1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <pwd.h> |
|
|
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <sounds.h> |
29 | #include <sounds.h> |
28 | #include <living.h> |
30 | #include <living.h> |
29 | #include <object.h> |
31 | #include <object.h> |
30 | #include <spells.h> |
32 | #include <spells.h> |
31 | #include <skills.h> |
33 | #include <skills.h> |
32 | |
34 | |
33 | #include <algorithm> |
35 | #include <algorithm> |
34 | #include <functional> |
36 | #include <functional> |
35 | |
37 | |
36 | player * |
38 | playervec players; |
37 | find_player (const char *plname) |
|
|
38 | { |
|
|
39 | for_all_players (pl) |
|
|
40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
|
|
41 | return pl; |
|
|
42 | |
|
|
43 | return 0; |
|
|
44 | } |
|
|
45 | |
|
|
46 | void |
|
|
47 | display_motd (const object *op) |
|
|
48 | { |
|
|
49 | char buf[MAX_BUF]; |
|
|
50 | char motd[HUGE_BUF]; |
|
|
51 | FILE *fp; |
|
|
52 | int comp; |
|
|
53 | int size; |
|
|
54 | |
|
|
55 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
|
56 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
57 | return; |
|
|
58 | |
|
|
59 | motd[0] = '\0'; |
|
|
60 | size = 0; |
|
|
61 | |
|
|
62 | while (fgets (buf, MAX_BUF, fp)) |
|
|
63 | { |
|
|
64 | if (*buf == '#') |
|
|
65 | continue; |
|
|
66 | |
|
|
67 | strncat (motd + size, buf, HUGE_BUF - size); |
|
|
68 | size += strlen (buf); |
|
|
69 | } |
|
|
70 | |
|
|
71 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
|
72 | close_and_delete (fp, comp); |
|
|
73 | } |
|
|
74 | |
|
|
75 | void |
|
|
76 | send_rules (const object *op) |
|
|
77 | { |
|
|
78 | char buf[MAX_BUF]; |
|
|
79 | char rules[HUGE_BUF]; |
|
|
80 | FILE *fp; |
|
|
81 | int comp; |
|
|
82 | int size; |
|
|
83 | |
|
|
84 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
|
85 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
86 | return; |
|
|
87 | |
|
|
88 | rules[0] = '\0'; |
|
|
89 | size = 0; |
|
|
90 | |
|
|
91 | while (fgets (buf, MAX_BUF, fp)) |
|
|
92 | { |
|
|
93 | if (*buf == '#') |
|
|
94 | continue; |
|
|
95 | |
|
|
96 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
97 | { |
|
|
98 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
|
99 | break; |
|
|
100 | } |
|
|
101 | |
|
|
102 | strncat (rules + size, buf, HUGE_BUF - size); |
|
|
103 | size += strlen (buf); |
|
|
104 | } |
|
|
105 | |
|
|
106 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
|
107 | close_and_delete (fp, comp); |
|
|
108 | } |
|
|
109 | |
|
|
110 | void |
|
|
111 | send_news (const object *op) |
|
|
112 | { |
|
|
113 | char buf[MAX_BUF]; |
|
|
114 | char news[HUGE_BUF]; |
|
|
115 | char subject[MAX_BUF]; |
|
|
116 | FILE *fp; |
|
|
117 | int comp; |
|
|
118 | int size; |
|
|
119 | |
|
|
120 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
|
121 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
122 | return; |
|
|
123 | |
|
|
124 | news[0] = '\0'; |
|
|
125 | subject[0] = '\0'; |
|
|
126 | size = 0; |
|
|
127 | |
|
|
128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
|
129 | { |
|
|
130 | if (*buf == '#') |
|
|
131 | continue; |
|
|
132 | |
|
|
133 | if (*buf == '%') |
|
|
134 | { /* send one news */ |
|
|
135 | if (size > 0) |
|
|
136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
|
137 | strcpy (subject, buf + 1); |
|
|
138 | strip_endline (subject); |
|
|
139 | size = 0; |
|
|
140 | news[0] = '\0'; |
|
|
141 | } |
|
|
142 | else |
|
|
143 | { |
|
|
144 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
145 | { |
|
|
146 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
|
147 | break; |
|
|
148 | } |
|
|
149 | strncat (news + size, buf, HUGE_BUF - size); |
|
|
150 | size += strlen (buf); |
|
|
151 | } |
|
|
152 | } |
|
|
153 | |
|
|
