RANGE] = false; |
|
|
134 | ob->flag [FLAG_READY_BOW] = false; |
|
|
135 | |
133 | ob->update_stats (); |
136 | ob->update_stats (); |
134 | |
137 | |
135 | ns->floorbox_update (); |
138 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
139 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
140 | esrv_add_spells (this, 0); |
138 | |
141 | |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
142 | activate (); |
140 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
141 | ob->flag [FLAG_READY_BOW] = false; |
|
|
142 | |
|
|
143 | for (object *op = ob->inv; op; op = op->below) |
|
|
144 | if (op->flag [FLAG_APPLIED]) |
|
|
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 |
|
|
166 | |
143 | |
167 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
168 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
169 | } |
146 | } |
170 | |
147 | |
… | |
… | |
204 | player::set_object (object *op) |
181 | player::set_object (object *op) |
205 | { |
182 | { |
206 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
207 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
208 | |
185 | |
209 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
210 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
211 | |
188 | |
212 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
213 | } |
190 | } |
214 | |
191 | |
… | |
… | |
257 | |
234 | |
258 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
259 | |
236 | |
260 | if (ob) |
237 | if (ob) |
261 | { |
238 | { |
262 | ob->destroy_inv (false); |
239 | // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault. |
|
|
240 | // temporarily backed out patchset 4025 to see if THIS change causes crashes |
|
|
241 | //ob->contr = 0; |
263 | ob->destroy (); |
242 | ob->destroy (); |
264 | } |
243 | } |
265 | |
244 | |
266 | ob = observe = viewpoint = 0; |
245 | ob = observe = viewpoint = 0; |
267 | } |
246 | } |
… | |
… | |
353 | #endif |
332 | #endif |
354 | return op; |
333 | return op; |
355 | } |
334 | } |
356 | |
335 | |
357 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
336 | /* I believe this can safely go to 2, 3 is questionable, 4 will likely |
358 | * result in a monster paths backtracking. It basically determines how large a |
337 | * result in a monster paths backtracking. It basically determines how large a |
359 | * detour a monster will take from the direction path when looking |
338 | * detour a monster will take from the direction path when looking |
360 | * for a path to the player. The values are in the amount of direction |
339 | * for a path to the player. The values are in the amount of direction |
361 | * the deviation is |
340 | * the deviation is |
362 | */ |
341 | */ |
363 | #define DETOUR_AMOUNT 2 |
342 | #define DETOUR_AMOUNT 2 |
… | |
… | |
399 | */ |
378 | */ |
400 | int |
379 | int |
401 | path_to_player (object *mon, object *pl, unsigned mindiff) |
380 | path_to_player (object *mon, object *pl, unsigned mindiff) |
402 | { |
381 | { |
403 | rv_vector rv; |
382 | rv_vector rv; |
404 | sint16 x, y; |
|
|
405 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
383 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
406 | maptile *m, *lastmap; |
|
|
407 | |
384 | |
408 | get_rangevector (mon, pl, &rv, 0); |
385 | get_rangevector (mon, pl, &rv, 0); |
409 | |
386 | |
410 | if (rv.distance < mindiff) |
387 | if (rv.distance < mindiff) |
411 | return 0; |
388 | return 0; |
412 | |
389 | |
413 | x = mon->x; |
390 | mapxy pos (mon); |
414 | y = mon->y; |
|
|
415 | m = mon->map; |
|
|
416 | dir = rv.direction; |
391 | dir = rv.direction; |
417 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
392 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
418 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
393 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
419 | |
394 | |
420 | /* If we can't solve it within the search distance, return now. */ |
395 | /* If we can't solve it within the search distance, return now. */ |
421 | if (diff > max) |
396 | if (diff > max) |
422 | return 0; |
397 | return 0; |
423 | |
398 | |
424 | while (diff > 1 && max > 0) |
399 | while (diff > 1 && max > 0) |
425 | { |
400 | { |
426 | lastx = x; |
401 | mapxy lastpos = pos; |
427 | lasty = y; |
|
|
428 | lastmap = m; |
|
|
429 | x = lastx + freearr_x[dir]; |
|
|
430 | y = lasty + freearr_y[dir]; |
|
|
431 | |
402 | |
432 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
403 | pos.move (dir); |
433 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
434 | |
404 | |
435 | /* Space is blocked - try changing direction a little */ |
405 | /* Space is blocked - try changing direction a little */ |
436 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
406 | if (!pos.normalise () |
437 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
407 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
408 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
438 | { |
409 | { |
439 | /* recalculate direction from last good location. Possible |
410 | /* recalculate direction from last good location. Possible |
440 | * we were not traversing ideal location before. |
411 | * we were not traversing ideal location before. |
441 | */ |
412 | */ |
442 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
413 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
443 | if (rv.direction != dir) |
414 | if (rv.direction != dir) |
444 | { |
415 | { |
445 | /* OK - says direction should be different - lets reset the |
416 | /* OK - says direction should be different - lets reset the |
446 | * the values so it will try again. |
417 | * the values so it will try again. |
447 | */ |
418 | */ |
448 | x = lastx; |
|
|
449 | y = lasty; |
|
|
450 | m = lastmap; |
419 | pos = lastpos; |
451 | dir = firstdir = rv.direction; |
420 | dir = firstdir = rv.direction; |
452 | } |
421 | } |
453 | else |
422 | else |
454 | { |
423 | { |
455 | /* direct path is blocked - try taking a side step to |
424 | /* direct path is blocked - try taking a side step to |
456 | * either the left or right. |
425 | * either the left or right. |
457 | * Note increase the values in the loop below to be |
426 | * Note increase the values in the loop below to be |
458 | * more than -1/1 respectively will mean the monster takes |
427 | * more than -1/1 respectively will mean the monster takes |
459 | * bigger detour. Have to be careful about these values getting |
428 | * bigger detour. Have to be careful about these values getting |
460 | * too big (3 or maybe 4 or higher) as the monster may just try |
429 | * too big (3 or maybe 4 or higher) as the monster may just try |
461 | * stepping back and forth |
430 | * stepping back and forth |
462 | */ |
431 | */ |
463 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
432 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
464 | { |
433 | { |
465 | if (i == 0) |
434 | if (i == 0) |
466 | continue; /* already did this, so skip it */ |
435 | continue; /* already did this, so skip it */ |
|
|
436 | |
467 | /* Use lastdir here - otherwise, |
437 | /* Use lastdir here - otherwise, |
468 | * since the direction that the creature should move in |
438 | * since the direction that the creature should move in |
469 | * may change, you could get infinite loops. |
439 | * may change, you could get infinite loops. |
470 | * ie, player is northwest, but monster can only |
440 | * ie, player is northwest, but monster can only |
471 | * move west, so it does that. It goes some distance, |
441 | * move west, so it does that. It goes some distance, |
… | |
… | |
473 | * can't do that, but now finds it can move east, and |
443 | * can't do that, but now finds it can move east, and |
474 | * gets back to its original point. lastdir contains |
444 | * gets back to its original point. lastdir contains |
475 | * the last direction the creature has successfully |
445 | * the last direction the creature has successfully |
476 | * moved. |
446 | * moved. |
477 | */ |
447 | */ |
478 | |
|
|
479 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
480 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
481 | m = lastmap; |
448 | pos = lastpos; |
482 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
449 | pos.move (absdir (lastdir + i)); |
483 | if (mflags & P_OUT_OF_MAP) |
450 | |
|
|
451 | if (!pos.normalise ()) |
484 | continue; |
452 | continue; |
485 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
453 | |
486 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
454 | mapspace &ms = *pos; |
|
|
455 | |
|
|
456 | if (ms.flags () & P_BLOCKSVIEW) |
487 | continue; |
457 | continue; |
488 | if (mflags & P_BLOCKSVIEW) |
458 | |
|
|
459 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
489 | continue; |
460 | continue; |
490 | |
461 | |
491 | if (m == mon->map && blocked_link (mon, m, x, y)) |
462 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
492 | break; |
463 | break; |
493 | } |
464 | } |
|
|
465 | |
494 | /* go through entire loop without finding a valid |
466 | /* go through entire loop without finding a valid |
495 | * sidestep to take - thus, no valid path. |
467 | * sidestep to take - thus, no valid path. |
496 | */ |
468 | */ |
497 | if (i == (DETOUR_AMOUNT + 1)) |
469 | if (i == DETOUR_AMOUNT + 1) |
498 | return 0; |
470 | return 0; |
|
|
471 | |
499 | diff--; |
472 | diff--; |
500 | lastdir = dir; |
473 | lastdir = dir; |
501 | max--; |
474 | max--; |
502 | if (!firstdir) |
475 | if (!firstdir) |
503 | firstdir = dir + i; |
476 | firstdir = dir + i; |
… | |
… | |
507 | { |
480 | { |
508 | /* we moved towards creature, so diff is less */ |
481 | /* we moved towards creature, so diff is less */ |
509 | diff--; |
482 | diff--; |
510 | max--; |
483 | max--; |
511 | lastdir = dir; |
484 | lastdir = dir; |
|
|
485 | |
512 | if (!firstdir) |
486 | if (!firstdir) |
513 | firstdir = dir; |
487 | firstdir = dir; |
514 | } |
488 | } |
515 | |
489 | |
516 | if (diff <= 1) |
490 | if (diff <= 1) |
517 | { |
491 | { |
518 | /* Recalculate diff (distance) because we may not have actually |
492 | /* Recalculate diff (distance) because we may not have actually |
519 | * headed toward player for entire distance. |
493 | * headed toward player for entire distance. |
520 | */ |
494 | */ |
521 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
495 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
522 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
496 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
523 | } |
497 | } |
524 | |
498 | |
525 | if (diff > max) |
499 | if (diff > max) |
526 | return 0; |
500 | return 0; |
… | |
… | |
542 | for (object *next, *op = pl->inv; op; op = next) |
516 | for (object *next, *op = pl->inv; op; op = next) |
543 | { |
517 | { |
544 | next = op->below; |
518 | next = op->below; |
545 | |
519 | |
546 | /* Forces get applied per default, unless they have the |
520 | /* Forces get applied per default, unless they have the |
547 | * flag "neutral" set. Sorry but I can't think of a better way |
521 | * flag "neutral" set. Sorry but I can't think of a better way |
548 | */ |
522 | */ |
549 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
523 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
550 | SET_FLAG (op, FLAG_APPLIED); |
524 | op->set_flag (FLAG_APPLIED); |
551 | |
525 | |
552 | /* we never give weapons/armour if these cannot be used |
526 | /* we never give weapons/armour if these cannot be used |
553 | * by this player due to race restrictions |
527 | * by this player due to race restrictions |
554 | */ |
528 | */ |
555 | if (pl->type == PLAYER) |
529 | if (pl->type == PLAYER) |
556 | { |
530 | { |
557 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
531 | if ((!pl->flag [FLAG_USE_ARMOUR] |
558 | && |
532 | && |
559 | (op->type == ARMOUR || op->type == BOOTS |
533 | (op->type == ARMOUR || op->type == BOOTS |
560 | || op->type == CLOAK || op->type == HELMET |
534 | || op->type == CLOAK || op->type == HELMET |
561 | || op->type == SHIELD || op->type == GLOVES |
535 | || op->type == SHIELD || op->type == GLOVES |
562 | || op->type == BRACERS || op->type == GIRDLE)) |
536 | || op->type == BRACERS || op->type == GIRDLE)) |
563 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
537 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
564 | { |
538 | { |
565 | op->destroy (); |
539 | op->destroy (); |
566 | continue; |
540 | continue; |
567 | } |
541 | } |
568 | } |
542 | } |
569 | |
543 | |
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
544 | /* Here we remove duplicated skills (as duplicated spell objects have |
571 | * _very_ confusing effects for players), which could for instance be |
545 | * _very_ confusing effects for players), which could for instance be |
572 | * generated by bad treasurelists. - elmex |
546 | * generated by multiple treasurelists specifying the same skills. |
573 | */ |
547 | */ |
574 | if (op->type == SKILL) |
548 | if (op->type == SKILL) |
575 | { |
549 | { |
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
550 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
577 | if (tmp->type == op->type && tmp->name == op->name) |
551 | if (tmp->type == op->type && tmp->name == op->name) |
578 | { |
552 | { |
579 | op->destroy (); |
553 | op->destroy (); |
580 | LOG (llevError, |
|
|
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
582 | break; |
554 | break; |
583 | } |
555 | } |
584 | |
556 | |
585 | if (op->nrof > 1) |
557 | if (op->nrof > 1) |
586 | op->nrof = 1; |
558 | op->nrof = 1; |
587 | } |
559 | } |
588 | |
560 | |
589 | if (op->type == SPELLBOOK && op->inv) |
561 | if (op->type == SPELLBOOK && op->inv) |
590 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
562 | op->inv->clr_flag (FLAG_STARTEQUIP); |
591 | |
563 | |
592 | /* Give starting characters identified, uncursed, and undamned |
564 | /* Give starting characters identified, uncursed, and undamned |
593 | * items. Just don't identify gold or silver, or it won't be |
565 | * items. Just don't identify gold or silver, or it won't be |
594 | * merged properly. |
566 | * merged properly. |
595 | */ |
567 | */ |
596 | if (need_identify (op)) |
568 | if (op->need_identify ()) |
597 | { |
569 | { |
598 | SET_FLAG (op, FLAG_IDENTIFIED); |
570 | op->set_flag (FLAG_IDENTIFIED); |
599 | CLEAR_FLAG (op, FLAG_CURSED); |
571 | op->clr_flag (FLAG_CURSED); |
600 | CLEAR_FLAG (op, FLAG_DAMNED); |
572 | op->clr_flag (FLAG_DAMNED); |
601 | } |
573 | } |
602 | |
574 | |
603 | if (op->type == SPELL) |
575 | if (op->type == SPELL) |
604 | { |
576 | { |
605 | op->destroy (); |
577 | op->destroy (); |
606 | continue; |
578 | continue; |
607 | } |
579 | } |
608 | else if (op->type == SKILL) |
580 | else if (op->type == SKILL) |
609 | { |
581 | { |
610 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
582 | op->set_flag (FLAG_CAN_USE_SKILL); |
611 | op->stats.exp = 0; |
583 | op->stats.exp = 0; |
612 | op->level = 1; |
584 | op->level = 1; |
613 | } |
585 | } |
614 | else /* lock all 'normal items by default */ |
586 | else /* lock all 'normal items by default */ |
615 | SET_FLAG (op, FLAG_INV_LOCKED); |
587 | op->set_flag (FLAG_INV_LOCKED); |
616 | } /* for loop of objects in player inv */ |
588 | } /* for loop of objects in player inv */ |
617 | |
589 | |
618 | /* Need to set up the skill pointers */ |
590 | /* Need to set up the skill pointers */ |
619 | pl->contr->link_skills (); |
591 | pl->contr->link_skills (); |
620 | } |
592 | } |
… | |
… | |
639 | roll_stat () |
611 | roll_stat () |
640 | { |
612 | { |
641 | int a[4], i, j, k; |
613 | int a[4], i, j, k; |
642 | |
614 | |
643 | for (i = 0; i < 4; i++) |
615 | for (i = 0; i < 4; i++) |
644 | a[i] = (int) rndm (6) + 1; |
616 | a[i] = rndm (1, 6); |
645 | |
617 | |
646 | for (i = 0, j = 0, k = 7; i < 4; i++) |
618 | for (i = 0, j = 0, k = 7; i < 4; i++) |
647 | if (a[i] < k) |
619 | if (a[i] < k) |
648 | k = a[i], j = i; |
620 | k = a[i], j = i; |
649 | |
621 | |
… | |
… | |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
718 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
747 | if (tl) |
719 | if (tl) |
748 | create_treasure (tl, ob, 0, 0, 0); |
720 | create_treasure (tl, ob, 0, 0, 0); |
749 | |
721 | |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
722 | INVOKE_PLAYER (BIRTH, ob->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
752 | |
723 | |
753 | ob->contr->ns->state = ST_PLAYING; |
724 | ob->contr->ns->state = ST_PLAYING; |
754 | |
725 | |
755 | if (ob->msg) |
726 | if (ob->msg) |
756 | ob->msg = 0; |
727 | ob->msg = 0; |
757 | |
728 | |
758 | start_info (ob); |
729 | start_info (ob); |
759 | CLEAR_FLAG (ob, FLAG_WIZ); |
730 | ob->clr_flag (FLAG_WIZ); |
760 | give_initial_items (ob, ob->randomitems); |
731 | give_initial_items (ob, ob->randomitems); |
761 | esrv_send_inventory (ob, ob); |
732 | esrv_send_inventory (ob, ob); |
762 | ob->update_stats (); |
733 | ob->update_stats (); |
763 | |
734 | |
764 | /* This moves the player to a different start map, if there |
735 | /* This moves the player to a different start map, if there |
… | |
… | |
766 | */ |
737 | */ |
767 | if (*first_map_ext_path) |
738 | if (*first_map_ext_path) |
768 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