154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
|
155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
|
|
156 | close_and_delete (fp, comp); |
|
|
157 | } |
|
|
158 | |
39 | |
159 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
160 | static void |
41 | static void |
161 | set_first_map (object *op) |
42 | set_first_map (object *op) |
162 | { |
43 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
44 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
45 | op->x = -1; |
165 | op->y = -1; |
46 | op->y = -1; |
166 | enter_exit (op, 0); |
47 | } |
|
|
48 | |
|
|
49 | void |
|
|
50 | player::activate () |
|
|
51 | { |
|
|
52 | if (active) |
|
|
53 | return; |
|
|
54 | |
|
|
55 | players.insert (this); |
|
|
56 | ob->remove (); |
|
|
57 | ob->map = 0; |
|
|
58 | ob->activate_recursive (); |
|
|
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
60 | add_friendly_object (ob); |
|
|
61 | } |
|
|
62 | |
|
|
63 | void |
|
|
64 | player::deactivate () |
|
|
65 | { |
|
|
66 | if (!active) |
|
|
67 | return; |
|
|
68 | |
|
|
69 | terminate_all_pets (ob); |
|
|
70 | remove_friendly_object (ob); |
|
|
71 | ob->deactivate_recursive (); |
|
|
72 | |
|
|
73 | if (ob->map) |
|
|
74 | maplevel = ob->map->path; |
|
|
75 | |
|
|
76 | ob->remove (); |
|
|
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
|
|
78 | ob->map = 0; |
|
|
79 | party = 0; |
|
|
80 | |
|
|
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
|
|
83 | players.erase (this); |
167 | } |
84 | } |
168 | |
85 | |
169 | // connect the player with a specific client |
86 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
87 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
88 | void |
172 | player::connect (client *ns) |
89 | player::connect (client *ns) |
173 | { |
90 | { |
174 | this->ns = ns; |
91 | this->ns = ns; |
175 | ns->pl = this; |
92 | ns->pl = this; |
176 | |
93 | |
177 | next = first_player; |
94 | run_on = 0; |
178 | first_player = this; |
95 | fire_on = 0; |
|
|
96 | ob->close_container (); //TODO: client-specific |
179 | |
97 | |
180 | ns->update_look = 0; |
98 | ns->update_look = 0; |
181 | ns->look_position = 0; |
99 | ns->look_position = 0; |
182 | |
100 | |
183 | clear_los (ob); |
101 | clear_los (); |
|
|
102 | |
|
|
103 | ns->reset_stats (); |
184 | |
104 | |
185 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
107 | ob->race = ob->arch->race; |
188 | |
108 | |
189 | if (!legal_range (ob, shoottype)) |
109 | ob->update_weight (); |
190 | shoottype = range_none; |
|
|
191 | |
|
|
192 | ob->carrying = sum_weight (ob); |
|
|
193 | link_player_skills (ob); |
110 | link_skills (); |
194 | |
111 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
|
196 | ob->set_speed (ob->speed); |
|
|
197 | |
|
|
198 | assign (title, ob->arch->clone.name); |
112 | assign (title, ob->arch->object::name); |
199 | |
|
|
200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
201 | * from the class, and not race. I don't see any way to get the class information |
|
|
202 | * to then update this. I don't think this will actually break anything - anyone |
|
|
203 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
204 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
206 | */ |
|
|
207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
209 | |
113 | |
210 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
212 | { |
116 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
214 | |
|
|
215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
217 | |
118 | |
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
219 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
220 | if (tmp->arch->name == dragon_ability_force) |
121 | if (tmp->arch->archname == shstr_dragon_ability_force) |
221 | abil = tmp; |
122 | abil = tmp; |
222 | else if (tmp->arch->name == dragon_skin_force) |
123 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
223 | skin = tmp; |
124 | skin = tmp; |
224 | |
125 | |
225 | set_dragon_name (ob, abil, skin); |
126 | set_dragon_name (ob, abil, skin); |
226 | } |
127 | } |
227 | |
128 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
229 | add_friendly_object (ob); |
|
|
230 | |
|
|
231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
232 | |
|
|
233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
|
235 | |
130 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
131 | esrv_new_player (this); |
237 | |
132 | |
238 | ob->update_stats (); |
133 | ob->update_stats (); |
|
|
134 | |
239 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
240 | |
|
|
241 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
243 | |
138 | |
244 | enter_exit (ob, 0); |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
140 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
141 | ob->flag [FLAG_READY_BOW] = false; |
245 | |
142 | |
246 | send_rules (ob); |
143 | for (object *op = ob->inv; op; op = op->below) |
247 | send_news (ob); |
144 | if (op->flag [FLAG_APPLIED]) |
248 | display_motd (ob); |
145 | switch (op->type) |
|
|
146 | { |
|
|
147 | case SKILL: |
|
|
148 | op->flag [FLAG_APPLIED] = false; |
|
|
149 | break; |
|
|
150 | |
|
|
151 | case WAND: |
|
|
152 | case ROD: |
|
|
153 | case HORN: |
|
|
154 | case BOW: |
|
|
155 | ranged_ob = op; |
|
|
156 | break; |
|
|
157 | |
|
|
158 | case WEAPON: |
|
|
159 | combat_ob = op; |
|
|
160 | break; |
|
|
161 | } |
|
|
162 | |
|
|
163 | ob->current_weapon = 0; |
|
|
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
165 | activate (); // change_weapon also activates, but this doesn't hurt |
|
|
166 | |
|
|
167 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
168 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
169 | } |
251 | |
170 | |
252 | void |
171 | void |
253 | player::disconnect () |
172 | player::disconnect () |
254 | { |
173 | { |
255 | //TODO: don't be so harsh and destroy :) |
174 | if (ob) |
|
|
175 | { |
|
|
176 | ob->close_container (); //TODO: client-specific |
|
|
177 | ob->drop_unpaid_items (); |
|
|
178 | } |
|
|
179 | |
256 | if (ns) |
180 | if (ns) |
257 | destroy (); |
181 | { |
|
|
182 | if (active) |
|
|
183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
184 | |
|
|
185 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
186 | |
|
|
187 | ns->reset_stats (); |
|
|
188 | ns->pl = 0; |
|
|
189 | ns = 0; |
|
|
190 | } |
|
|
191 | |
|
|
192 | // this is important for the player scheduler to get the correct refcount |
|
|
193 | // when ns = 0 |
|
|
194 | observe = viewpoint = ob; |
|
|
195 | |
|
|
196 | deactivate (); |
258 | } |
197 | } |
|
|
198 | |
|
|
199 | //-GPL |
259 | |
200 | |
260 | // the need for this function can be explained |
201 | // the need for this function can be explained |
261 | // by load_object not returning the object |
202 | // by load_object not returning the object |
262 | void |
203 | void |
263 | player::set_object (object *op) |
204 | player::set_object (object *op) |
264 | { |
205 | { |
265 | ob = op; |
206 | ob = observe = viewpoint = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
207 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
208 | |
|
|
209 | ob->speed = 1.0f; |
268 | ob->speed_left = 0.5; |
210 | ob->speed_left = 0.5f; |
269 | ob->speed = 1.0; |
211 | |
270 | ob->direction = 5; /* So player faces south */ |
212 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
|
273 | |
|
|
274 | set_first_map (ob); |
|
|
275 | |
|
|
276 | ob->roll_stats (); |
|
|
277 | } |
213 | } |
|
|
214 | |
|
|
215 | void |
|
|
216 | player::set_observe (object *op) |