739 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
769 | else |
740 | else |
770 | LOG (llevDebug, "first_map_ext_path not set\n"); |
741 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
742 | } |
|
|
743 | |
|
|
744 | /* |
|
|
745 | * Returns true if the given player is a legal class. |
|
|
746 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
747 | * check if the stat becomes negative, thus this function |
|
|
748 | * merely checks that all stats are 1 or more, and returns |
|
|
749 | * false otherwise. |
|
|
750 | */ |
|
|
751 | static int |
|
|
752 | allowed_class (const object *op) |
|
|
753 | { |
|
|
754 | return op->stats.Dex > 0 |
|
|
755 | && op->stats.Str > 0 |
|
|
756 | && op->stats.Con > 0 |
|
|
757 | && op->stats.Int > 0 |
|
|
758 | && op->stats.Wis > 0 |
|
|
759 | && op->stats.Pow > 0 |
|
|
760 | && op->stats.Cha > 0; |
771 | } |
761 | } |
772 | |
762 | |
773 | void |
763 | void |
774 | player::chargen_race_next () |
764 | player::chargen_race_next () |
775 | { |
765 | { |
… | |
… | |
813 | rv_vector rv; |
803 | rv_vector rv; |
814 | |
804 | |
815 | if (op->stats.hp < 0) |
805 | if (op->stats.hp < 0) |
816 | { |
806 | { |
817 | LOG (llevDebug, "Fleeing player is dead.\n"); |
807 | LOG (llevDebug, "Fleeing player is dead.\n"); |
818 | CLEAR_FLAG (op, FLAG_SCARED); |
808 | op->clr_flag (FLAG_SCARED); |
819 | return; |
809 | return; |
820 | } |
810 | } |
821 | |
811 | |
822 | if (!op->enemy) |
812 | if (!op->enemy) |
823 | { |
813 | { |
824 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
814 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
825 | CLEAR_FLAG (op, FLAG_SCARED); |
815 | op->clr_flag (FLAG_SCARED); |
826 | return; |
816 | return; |
827 | } |
817 | } |
828 | |
818 | |
829 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
819 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
830 | { |
820 | { |
831 | op->enemy = NULL; |
821 | op->enemy = NULL; |
832 | CLEAR_FLAG (op, FLAG_SCARED); |
822 | op->clr_flag (FLAG_SCARED); |
833 | return; |
823 | return; |
834 | } |
824 | } |
835 | |
825 | |
836 | get_rangevector (op, op->enemy, &rv, 0); |
826 | get_rangevector (op, op->enemy, &rv, 0); |
837 | |
827 | |
… | |
… | |
843 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
833 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
844 | return; |
834 | return; |
845 | } |
835 | } |
846 | |
836 | |
847 | /* Cornered, get rid of scared */ |
837 | /* Cornered, get rid of scared */ |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
838 | op->clr_flag (FLAG_SCARED); |
849 | op->enemy = NULL; |
839 | op->enemy = NULL; |
850 | } |
840 | } |
851 | |
841 | |
852 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
842 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
853 | * It returns 1 if the player should keep on moving, 0 if he should |
843 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
858 | { |
848 | { |
859 | object *tmp, *next; |
849 | object *tmp, *next; |
860 | int stop = 0; |
850 | int stop = 0; |
861 | int wvratio; |
851 | int wvratio; |
862 | |
852 | |
863 | /* if you're flying, you cna't pick up anything */ |
853 | /* if you're flying, you can't pick up anything */ |
864 | if (op->move_type & MOVE_FLYING) |
854 | if (op->move_type & MOVE_FLYING) |
865 | return 1; |
855 | return 1; |
866 | |
856 | |
867 | next = op->below; |
857 | next = op->below; |
868 | |
858 | |
… | |
… | |
945 | * fighting */ |
935 | * fighting */ |
946 | if (op->contr->mode & PU_INHIBIT) |
936 | if (op->contr->mode & PU_INHIBIT) |
947 | return 1; |
937 | return 1; |
948 | |
938 | |
949 | /* prevent us from turning into auto-thieves :) */ |
939 | /* prevent us from turning into auto-thieves :) */ |
950 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
940 | if (tmp->flag [FLAG_UNPAID]) |
951 | continue; |
941 | continue; |
952 | |
942 | |
953 | /* ignore known cursed objects */ |
943 | /* ignore known cursed objects */ |
954 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
944 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
955 | continue; |
945 | continue; |
956 | |
946 | |
957 | /* all food and drink if desired */ |
947 | /* all food and drink if desired */ |
958 | /* question: don't pick up known-poisonous stuff? */ |
948 | /* question: don't pick up known-poisonous stuff? */ |
959 | if (op->contr->mode & PU_FOOD) |
949 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
962 | CHK_PICK_PICKUP; |
952 | CHK_PICK_PICKUP; |
963 | continue; |
953 | continue; |
964 | } |
954 | } |
965 | |
955 | |
966 | if (op->contr->mode & PU_DRINK) |
956 | if (op->contr->mode & PU_DRINK) |
967 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
957 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
968 | { |
958 | { |
969 | CHK_PICK_PICKUP; |
959 | CHK_PICK_PICKUP; |
970 | continue; |
960 | continue; |
971 | } |
961 | } |
972 | |
962 | |
… | |
… | |
1010 | continue; |
1000 | continue; |
1011 | } |
1001 | } |
1012 | |
1002 | |
1013 | /* pick up all magical items */ |
1003 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
1004 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1005 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1006 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1017 | { |
1007 | { |
1018 | CHK_PICK_PICKUP; |
1008 | CHK_PICK_PICKUP; |
1019 | continue; |
1009 | continue; |
1020 | } |
1010 | } |
1021 | |
1011 | |
… | |
… | |
1105 | continue; |
1095 | continue; |
1106 | } |
1096 | } |
1107 | |
1097 | |
1108 | /* hoping to catch throwing daggers here */ |
1098 | /* hoping to catch throwing daggers here */ |
1109 | if (op->contr->mode & PU_MISSILEWEAPON) |
1099 | if (op->contr->mode & PU_MISSILEWEAPON) |
1110 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1100 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1111 | { |
1101 | { |
1112 | CHK_PICK_PICKUP; |
1102 | CHK_PICK_PICKUP; |
1113 | continue; |
1103 | continue; |
1114 | } |
1104 | } |
1115 | |
1105 | |
… | |
… | |
1164 | } |
1154 | } |
1165 | |
1155 | |
1166 | /* routine for both players and monsters. We call this when |
1156 | /* routine for both players and monsters. We call this when |
1167 | * there is a possibility for our action distrubing our hiding |
1157 | * there is a possibility for our action distrubing our hiding |
1168 | * place or invisiblity spell. Artefact invisiblity causes |
1158 | * place or invisiblity spell. Artefact invisiblity causes |
1169 | * "noise" instead. If we arent invisible to begin with, we |
1159 | * "noise" instead. If we arent invisible to begin with, we |
1170 | * return 0. |
1160 | * return 0. |
1171 | */ |
1161 | */ |
1172 | static int |
1162 | static int |
1173 | action_makes_visible (object *op) |
1163 | action_makes_visible (object *op) |
1174 | { |
1164 | { |
1175 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
1165 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1176 | { |
1166 | { |
1177 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
1167 | if (op->flag [FLAG_MAKE_INVIS]) |
1178 | { |
1168 | { |
1179 | // artefact invisibility is permanent, but we still make noise |
1169 | // artefact invisibility is permanent, but we still make noise |
1180 | // this is important for game-balance. |
1170 | // this is important for game-balance. |
1181 | if (op->contr) |
1171 | if (op->contr) |
1182 | op->make_noise (); |
1172 | op->make_noise (); |
… | |
… | |
1198 | return 0; |
1188 | return 0; |
1199 | } |
1189 | } |
1200 | |
1190 | |
1201 | /* |
1191 | /* |
1202 | * Find an arrow in the inventory and after that |
1192 | * Find an arrow in the inventory and after that |
1203 | * in the right type container (quiver). Pointer to the |
1193 | * in the right type container (quiver). Pointer to the |
1204 | * found object is returned. |
1194 | * found object is returned. |
1205 | */ |
1195 | */ |
1206 | static object * |
1196 | static object * |
1207 | find_arrow (object *op, const char *type) |
1197 | find_arrow (object *op, const char *type) |
1208 | { |
1198 | { |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1199 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1200 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1211 | return splay (tmp); |
1201 | return splay (tmp); |
1212 | |
1202 | |
1213 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1203 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1214 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1204 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1215 | if (object *arrow = find_arrow (tmp, type)) |
1205 | if (object *arrow = find_arrow (tmp, type)) |
1216 | { |
1206 | { |