|
|
217 | { |
|
|
218 | observe = viewpoint = op ? op : ob; |
|
|
219 | do_los = 1; |
|
|
220 | } |
|
|
221 | |
|
|
222 | void |
|
|
223 | player::set_viewpoint (object *op) |
|
|
224 | { |
|
|
225 | viewpoint = op ? op : (object *)observe; |
|
|
226 | do_los = 1; |
|
|
227 | } |
|
|
228 | |
|
|
229 | //+GPL |
278 | |
230 | |
279 | player::player () |
231 | player::player () |
280 | { |
232 | { |
281 | /* There are some elements we want initialized to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
234 | * we deal with that below this point. |
283 | */ |
235 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
236 | outputs_sync = 4; |
285 | outputs_count = 8; /* Keeps present behaviour */ |
237 | outputs_count = 4; |
286 | unapply = unapply_nochoice; |
238 | unapply = unapply_nochoice; |
287 | |
239 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
240 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
241 | |
290 | gen_sp_armour = 10; |
242 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
243 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
244 | petmode = pet_normal; |
295 | listening = 10; |
|
|
296 | usekeys = containers; |
245 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
246 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
247 | do_los = 1; |
300 | |
248 | |
301 | /* we need to clear these to -1 and not zero - otherwise, |
249 | weapon_sp = 1.0f; |
302 | * if a player quits and starts a new character, we wont |
250 | weapon_sp_left = 0.5f; |
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
251 | } |
315 | |
252 | |
316 | void |
253 | void |
317 | player::do_destroy () |
254 | player::do_destroy () |
318 | { |
255 | { |
|
|
256 | disconnect (); |
|
|
257 | |
319 | attachable::do_destroy (); |
258 | attachable::do_destroy (); |
320 | |
|
|
321 | save (false); |
|
|
322 | enable_save = false; |
|
|
323 | |
|
|
324 | disconnect (); |
|
|
325 | |
|
|
326 | terminate_all_pets (ob); |
|
|
327 | |
|
|
328 | if (first_player != this) |
|
|
329 | { |
|
|
330 | player *prev = first_player; |
|
|
331 | |
|
|
332 | while (prev && prev->next && prev->next != this) |
|
|
333 | prev = prev->next; |
|
|
334 | |
|
|
335 | if (prev->next != this) |
|
|
336 | { |
|
|
337 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
338 | abort (); |
|
|
339 | } |
|
|
340 | |
|
|
341 | prev->next = next; |
|
|
342 | } |
|
|
343 | else |
|
|
344 | first_player = next; |
|
|
345 | |
259 | |
346 | if (ob) |
260 | if (ob) |
347 | { |
261 | { |
348 | ob->destroy_inv (false); |
262 | ob->destroy_inv (false); |
349 | ob->destroy (); |
263 | ob->destroy (); |
350 | } |
264 | } |
351 | |
265 | |
352 | if (ns) |
266 | ob = observe = viewpoint = 0; |
353 | { |
|
|
354 | client *ns = this->ns; |
|
|
355 | ns->send_packet ("goodbye"); |
|
|
356 | ns->flush (); |
|
|
357 | ns->pl = 0; |
|
|
358 | this->ns = 0; |
|
|
359 | ns->destroy (); |
|
|
360 | } |
|
|
361 | } |
267 | } |
362 | |
268 | |
363 | player::~player () |
269 | player::~player () |
364 | { |
270 | { |
365 | /* Clear item stack */ |
271 | /* Clear item stack */ |
366 | free (stack_items); |
272 | free (stack_items); |
|
|
273 | } |
|
|
274 | |
|
|
275 | /* |
|
|
276 | * get_player_archetype() return next player archetype from archetype |
|
|
277 | * list. Not very efficient routine, but used only creating new players. |
|
|
278 | * Note: there MUST be at least one player archetype! |
|
|
279 | */ |
|
|
280 | static archetype * |
|
|
281 | get_player_archetype (archetype *at) |
|
|
282 | { |
|
|
283 | // archetypes could have been reloaded |
|
|
284 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
285 | |
|
|
286 | if (!nat) |
|
|
287 | return at; |
|
|
288 | |
|
|
289 | archvec::iterator i = archetypes.find (nat); |
|
|
290 | |
|
|
291 | for (;;) |
|
|
292 | { |
|
|
293 | if (++i == archetypes.end ()) |
|
|
294 | i = archetypes.begin (); |
|
|
295 | else if (*i == at) |
|
|
296 | cleanup ("not a single player archetype found"); |
|
|
297 | |
|
|
298 | if ((*i)->type == PLAYER) |
|
|
299 | return *i; |
|
|
300 | } |
367 | } |
301 | } |
368 | |
302 | |
369 | /* Tries to add player on the connection passed in ns. |
303 | /* Tries to add player on the connection passed in ns. |
370 | * 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 |
371 | * mode. |
305 | * mode. |
… | |
… | |
373 | player * |
307 | player * |
374 | player::create () |
308 | player::create () |
375 | { |
309 | { |
376 | player *pl = new player; |
310 | player *pl = new player; |
377 | |
311 | |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
312 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
313 | |
|
|
314 | pl->ob->roll_stats (); |
|
|
315 | pl->ob->stats.wc = 2; |
|
|
316 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
317 | |
|
|
318 | set_first_map (pl->ob); |
379 | |
319 | |
380 | return pl; |
320 | return pl; |
381 | } |
|
|
382 | |
|
|
383 | /* |
|
|
384 | * get_player_archetype() return next player archetype from archetype |
|
|
385 | * list. Not very efficient routine, but used only creating new players. |
|
|
386 | * Note: there MUST be at least one player archetype! |
|
|
387 | */ |
|
|
388 | archetype * |
|
|
389 | get_player_archetype (archetype *at) |
|
|
390 | { |
|
|
391 | archetype *start = at; |
|
|
392 | |
|
|
393 | for (;;) |
|
|
394 | { |
|
|
395 | if (at == NULL || at->next == NULL) |
|
|
396 | at = first_archetype; |
|
|
397 | else |
|
|
398 | at = at->next; |
|
|
399 | |
|
|
400 | if (at->clone.type == PLAYER) |
|
|
401 | return at; |
|
|
402 | |
|
|
403 | if (at == start) |
|
|
404 | { |
|
|
405 | LOG (llevError, "No Player archetypes\n"); |
|
|
406 | exit (-1); |
|
|
407 | } |
|
|
408 | } |
|
|
409 | } |
321 | } |
410 | |
322 | |
411 | object * |
323 | object * |
412 | get_nearest_player (object *mon) |
324 | get_nearest_player (object *mon) |
413 | { |
325 | { |
414 | object *op = NULL; |
326 | object *op = NULL; |
415 | objectlink *ol; |
327 | objectlink *ol; |
416 | unsigned lastdist; |
328 | unsigned lastdist; |
417 | rv_vector rv; |
329 | rv_vector rv; |
418 | |
330 | |
419 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
331 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
420 | { |
332 | { |
421 | /* We should not find free objects on this friendly list, but it |
|
|
422 | * does periodically happen. Given that, lets deal with it. |
|
|
423 | * While unlikely, it is possible the next object on the friendly |
|
|
424 | * list is also free, so encapsulate this in a while loop. |
|
|
425 | */ |
|
|
426 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
427 | { |
|
|
428 | object *tmp = ol->ob; |
|
|
429 | |
|
|
430 | /* Can't do much more other than log the fact, because the object |
|
|
431 | * itself will have been cleared. |
|
|
432 | */ |
|
|
433 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
434 | ol = ol->next; |
|
|
435 | remove_friendly_object (tmp); |
|
|
436 | if (!ol) |
|
|
437 | return op; |
|
|
438 | } |
|
|
439 | |
|
|
440 | /* Remove special check for player from this. First, it looks to cause |
|
|
441 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
442 | * complicated method of state checking would be needed in any case - |
|
|
443 | * as it was, a clever player could type quit, and the function would |
|
|
444 | * skip them over while waiting for confirmation. Remove |
|
|
445 | * on_same_map check, as can_detect_enemy also does this |
|
|
446 | */ |
|
|
447 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