1217 | splay (tmp); |
1207 | splay (tmp); |
1218 | return arrow; |
1208 | return arrow; |
1219 | } |
1209 | } |
… | |
… | |
1236 | if (!type) |
1226 | if (!type) |
1237 | return NULL; |
1227 | return NULL; |
1238 | |
1228 | |
1239 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1229 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1240 | { |
1230 | { |
1241 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1231 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1242 | { |
1232 | { |
1243 | i = 0; |
1233 | i = 0; |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
1234 | ntmp = find_better_arrow (arrow, target, type, &i); |
1245 | |
1235 | |
1246 | if (i > betterby) |
1236 | if (i > betterby) |
… | |
… | |
1347 | break; |
1337 | break; |
1348 | } |
1338 | } |
1349 | |
1339 | |
1350 | if (mflags & P_IS_ALIVE) |
1340 | if (mflags & P_IS_ALIVE) |
1351 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1341 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1342 | if (tmp->flag [FLAG_ALIVE]) |
1353 | break; |
1343 | break; |
1354 | } |
1344 | } |
1355 | |
1345 | |
1356 | if (!tmp) |
1346 | if (!tmp) |
1357 | return find_arrow (op, type); |
1347 | return find_arrow (op, type); |
… | |
… | |
1361 | |
1351 | |
1362 | return find_better_arrow (op, tmp, type, &i); |
1352 | return find_better_arrow (op, tmp, type, &i); |
1363 | } |
1353 | } |
1364 | |
1354 | |
1365 | /* |
1355 | /* |
1366 | * Creature fires a bow - op can be monster or player. Returns |
1356 | * Creature fires a bow - op can be monster or player. Returns |
1367 | * 1 if bow was actually fired, 0 otherwise. |
1357 | * 1 if bow was actually fired, 0 otherwise. |
1368 | * op is the object firing the bow. |
1358 | * op is the object firing the bow. |
1369 | * part is for multipart creatures - the part firing the bow. |
1359 | * part is for multipart creatures - the part firing the bow. |
1370 | * dir is the direction of fire. |
1360 | * dir is the direction of fire. |
1371 | * wc_mod is any special modifier to give (used in special player fire modes) |
1361 | * wc_mod is any special modifier to give (used in special player fire modes) |
… | |
… | |
1418 | { |
1408 | { |
1419 | if (op->type == PLAYER) |
1409 | if (op->type == PLAYER) |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1410 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1421 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1411 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1422 | else |
1412 | else |
1423 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1413 | op->clr_flag (FLAG_READY_BOW); |
1424 | |
1414 | |
1425 | return 0; |
1415 | return 0; |
1426 | } |
1416 | } |
1427 | } |
1417 | } |
1428 | |
1418 | |
… | |
… | |
1477 | #endif |
1467 | #endif |
1478 | |
1468 | |
1479 | SET_ANIMATION (arrow, arrow->direction); |
1469 | SET_ANIMATION (arrow, arrow->direction); |
1480 | |
1470 | |
1481 | /* update the speed */ |
1471 | /* 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 | |
1472 | |
1485 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1486 | arrow->speed_left = 0; |
1473 | arrow->speed_left = 0; |
|
|
1474 | arrow->set_speed (max (2.f, |
|
|
1475 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1476 | + bow->stats.dam / 7.f |
|
|
1477 | )); |
1487 | |
1478 | |
1488 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1479 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1489 | |
1480 | |
1490 | if (op->type == PLAYER) |
1481 | if (op->type == PLAYER) |
1491 | { |
1482 | { |
… | |
… | |
1512 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1503 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1513 | |
1504 | |
1514 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1505 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1515 | arrow->move_type = MOVE_FLY_LOW; |
1506 | arrow->move_type = MOVE_FLY_LOW; |
1516 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1507 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
|
|
1508 | arrow->set_flag (FLAG_NO_PICK); |
1517 | |
1509 | |
1518 | op->play_sound (sound_find ("fire_arrow")); |
1510 | op->play_sound (sound_find ("fire_arrow")); |
1519 | m->insert (arrow, sx, sy, op); |
1511 | m->insert (arrow, sx, sy, op); |
1520 | |
1512 | |
1521 | if (!arrow->destroyed ()) |
1513 | if (!arrow->destroyed ()) |
… | |
… | |
1584 | { |
1576 | { |
1585 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1577 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1586 | return; |
1578 | return; |
1587 | } |
1579 | } |
1588 | |
1580 | |
1589 | if (!op->change_weapon (item)) |
1581 | if (!op->apply (item)) |
1590 | return; |
1582 | return; |
1591 | |
1583 | |
1592 | if (item->type == WAND) |
1584 | if (item->type == WAND) |
1593 | { |
1585 | { |
1594 | if (item->stats.food <= 0) |
1586 | if (item->stats.food <= 0) |
… | |
… | |
1624 | |
1616 | |
1625 | if (item->type == WAND) |
1617 | if (item->type == WAND) |
1626 | { |
1618 | { |
1627 | if (!(--item->stats.food)) |
1619 | if (!(--item->stats.food)) |
1628 | { |
1620 | { |
1629 | object *tmp; |
|
|
1630 | |
|
|
1631 | if (item->arch) |
1621 | if (item->arch) |
1632 | { |
1622 | { |
1633 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1623 | item->clr_flag (FLAG_ANIMATE); |
1634 | item->face = item->arch->face; |
1624 | item->face = item->arch->face; |
1635 | item->set_speed (0); |
1625 | item->set_speed (0); |
1636 | } |
1626 | } |
1637 | |
1627 | |
1638 | if (object *pl = item->visible_to ()) |
1628 | if (object *pl = item->visible_to ()) |
… | |
… | |
1645 | } |
1635 | } |
1646 | |
1636 | |
1647 | /* Received a fire command for the player - go and do it. |
1637 | /* Received a fire command for the player - go and do it. |
1648 | */ |
1638 | */ |
1649 | bool |
1639 | bool |
1650 | fire (object *op, int dir) |
1640 | fire (object *who, int dir) |
1651 | { |
1641 | { |
1652 | int spellcost = 0; |
1642 | int spellcost = 0; |
1653 | |
1643 | |
1654 | player *pl = op->contr; |
1644 | player *pl = who->contr; |
1655 | |
1645 | |
1656 | if (pl->golem) |
1646 | if (pl->golem) |
1657 | { |
1647 | { |
1658 | control_golem (op->contr->golem, dir); |
1648 | control_golem (who->contr->golem, dir); |
1659 | return false; |
1649 | return false; |
1660 | } |
1650 | } |
1661 | |
1651 | |
1662 | object *ob = pl->ranged_ob; |
1652 | object *ob = pl->ranged_ob; |
1663 | |
1653 | |
1664 | if (!ob) |
1654 | if (!ob) |
1665 | return false; |
1655 | return false; |
1666 | |
1656 | |
1667 | if (op->speed_left > 0.f) |
1657 | if (who->speed_left > 0.f) |
1668 | --op->speed_left; |
1658 | --who->speed_left; |
1669 | else |
1659 | else |
1670 | return false; |
1660 | return false; |
1671 | |
1661 | |
1672 | if (!op->change_weapon (ob)) |
1662 | if (!who->apply (ob)) |
1673 | return false; |
1663 | return false; |
1674 | |
1664 | |
1675 | /* check for loss of invisiblity/hide */ |
1665 | /* check for loss of invisiblity/hide */ |
1676 | if (action_makes_visible (op)) |
1666 | if (action_makes_visible (who)) |
1677 | make_visible (op); |
1667 | make_visible (who); |
1678 | |
1668 | |
1679 | switch (ob->type) |
1669 | switch (ob->type) |
1680 | { |
1670 | { |
1681 | case BOW: |
1671 | case BOW: |
1682 | player_fire_bow (op, dir); |
1672 | player_fire_bow (who, dir); |
1683 | break; |
1673 | break; |
1684 | |
1674 | |
1685 | case SPELL: |
1675 | case SPELL: |
1686 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1676 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1687 | break; |
1677 | break; |
1688 | |
1678 | |
1689 | case BUILDER: |
1679 | case BUILDER: |
1690 | apply_map_builder (op, dir); |
1680 | apply_map_builder (who, dir); |
1691 | break; |
1681 | break; |
1692 | |
1682 | |
1693 | case SKILL: |
1683 | case SKILL: |
1694 | do_skill (op, op, ob, dir, 0); |
1684 | do_skill (who, who, ob, dir, 0); |
1695 | break; |
1685 | break; |
1696 | |
1686 | |
|
|
1687 | case RANGED: |
|
|
1688 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1689 | break; |
|
|
1690 | |
1697 | default: |
1691 | default: |
1698 | fire_misc_object (op, dir); |
1692 | fire_misc_object (who, dir); |
1699 | break; |
1693 | break; |
1700 | } |
1694 | } |
1701 | |
1695 | |
1702 | return true; |
1696 | return true; |
1703 | } |
1697 | } |
… | |
… | |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1709 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1716 | { |
1710 | { |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1711 | if (door->type == DOOR && tmp->type == KEY) |
1718 | break; |
1712 | break; |
1719 | |
1713 | |
1720 | /* For sanity, we should really check door type, but other stuff |
1714 | /* For sanity, we should really check door type, but other stuff |
1721 | * (like containers) can be locked with special keys |
1715 | * (like containers) can be locked with special keys |
1722 | */ |
1716 | */ |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1717 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1724 | break; |
1718 | break; |
1725 | } |
1719 | } |
… | |
… | |
1762 | * |
1756 | * |
1763 | * Change the color so that the message doesn't disappear with |
1757 | * Change the color so that the message doesn't disappear with |
1764 | * all the others. |
1758 | * all the others. |
1765 | */ |
1759 | */ |
1766 | if (pl->contr->usekeys == key_inventory |
1760 | if (pl->contr->usekeys == key_inventory |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1761 | || !container->flag [FLAG_APPLIED] |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1762 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1769 | { |
1763 | { |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1764 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1771 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1765 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1772 | return NULL; |
1766 | return NULL; |
… | |
… | |
1779 | /* find_key |
1773 | /* find_key |
1780 | * We try to find a key for the door as passed. If we find a key |
1774 | * 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 |
1775 | * and successfully use it, we return the key, otherwise NULL |
1782 | * This function merges both normal and locked door, since the logic |
1776 | * This function merges both normal and locked door, since the logic |
1783 | * for both is the same - just the specific key is different. |
1777 | * for both is the same - just the specific key is different. |
1784 | * pl is the player, |
1778 | * pl is the player, |
1785 | * inv is the objects inventory to searched |
1779 | * inv is the objects inventory to searched |
1786 | * door is the door we are trying to match against. |
1780 | * door is the door we are trying to match against. |
1787 | * This function can be called recursively to search containers. |
1781 | * This function can be called recursively to search containers. |
1788 | */ |
1782 | */ |
1789 | object * |
1783 | object * |
1790 | find_key (object *pl, object *container, object *door) |
1784 | find_key (object *pl, object *container, object *door) |
… | |
… | |
1894 | || mon->flag [FLAG_CAN_ROLL]) |
1888 | || mon->flag [FLAG_CAN_ROLL]) |
1895 | && mon != op) |
1889 | && mon != op) |
1896 | break; |
1890 | break; |
1897 | } |
1891 | } |
1898 | |
1892 | |
1899 | if (!mon) /* This happens anytime the player tries to move */ |
1893 | /* no monster == player tries to move into a wall or so */ |
1900 | return false; /* into a wall */ |
1894 | if (!mon) |
|
|
1895 | { |
|
|
1896 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1897 | if (op->move_type & ob->move_block) |
|
|
1898 | { |
|
|
1899 | if (ob->move_block == MOVE_ALL) |
|
|
1900 | move_into_wall (op, ob); |
|
|
1901 | else |
|
|
1902 | { |
|
|
1903 | if (op->contr->ns->bumpmsg) |
|
|
1904 | { |
|
|
1905 | op->play_sound (sound_find ("blocked_move")); |
|
|
1906 | |
|
|
1907 | op->statusmsg (ob->invisible |
|
|
1908 | ? "Something blocks you." |
|
|
1909 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1910 | ); |
|
|
1911 | } |
|
|
1912 | } |
|
|
1913 | |
|
|
1914 | break; |
|
|
1915 | } |
|
|
1916 | |
|
|
1917 | return false; |
|
|
1918 | } |
1901 | |
1919 | |
1902 | mon = mon->head_ (); |
1920 | mon = mon->head_ (); |
1903 | |
1921 | |
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1922 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1905 | if (op->contr->weapon_sp_left > 0.f) |
1923 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1923 | */ |
1941 | */ |
1924 | if (op->type == PLAYER |
1942 | if (op->type == PLAYER |
1925 | && ((mon->owner && mon->owner->contr |
1943 | && ((mon->owner && mon->owner->contr |
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
1944 | && same_party (mon->owner->contr->party, op->contr->party)) |
1927 | || mon->owner == op) |
1945 | || mon->owner == op) |
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1946 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1929 | { |
1947 | { |
1930 | /* If we're braced, we don't want to switch places with it */ |
1948 | /* If we're braced, we don't want to switch places with it */ |
1931 | if (op->contr->braced) |
1949 | if (op->contr->braced) |
1932 | return false; |
1950 | return false; |
1933 | |
1951 | |
… | |
… | |
1953 | * creatures. Note that if you are braced, you can't push |
1971 | * creatures. Note that if you are braced, you can't push |
1954 | * someone, but put it inside this loop so that you won't |
1972 | * someone, but put it inside this loop so that you won't |
1955 | * attack them either. |
1973 | * attack them either. |
1956 | */ |
1974 | */ |
1957 | if ((mon->type == PLAYER || mon->enemy != op) |
1975 | if ((mon->type == PLAYER || mon->enemy != op) |
1958 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1976 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
1959 | && ((op->contr->peaceful |
1977 | && ((op->contr->peaceful |
1960 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1978 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1961 | && !on_battleground)) |
1979 | && !on_battleground)) |
1962 | { |
1980 | { |
1963 | if (op->speed_left > 0.f) |
1981 | if (op->speed_left > 0.f) |
… | |
… | |
1979 | } |
1997 | } |
1980 | } |
1998 | } |
1981 | /* If the object is a boulder or other rollable object, then |
1999 | /* If the object is a boulder or other rollable object, then |
1982 | * roll it if not braced. You can't roll it if you are braced. |
2000 | * roll it if not braced. You can't roll it if you are braced. |
1983 | */ |
2001 | */ |
1984 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
2002 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1985 | { |
2003 | { |
1986 | if (op->speed_left > 0.f) |
2004 | if (op->speed_left > 0.f) |
1987 | { |
2005 | { |
1988 | --op->speed_left; |
2006 | --op->speed_left; |
1989 | |
2007 | |
… | |
… | |
1998 | * Way it works is like this: First, it must have some hit points |
2016 | * Way it works is like this: First, it must have some hit points |
1999 | * and be living. Then, it must be one of the following: |
2017 | * and be living. Then, it must be one of the following: |
2000 | * 1) Not a player, 2) A player, but of a different party. Note |
2018 | * 1) Not a player, 2) A player, but of a different party. Note |
2001 | * that party_number -1 is no party, so attacks can still happen. |
2019 | * that party_number -1 is no party, so attacks can still happen. |
2002 | */ |
2020 | */ |
2003 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2021 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2004 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2022 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2005 | { |
2023 | { |
2006 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2024 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2007 | { |
2025 | { |
2008 | --op->contr->weapon_sp_left; |
2026 | --op->contr->weapon_sp_left; |
… | |
… | |
2020 | } |
2038 | } |
2021 | |
2039 | |
2022 | bool |
2040 | bool |
2023 | move_player (object *op, int dir) |
2041 | move_player (object *op, int dir) |
2024 | { |
2042 | { |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2043 | if (!op->map || op->map->state != MAP_ACTIVE) |
2026 | return 0; |
2044 | return 0; |
2027 | |
2045 | |
2028 | /* Sanity check: make sure dir is valid */ |
2046 | /* Sanity check: make sure dir is valid */ |
2029 | if (dir < 0 || dir >= 9) |
2047 | if (dir < 0 || dir > 8) |
2030 | { |
2048 | { |
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2049 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2032 | return 0; |
2050 | return 0; |
2033 | } |
2051 | } |
2034 | |
2052 | |
2035 | /* peterm: added following line */ |
2053 | /* peterm: added following line */ |
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2054 | if (op->flag [FLAG_CONFUSED] && dir) |
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2055 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2038 | |
2056 | |
2039 | op->facing = dir; |
2057 | op->facing = dir; |
2040 | |
2058 | |
2041 | if (op->flag [FLAG_HIDDEN]) |
2059 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
2081 | * players. |
2099 | * players. |
2082 | */ |
2100 | */ |
2083 | bool |
2101 | bool |
2084 | handle_newcs_player (object *op) |
2102 | handle_newcs_player (object *op) |