333 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
448 | continue; |
334 | continue; |
449 | |
335 | |
450 | if (lastdist > rv.distance) |
336 | if (lastdist > rv.distance) |
451 | { |
337 | { |
… | |
… | |
527 | x = mon->x; |
413 | x = mon->x; |
528 | y = mon->y; |
414 | y = mon->y; |
529 | m = mon->map; |
415 | m = mon->map; |
530 | dir = rv.direction; |
416 | dir = rv.direction; |
531 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
417 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
532 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
418 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
419 | |
533 | /* If we can't solve it within the search distance, return now. */ |
420 | /* If we can't solve it within the search distance, return now. */ |
534 | if (diff > max) |
421 | if (diff > max) |
535 | return 0; |
422 | return 0; |
|
|
423 | |
536 | while (diff > 1 && max > 0) |
424 | while (diff > 1 && max > 0) |
537 | { |
425 | { |
538 | lastx = x; |
426 | lastx = x; |
539 | lasty = y; |
427 | lasty = y; |
540 | lastmap = m; |
428 | lastmap = m; |
… | |
… | |
622 | max--; |
510 | max--; |
623 | lastdir = dir; |
511 | lastdir = dir; |
624 | if (!firstdir) |
512 | if (!firstdir) |
625 | firstdir = dir; |
513 | firstdir = dir; |
626 | } |
514 | } |
|
|
515 | |
627 | if (diff <= 1) |
516 | if (diff <= 1) |
628 | { |
517 | { |
629 | /* Recalculate diff (distance) because we may not have actually |
518 | /* Recalculate diff (distance) because we may not have actually |
630 | * headed toward player for entire distance. |
519 | * headed toward player for entire distance. |
631 | */ |
520 | */ |
632 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
521 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
633 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
522 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
634 | } |
523 | } |
|
|
524 | |
635 | if (diff > max) |
525 | if (diff > max) |
636 | return 0; |
526 | return 0; |
637 | } |
527 | } |
|
|
528 | |
638 | /* If we reached the max, didn't find a direction in time */ |
529 | /* If we reached the max, didn't find a direction in time */ |
639 | if (!max) |
530 | if (!max) |
640 | return 0; |
531 | return 0; |
641 | |
532 | |
642 | return firstdir; |
533 | return firstdir; |
643 | } |
534 | } |
644 | |
535 | |
645 | void |
536 | void |
646 | give_initial_items (object *pl, treasurelist * items) |
537 | give_initial_items (object *pl, treasurelist *items) |
647 | { |
538 | { |
648 | object *op, *next = NULL; |
|
|
649 | |
|
|
650 | if (pl->randomitems != NULL) |
539 | if (pl->randomitems) |
651 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
540 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
652 | |
541 | |
653 | for (op = pl->inv; op; op = next) |
542 | for (object *next, *op = pl->inv; op; op = next) |
654 | { |
543 | { |
655 | next = op->below; |
544 | next = op->below; |
656 | |
545 | |
657 | /* Forces get applied per default, unless they have the |
546 | /* Forces get applied per default, unless they have the |
658 | * flag "neutral" set. Sorry but I can't think of a better way |
547 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
663 | /* we never give weapons/armour if these cannot be used |
552 | /* we never give weapons/armour if these cannot be used |
664 | * by this player due to race restrictions |
553 | * by this player due to race restrictions |
665 | */ |
554 | */ |
666 | if (pl->type == PLAYER) |
555 | if (pl->type == PLAYER) |
667 | { |
556 | { |
668 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
557 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
558 | && |
669 | (op->type == ARMOUR || op->type == BOOTS || |
559 | (op->type == ARMOUR || op->type == BOOTS |