2085 | { |
2103 | { |
2086 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2104 | if (op->flag [FLAG_SCARED]) |
2087 | { |
2105 | { |
2088 | if (op->speed_left > 0.f) |
2106 | if (op->speed_left > 0.f) |
2089 | { |
2107 | { |
2090 | --op->speed_left; |
2108 | --op->speed_left; |
2091 | flee_player (op); |
2109 | flee_player (op); |
… | |
… | |
2110 | } |
2128 | } |
2111 | |
2129 | |
2112 | static int |
2130 | static int |
2113 | save_life (object *op) |
2131 | save_life (object *op) |
2114 | { |
2132 | { |
2115 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2133 | if (!op->flag [FLAG_LIFESAVE]) |
2116 | return 0; |
2134 | return 0; |
2117 | |
2135 | |
2118 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2136 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2119 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2137 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2120 | { |
2138 | { |
2121 | op->play_sound (sound_find ("ob_evaporate")); |
2139 | op->play_sound (sound_find ("ob_evaporate")); |
2122 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2140 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2123 | |
2141 | |
2124 | tmp->destroy (); |
2142 | tmp->destroy (); |
2125 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2143 | op->clr_flag (FLAG_LIFESAVE); |
2126 | |
2144 | |
2127 | if (op->stats.hp < 0) |
2145 | if (op->stats.hp < 0) |
2128 | op->stats.hp = op->stats.maxhp; |
2146 | op->stats.hp = op->stats.maxhp; |
2129 | |
2147 | |
2130 | if (op->stats.food < 0) |
2148 | if (op->stats.food < 0) |
2131 | op->stats.food = 999; |
2149 | op->stats.food = MAX_FOOD; |
2132 | |
2150 | |
2133 | op->update_stats (); |
2151 | op->update_stats (); |
2134 | return 1; |
2152 | return 1; |
2135 | } |
2153 | } |
2136 | |
2154 | |
2137 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2155 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2138 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2156 | op->clr_flag (FLAG_LIFESAVE); |
2139 | enter_player_savebed (op); /* bring him home. */ |
2157 | enter_player_savebed (op); /* bring him home. */ |
2140 | return 0; |
2158 | return 0; |
2141 | } |
2159 | } |
2142 | |
2160 | |
2143 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2161 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2150 | { |
2168 | { |
2151 | while (op) |
2169 | while (op) |
2152 | { |
2170 | { |
2153 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2171 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2154 | |
2172 | |
2155 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2173 | if (op->flag [FLAG_UNPAID]) |
2156 | op->insert_at (env); |
2174 | op->insert_at (env); |
2157 | else if (op->inv) |
2175 | else if (op->inv) |
2158 | drop_unpaid_items (op->inv, env); |
2176 | drop_unpaid_items (op->inv, env); |
2159 | |
2177 | |
2160 | op = next; |
2178 | op = next; |
… | |
… | |
2171 | void |
2189 | void |
2172 | do_some_living (object *op) |
2190 | do_some_living (object *op) |
2173 | { |
2191 | { |
2174 | int last_food = op->stats.food; |
2192 | int last_food = op->stats.food; |
2175 | int gen_hp, gen_sp, gen_grace; |
2193 | int gen_hp, gen_sp, gen_grace; |
2176 | int over_hp, over_sp, over_grace; |
|
|
2177 | int i; |
|
|
2178 | int rate_hp = 1200; |
2194 | int rate_hp = 1200; |
2179 | int rate_sp = 2500; |
2195 | int rate_sp = 2500; |
2180 | int rate_grace = 2000; |
2196 | int rate_grace = 2000; |
2181 | const int max_hp = 1; |
2197 | const int max_hp = 1; |
2182 | const int max_sp = 1; |
2198 | const int max_sp = 1; |
2183 | const int max_grace = 1; |
2199 | const int max_grace = 1; |
2184 | |
2200 | |
|
|
2201 | #if 0 |
2185 | if (op->contr->hidden) |
2202 | if (op->contr->hidden) |
2186 | { |
2203 | { |
2187 | op->invisible = 1000; |
2204 | op->invisible = 1000; |
2188 | /* the socket code flashes the player visible/invisible |
2205 | /* the socket code flashes the player visible/invisible |
2189 | * depending on the value of invisible, so we need to |
2206 | * depending on the value of invisible, so we need to |
2190 | * alternate it here for it to work correctly. |
2207 | * alternate it here for it to work correctly. |
2191 | */ |
2208 | */ |
2192 | if (pticks & 2) |
2209 | if (server_tick & 2) |
2193 | op->invisible--; |
2210 | op->invisible--; |
2194 | } |
2211 | } |
|
|
2212 | else |
|
|
2213 | #endif |
2195 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2214 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2196 | { |
2215 | { |
2197 | if (!op->invisible--) |
2216 | if (!op->invisible--) |
2198 | { |
2217 | { |
2199 | make_visible (op); |
2218 | make_visible (op); |
2200 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2219 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2234 | if (--op->last_grace < 0) |
2253 | if (--op->last_grace < 0) |
2235 | { |
2254 | { |
2236 | if (op->stats.grace < op->stats.maxgrace / 2) |
2255 | if (op->stats.grace < op->stats.maxgrace / 2) |
2237 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2256 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2238 | |
2257 | |
|
|
2258 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2259 | |
2239 | if (max_grace > 1) |
2260 | if (max_grace > 1) |
2240 | { |
2261 | { |
2241 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2262 | int over_grace = temp / rate_grace; |
|
|
2263 | |
2242 | if (over_grace > 0) |
2264 | if (over_grace > 0) |
2243 | { |
2265 | { |
2244 | op->stats.sp += over_grace |
2266 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2245 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2246 | op->last_grace = 0; |
2267 | op->last_grace = 0; |
2247 | } |
2268 | } |
2248 | else |
2269 | else |
2249 | { |
2270 | op->last_grace = rate_grace / temp; |
2250 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2251 | } |
|
|
2252 | } |
2271 | } |
2253 | else |
2272 | else |
2254 | { |
2273 | op->last_grace = rate_grace / temp; |
2255 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2274 | |
2256 | } |
|
|
2257 | /* wearing stuff doesn't detract from grace generation. */ |
2275 | /* wearing stuff doesn't detract from grace generation. */ |
2258 | } |
2276 | } |
2259 | |
2277 | |
2260 | if (op->stats.food > 0) |
2278 | if (op->stats.food > 0) |
2261 | { |
2279 | { |
… | |
… | |
2267 | if (op->stats.sp < op->stats.maxsp) |
2285 | if (op->stats.sp < op->stats.maxsp) |
2268 | { |
2286 | { |
2269 | op->stats.sp++; |
2287 | op->stats.sp++; |
2270 | |
2288 | |
2271 | /* dms do not consume food */ |
2289 | /* dms do not consume food */ |
2272 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2290 | if (!op->flag [FLAG_WIZ]) |
2273 | { |
2291 | { |
2274 | op->stats.food--; |
2292 | op->stats.food--; |
2275 | |
2293 | |
2276 | if (op->contr->digestion < 0) |
2294 | if (op->contr->digestion < 0) |
2277 | op->stats.food += op->contr->digestion; |
2295 | op->stats.food += op->contr->digestion; |
… | |
… | |
2280 | } |
2298 | } |
2281 | } |
2299 | } |
2282 | |
2300 | |
2283 | if (max_sp > 1) |
2301 | if (max_sp > 1) |
2284 | { |
2302 | { |
2285 | over_sp = (gen_sp + 10) / rate_sp; |
2303 | int over_sp = (gen_sp + 10) / rate_sp; |
2286 | if (over_sp > 0) |
2304 | if (over_sp > 0) |
2287 | { |
2305 | { |
2288 | if (op->stats.sp < op->stats.maxsp) |
2306 | if (op->stats.sp < op->stats.maxsp) |
2289 | { |
2307 | { |
2290 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2308 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2311 | if (op->stats.hp < op->stats.maxhp) |
2329 | if (op->stats.hp < op->stats.maxhp) |
2312 | { |
2330 | { |
2313 | op->stats.hp++; |
2331 | op->stats.hp++; |
2314 | |
2332 | |
2315 | /* dms do not consume food */ |
2333 | /* dms do not consume food */ |
2316 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2334 | if (!op->flag [FLAG_WIZ]) |
2317 | { |
2335 | { |
2318 | op->stats.food--; |
2336 | op->stats.food--; |
2319 | |
2337 | |
2320 | if (op->contr->digestion < 0) |
2338 | if (op->contr->digestion < 0) |
2321 | op->stats.food += op->contr->digestion; |
2339 | op->stats.food += op->contr->digestion; |
2322 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2340 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2323 | op->stats.food = last_food; |
2341 | op->stats.food = last_food; |
2324 | } |
2342 | } |
2325 | } |
2343 | } |
2326 | |
2344 | |
|
|
2345 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2346 | |
2327 | if (max_hp > 1) |
2347 | if (max_hp > 1) |
2328 | { |
2348 | { |
2329 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2349 | int over_hp = temp / rate_hp; |
2330 | |
2350 | |
2331 | if (over_hp > 0) |
2351 | if (over_hp > 0) |
2332 | { |
2352 | { |
2333 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2353 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2334 | op->last_heal = 0; |
2354 | op->last_heal = 0; |
2335 | } |
2355 | } |
2336 | else |
2356 | else |
2337 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2357 | op->last_heal = rate_hp / temp; |
2338 | } |
2358 | } |
2339 | else |
2359 | else |
2340 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2360 | op->last_heal = rate_hp / temp; |
2341 | } |
2361 | } |
2342 | } |
2362 | } |
2343 | |
2363 | |
2344 | /* Digestion */ |
2364 | /* Digestion */ |
2345 | if (--op->last_eat < 0) |
2365 | if (--op->last_eat < 0) |
… | |
… | |
2348 | penalty = max (0, -op->contr->digestion); |
2368 | penalty = max (0, -op->contr->digestion); |
2349 | |
2369 | |
2350 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2370 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2351 | |
2371 | |
2352 | /* dms do not consume food */ |
2372 | /* dms do not consume food */ |
2353 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2373 | if (!op->flag [FLAG_WIZ]) |
2354 | op->stats.food--; |
2374 | op->stats.food--; |
2355 | } |
2375 | } |
2356 | |
2376 | |
2357 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2377 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2358 | { |
2378 | { |
2359 | object *flesh = 0; |
2379 | object *flesh = 0; |
2360 | |
2380 | |
2361 | for_inv_removable (op, tmp) |
2381 | for_inv_removable (op, tmp) |
2362 | { |
2382 | { |
2363 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2383 | if (tmp->flag [FLAG_UNPAID]) |
2364 | continue; |
2384 | continue; |
2365 | |
2385 | |
2366 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2386 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2367 | { |
2387 | { |
2368 | op->statusmsg ("You blindly grab for a bite of food. " |
2388 | op->statusmsg ("You blindly grab for a bite of food. " |
2369 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2389 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2370 | manual_apply (op, tmp, 0); |
2390 | op->apply (tmp); |
2371 | |
2391 | |
2372 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2392 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2373 | break; |
2393 | break; |
2374 | } |
2394 | } |
2375 | else if (tmp->type == FLESH) |
2395 | else if (tmp->type == FLESH) |
… | |
… | |
2381 | */ |
2401 | */ |
2382 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2402 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2383 | { |
2403 | { |
2384 | op->statusmsg ("You blindly grab for a bite of food. " |
2404 | 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.>"); |
2405 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2386 | manual_apply (op, flesh, 0); |
2406 | op->apply (flesh); |
2387 | } |
2407 | } |
2388 | |
2408 | |
2389 | // If player is still starving, alert him! |
2409 | // If player is still starving, alert him! |
2390 | if (op->stats.food < 0) |
2410 | if (op->stats.food < 0) |
2391 | op->failmsg ("You are starving! " |
2411 | op->failmsg ("You are starving! " |
… | |
… | |
2403 | op->contr->killer->destroy (); |
2423 | op->contr->killer->destroy (); |
2404 | } |
2424 | } |
2405 | } |
2425 | } |
2406 | |
2426 | |
2407 | /* killer should be set here already */ |
2427 | /* killer should be set here already */ |
2408 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2428 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2409 | kill_player (op); |
2429 | kill_player (op); |
2410 | } |
2430 | } |
2411 | } |
2431 | } |
2412 | |
2432 | |
2413 | /* If the player should die (lack of hp, food, etc), we call this. |
2433 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2447 | cure_disease (op, 0, 0); /* remove any disease */ |
2467 | cure_disease (op, 0, 0); /* remove any disease */ |
2448 | |
2468 | |
2449 | max_it (op->stats.hp , op->stats.maxhp); |
2469 | max_it (op->stats.hp , op->stats.maxhp); |
2450 | max_it (op->stats.sp , op->stats.maxsp); |
2470 | max_it (op->stats.sp , op->stats.maxsp); |
2451 | max_it (op->stats.grace, op->stats.maxgrace); |
2471 | max_it (op->stats.grace, op->stats.maxgrace); |
2452 | |
|
|
2453 | if (op->stats.food <= 0) |
2472 | max_it (op->stats.food , 200); |
2454 | op->stats.food = 999; |
|
|
2455 | |
2473 | |
2456 | // remove all spell effects that are active |
2474 | // remove all spell effects that are active |
2457 | // to avoid long-term effects such as word-of-recall |
2475 | // to avoid long-term effects such as word-of-recall |
2458 | for (object *item = op->inv; item; ) |
2476 | for (object *item = op->inv; item; ) |
2459 | { |
2477 | { |
… | |
… | |
2584 | |
2602 | |
2585 | /* There is a maximum depletion total per level. */ |
2603 | /* There is a maximum depletion total per level. */ |
2586 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2604 | if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) |
2587 | { |
2605 | { |
2588 | lose_this_stat = 0; |
2606 | lose_this_stat = 0; |
2589 | /* Take loss chance vs keep chance to see if we |
2607 | /* Take loss chance vs keep chance to see if we |
2590 | retain the stat. */ |
2608 | retain the stat. */ |
2591 | } |
2609 | } |
2592 | else |
2610 | else |
2593 | { |
2611 | { |
2594 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
2612 | if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) |
… | |
… | |
2610 | * difference. |
2628 | * difference. |
2611 | */ |
2629 | */ |
2612 | if (this_stat >= -50) |
2630 | if (this_stat >= -50) |
2613 | { |
2631 | { |
2614 | change_attr_value (&(dep->stats), i, -1); |
2632 | change_attr_value (&(dep->stats), i, -1); |
2615 | SET_FLAG (dep, FLAG_APPLIED); |
2633 | dep->set_flag (FLAG_APPLIED); |
2616 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2634 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2617 | op->update_stats (); |
2635 | op->update_stats (); |
2618 | lost_a_stat = 1; |
2636 | lost_a_stat = 1; |
2619 | } |
2637 | } |
2620 | } |
2638 | } |
… | |
… | |
2687 | if (will_kill_again) |
2705 | if (will_kill_again) |
2688 | { |
2706 | { |
2689 | object *force; |
2707 | object *force; |
2690 | int at; |
2708 | int at; |
2691 | |
2709 | |
2692 | force = get_archetype (FORCE_NAME); |
2710 | force = archetype::get (FORCE_NAME); |
2693 | /* 50 ticks should be enough time for the spell to abate */ |
2711 | /* 50 ticks should be enough time for the spell to abate */ |
2694 | force->speed = 0.1f; |
|
|
2695 | force->speed_left = -5.f; |
2712 | force->speed_left = -5.f; |
2696 | SET_FLAG (force, FLAG_APPLIED); |
2713 | force->set_speed (0.1f); |
|
|
2714 | force->set_flag (FLAG_APPLIED); |
|
|
2715 | |
2697 | for (at = 0; at < NROFATTACKS; at++) |
2716 | for (at = 0; at < NROFATTACKS; at++) |
2698 | if (will_kill_again & (1 << at)) |
2717 | if (will_kill_again & (1 << at)) |
2699 | force->resist[at] = 100; |
2718 | force->resist[at] = 100; |
2700 | |
2719 | |
2701 | insert_ob_in_ob (force, op); |
2720 | insert_ob_in_ob (force, op); |
… | |
… | |
2706 | } |
2725 | } |
2707 | |
2726 | |
2708 | static void |
2727 | static void |
2709 | loot_object (object *op) |
2728 | loot_object (object *op) |
2710 | { /* Grab and destroy some treasure */ |
2729 | { /* Grab and destroy some treasure */ |
2711 | object *tmp, *tmp2, *next; |
2730 | object *tmp, *next; |
2712 | |
2731 | |
2713 | op->close_container (); /* close open sack first */ |
2732 | op->close_container (); /* close open sack first */ |
2714 | |
2733 | |
2715 | for (tmp = op->inv; tmp; tmp = next) |
2734 | for (tmp = op->inv; tmp; tmp = next) |
2716 | { |
2735 | { |
… | |
… | |
2723 | tmp->x = op->x, tmp->y = op->y; |
2742 | tmp->x = op->x, tmp->y = op->y; |
2724 | |
2743 | |
2725 | if (tmp->type == CONTAINER) |
2744 | if (tmp->type == CONTAINER) |
2726 | loot_object (tmp); /* empty container to ground */ |
2745 | loot_object (tmp); /* empty container to ground */ |
2727 | |
2746 | |
2728 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2747 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2729 | { |
2748 | { |
2730 | if (tmp->nrof > 1) |
2749 | if (tmp->nrof > 1) |
2731 | { |
2750 | { |
2732 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2751 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2733 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2752 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2748 | void |
2767 | void |
2749 | fix_weight () |
2768 | fix_weight () |
2750 | { |
2769 | { |
2751 | for_all_players (pl) |
2770 | for_all_players (pl) |
2752 | { |
2771 | { |
2753 | sint32 old = pl->ob->carrying; |