670 | op->type == CLOAK || op->type == HELMET || |
560 | || op->type == CLOAK || op->type == HELMET |
671 | op->type == SHIELD || op->type == GLOVES || |
561 | || op->type == SHIELD || op->type == GLOVES |
|
|
562 | || op->type == BRACERS || op->type == GIRDLE)) |
672 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
563 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
673 | { |
564 | { |
674 | op->destroy (); |
565 | op->destroy (); |
675 | continue; |
566 | continue; |
676 | } |
567 | } |
677 | } |
568 | } |
678 | |
569 | |
679 | /* This really needs to be better - we should really give |
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
680 | * a substitute spellbook. The problem is that we don't really |
571 | * _very_ confusing effects for players), which could for instance be |
681 | * have a good idea what to replace it with (need something like |
572 | * generated by bad treasurelists. - elmex |
682 | * a first level treasurelist for each skill.) |
|
|
683 | * remove duplicate skills also |
|
|
684 | */ |
573 | */ |
685 | if (op->type == SPELLBOOK || op->type == SKILL) |
574 | if (op->type == SKILL) |
686 | { |
575 | { |
687 | object *tmp; |
|
|
688 | |
|
|
689 | for (tmp = op->below; tmp; tmp = tmp->below) |
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
690 | if (tmp->type == op->type && tmp->name == op->name) |
577 | if (tmp->type == op->type && tmp->name == op->name) |
691 | break; |
|
|
692 | |
|
|
693 | if (tmp) |
|
|
694 | { |
578 | { |
695 | op->destroy (); |
579 | op->destroy (); |
|
|
580 | LOG (llevError, |
696 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
697 | continue; |
582 | break; |
698 | } |
583 | } |
699 | |
584 | |
700 | if (op->nrof > 1) |
585 | if (op->nrof > 1) |
701 | op->nrof = 1; |
586 | op->nrof = 1; |
702 | } |
587 | } |
703 | |
588 | |
704 | if (op->type == SPELLBOOK && op->inv) |
589 | if (op->type == SPELLBOOK && op->inv) |
705 | { |
|
|
706 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
590 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
707 | } |
|
|
708 | |
591 | |
709 | /* Give starting characters identified, uncursed, and undamned |
592 | /* Give starting characters identified, uncursed, and undamned |
710 | * items. Just don't identify gold or silver, or it won't be |
593 | * items. Just don't identify gold or silver, or it won't be |
711 | * merged properly. |
594 | * merged properly. |
712 | */ |
595 | */ |
713 | if (need_identify (op)) |
596 | if (need_identify (op)) |
714 | { |
597 | { |
715 | SET_FLAG (op, FLAG_IDENTIFIED); |
598 | SET_FLAG (op, FLAG_IDENTIFIED); |
716 | CLEAR_FLAG (op, FLAG_CURSED); |
599 | CLEAR_FLAG (op, FLAG_CURSED); |
717 | CLEAR_FLAG (op, FLAG_DAMNED); |
600 | CLEAR_FLAG (op, FLAG_DAMNED); |
718 | } |
601 | } |
|
|
602 | |
719 | if (op->type == SPELL) |
603 | if (op->type == SPELL) |
720 | { |
604 | { |
721 | op->destroy (); |
605 | op->destroy (); |
722 | continue; |
606 | continue; |
723 | } |
607 | } |
… | |
… | |
725 | { |
609 | { |
726 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
610 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
727 | op->stats.exp = 0; |
611 | op->stats.exp = 0; |
728 | op->level = 1; |
612 | op->level = 1; |
729 | } |
613 | } |
730 | /* lock all 'normal items by default */ |
614 | else /* lock all 'normal items by default */ |
731 | else |
|
|
732 | SET_FLAG (op, FLAG_INV_LOCKED); |
615 | SET_FLAG (op, FLAG_INV_LOCKED); |
733 | } /* for loop of objects in player inv */ |
616 | } /* for loop of objects in player inv */ |
734 | |
617 | |
735 | /* Need to set up the skill pointers */ |
618 | /* Need to set up the skill pointers */ |
736 | link_player_skills (pl); |
619 | pl->contr->link_skills (); |
737 | } |
620 | } |
738 | |
621 | |
739 | void |
622 | void |