2772 | weight_t old = pl->ob->carrying; |
2754 | |
2773 | |
2755 | pl->ob->update_weight (); |
2774 | pl->ob->update_weight (); |
2756 | |
2775 | |
2757 | if (old != pl->ob->carrying) |
2776 | if (old != pl->ob->carrying) |
2758 | { |
2777 | { |
… | |
… | |
2823 | } |
2842 | } |
2824 | |
2843 | |
2825 | int |
2844 | int |
2826 | is_true_undead (object *op) |
2845 | is_true_undead (object *op) |
2827 | { |
2846 | { |
2828 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2847 | if (op->arch->flag [FLAG_UNDEAD]) |
2829 | return 1; |
2848 | return 1; |
2830 | |
2849 | |
2831 | return 0; |
2850 | return 0; |
2832 | } |
2851 | } |
2833 | |
2852 | |
… | |
… | |
2931 | |
2950 | |
2932 | if (who->type == PLAYER) |
2951 | if (who->type == PLAYER) |
2933 | player = 1; |
2952 | player = 1; |
2934 | |
2953 | |
2935 | else |
2954 | else |
2936 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2955 | friendly = who->flag [FLAG_FRIENDLY]; |
2937 | |
2956 | |
2938 | /* search adjacent squares */ |
2957 | /* search adjacent squares */ |
2939 | for (i = 1; i < 9; i++) |
2958 | for (i = 1; i < 9; i++) |
2940 | { |
2959 | { |
2941 | x = who->x + freearr_x[i]; |
2960 | x = who->x + freearr_x[i]; |
… | |
… | |
2950 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2969 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2951 | continue; |
2970 | continue; |
2952 | |
2971 | |
2953 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2972 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2954 | { |
2973 | { |
2955 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2974 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2956 | return 1; |
2975 | return 1; |
2957 | else if (tmp->type == PLAYER) |
2976 | else if (tmp->type == PLAYER) |
2958 | { |
|
|
2959 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2960 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2961 | return 1; |
2977 | return 1; |
2962 | } |
|
|
2963 | } |
2978 | } |
2964 | } |
2979 | } |
2965 | return 0; |
2980 | return 0; |
2966 | } |
2981 | } |
2967 | |
2982 | |
2968 | /* check the player los field for viewability of the |
2983 | /* check the player los field for viewability of the |
2969 | * object op. This function works fine for monsters, |
2984 | * object op. This function works fine for monsters, |
2970 | * but we dont worry if the object isnt the top one in |
2985 | * but we dont worry if the object isnt the top one in |
2971 | * a pile (say a coin under a table would return "viewable" |
2986 | * a pile (say a coin under a table would return "viewable" |
2972 | * by this routine). Another question, should we be |
2987 | * by this routine). Another question, should we be |
2973 | * concerned with the direction the player is looking |
2988 | * concerned with the direction the player is looking |
2974 | * in? Realistically, most of us can't see stuff behind |
2989 | * in? Realistically, most of us can't see stuff behind |
2975 | * our backs...on the other hand, does the "facing" direction |
2990 | * our backs...on the other hand, does the "facing" direction |
2976 | * imply the way your head, or body is facing? It's possible |
2991 | * imply the way your head, or body is facing? It's possible |
2977 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2992 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2978 | * -b.t. |
2993 | * -b.t. |
2979 | * This function is now map tiling safe. |
2994 | * This function is now map tiling safe. |
2980 | */ |
2995 | */ |
2981 | int |
2996 | int |
2982 | player_can_view (object *pl, object *op) |
2997 | player_can_view (object *pl, object *op) |
2983 | { |
2998 | { |
… | |
… | |
2997 | |
3012 | |
2998 | get_rangevector (pl, op, &rv, 0x1); |
3013 | get_rangevector (pl, op, &rv, 0x1); |
2999 | |
3014 | |
3000 | /* starting with the 'head' part, lets loop |
3015 | /* starting with the 'head' part, lets loop |
3001 | * through the object and find if it has any |
3016 | * through the object and find if it has any |
3002 | * part that is in the los array but isn't on |
3017 | * part that is in the los array but isn't on |
3003 | * a blocked los square. |
3018 | * a blocked los square. |
3004 | * we use the archetype to figure out offsets. |
3019 | * we use the archetype to figure out offsets. |
3005 | */ |
3020 | */ |
3006 | while (op) |
3021 | while (op) |
3007 | { |
3022 | { |
… | |
… | |
3034 | * and the exit-coordinates sp/hp must both be > 0. |
3049 | * and the exit-coordinates sp/hp must both be > 0. |
3035 | * => The intention here is to prevent abuse of the battleground- |
3050 | * => The intention here is to prevent abuse of the battleground- |
3036 | * feature (like pickable or hidden battleground tiles). */ |
3051 | * feature (like pickable or hidden battleground tiles). */ |
3037 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3052 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3038 | { |
3053 | { |
3039 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3054 | if (tmp->flag [FLAG_IS_FLOOR]) |
3040 | { |
3055 | { |
3041 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3056 | if (tmp->flag [FLAG_NO_PICK] |
3042 | && tmp->type == BATTLEGROUND |
3057 | && tmp->type == BATTLEGROUND |
3043 | && tmp->name == shstr_battleground |
3058 | && tmp->name == shstr_battleground |
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3059 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3045 | { |
3060 | { |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3061 | /* before we assign the exit, check if this is a teambattle */ |
… | |
… | |
3198 | else |
3213 | else |
3199 | j = 1; |
3214 | j = 1; |
3200 | strcat (buf, spellpathnames[i]); |
3215 | strcat (buf, spellpathnames[i]); |
3201 | } |
3216 | } |
3202 | } |
3217 | } |
|
|
3218 | |
3203 | strcat (buf, "."); |
3219 | strcat (buf, "."); |
3204 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3220 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3205 | } |
3221 | } |
3206 | |
3222 | |
3207 | /* evtl. adding flags: */ |
3223 | /* evtl. adding flags: */ |
3208 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3224 | if (item->flag [FLAG_XRAYS]) |
3209 | SET_FLAG (skin, FLAG_XRAYS); |
3225 | skin->set_flag (FLAG_XRAYS); |
3210 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3226 | if (item->flag [FLAG_STEALTH]) |
3211 | SET_FLAG (skin, FLAG_STEALTH); |
3227 | skin->set_flag (FLAG_STEALTH); |
3212 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3228 | if (item->flag [FLAG_SEE_IN_DARK]) |
3213 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3229 | skin->set_flag (FLAG_SEE_IN_DARK); |
3214 | |
3230 | |
3215 | /* print message if there is one */ |
3231 | /* print message if there is one */ |
3216 | if (item->msg != NULL) |
3232 | if (item->msg != NULL) |
3217 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3233 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3218 | } |
3234 | } |
… | |
… | |
3223 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3239 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3224 | who->insert (tmp); |
3240 | who->insert (tmp); |
3225 | } |
3241 | } |
3226 | } |
3242 | } |
3227 | |
3243 | |
3228 | /** |
|
|
3229 | * Unready an object for a player. This function does nothing if the object was |
|
|
3230 | * not readied. |
|
|
3231 | */ |
|
|
3232 | void |
|
|
3233 | player_unready_range_ob (player *pl, object *ob) |
|
|
3234 | { |
|
|
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 | |
|
|
3241 | if (pl->ranged_ob == ob) |
|
|
3242 | pl->ranged_ob = 0; |
|
|
3243 | } |
|
|
3244 | |
|
|
3245 | //-GPL |
3244 | //-GPL |
3246 | |
3245 | |
3247 | sint8 |
3246 | sint8 |
3248 | player::darkness_at (maptile *map, int x, int y) const |
3247 | player::darkness_at (maptile *map, int x, int y) const |
3249 | { |
3248 | { |
… | |
… | |
3277 | { |
3276 | { |
3278 | play_sound (sound_find ("generic_failure")); |
3277 | play_sound (sound_find ("generic_failure")); |
3279 | statusmsg (msg, color); |
3278 | statusmsg (msg, color); |
3280 | } |
3279 | } |
3281 | |
3280 | |
|
|
3281 | void |
|
|
3282 | object::failmsgf (const char *format, ...) |
|
|
3283 | { |
|
|
3284 | if (!contr) |
|
|
3285 | return; |
|
|
3286 | |
|
|
3287 | va_list ap; |
|
|
3288 | va_start (ap, format); |
|
|
3289 | contr->failmsg (vformat (format, ap)); |
|
|
3290 | va_end (ap); |
|
|
3291 | } |
|
|
3292 | |
|
|
3293 | void |
|
|
3294 | player::failmsgf (const char *format, ...) |
|
|
3295 | { |
|
|
3296 | va_list ap; |
|
|
3297 | va_start (ap, format); |
|
|
3298 | failmsg (vformat (format, ap)); |
|
|
3299 | va_end (ap); |
|
|
3300 | } |
|
|
3301 | |