740 | get_party_password (object *op, partylist *party) |
623 | get_party_password (object *op, partylist *party) |
741 | { |
624 | { |
… | |
… | |
751 | 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:"); |
752 | } |
635 | } |
753 | |
636 | |
754 | /* 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. */ |
755 | static int |
638 | static int |
756 | roll_stat (void) |
639 | roll_stat () |
757 | { |
640 | { |
758 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
759 | |
642 | |
760 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
761 | a[i] = (int) RANDOM () % 6 + 1; |
644 | a[i] = (int) rndm (6) + 1; |
762 | |
645 | |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
646 | for (i = 0, j = 0, k = 7; i < 4; i++) |
764 | if (a[i] < k) |
647 | if (a[i] < k) |
765 | k = a[i], j = i; |
648 | k = a[i], j = i; |
766 | |
649 | |
… | |
… | |
772 | } |
655 | } |
773 | |
656 | |
774 | void |
657 | void |
775 | object::roll_stats () |
658 | object::roll_stats () |
776 | { |
659 | { |
777 | int statsort [7]; |
660 | int statsort [NUM_STATS]; |
778 | |
661 | |
779 | for (;;) |
662 | for (;;) |
780 | { |
663 | { |
781 | int sum = 0; |
664 | int sum = 0; |
782 | for (int i = 7; i--; ) |
665 | for (int i = NUM_STATS; i--; ) |
783 | sum += statsort [i] = roll_stat (); |
666 | sum += statsort [i] = roll_stat (); |
784 | |
667 | |
785 | if (sum >= 82 && sum <= 116) |
668 | if (sum >= 82 && sum <= 116) |
786 | break; |
669 | break; |
787 | } |
670 | } |
788 | |
671 | |
789 | // Sort the stats so that rerolling is easier... |
672 | // Sort the stats so that rerolling is easier... |
790 | std::sort (statsort, statsort + 7, std::greater<int>()); |
673 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
791 | |
674 | |
|
|
675 | for (int i = 0; i < NUM_STATS; ++i) |
792 | stats.Str = statsort[0]; |
676 | stats.stat (i) = statsort [i]; |
793 | stats.Dex = statsort[1]; |
|
|
794 | stats.Con = statsort[2]; |
|
|
795 | stats.Int = statsort[3]; |
|
|
796 | stats.Wis = statsort[4]; |
|
|
797 | stats.Pow = statsort[5]; |
|
|
798 | stats.Cha = statsort[6]; |
|
|
799 | |
677 | |
800 | stats.exp = 0; |
678 | stats.exp = 0; |
801 | stats.ac = 0; |
679 | stats.ac = 0; |
802 | |
680 | |
803 | stats.hp = stats.maxhp; |
681 | stats.hp = stats.maxhp; |
… | |
… | |
815 | } |
693 | } |
816 | |
694 | |
817 | void |
695 | void |
818 | object::swap_stats (int a, int b) |
696 | object::swap_stats (int a, int b) |
819 | { |
697 | { |
820 | int tmp = get_attr_value (&contr->orig_stats, a); |
698 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
821 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
822 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
823 | |
699 | |
|
|
700 | for (int i = 0; i < NUM_STATS; ++i) |
824 | stats.Str = contr->orig_stats.Str; |
701 | stats.stat (i) = contr->orig_stats.stat (i); |
825 | stats.Dex = contr->orig_stats.Dex; |
|
|
826 | stats.Con = contr->orig_stats.Con; |
|
|
827 | stats.Int = contr->orig_stats.Int; |
|
|
828 | stats.Wis = contr->orig_stats.Wis; |
|
|
829 | stats.Pow = contr->orig_stats.Pow; |
|
|
830 | stats.Cha = contr->orig_stats.Cha; |
|
|
831 | |
702 | |
832 | //TODO: the following code looks so borked and should, at the very least, |
703 | //TODO: the following code looks so borked and should, at the very least, |
833 | // be merged with the similar code in roll_stats |
704 | // be merged with the similar code in roll_stats |
834 | stats.ac = 0; |
705 | stats.ac = 0; |
835 | |
706 | |
… | |
… | |
847 | contr->levsp[1] = 6; |
718 | contr->levsp[1] = 6; |
848 | contr->levgrace[1] = 3; |
719 | contr->levgrace[1] = 3; |
849 | |
720 | |
850 | contr->orig_stats = stats; |
721 | contr->orig_stats = stats; |
851 | } |
722 | } |
|
|
723 | } |
|
|
724 | |
|
|
725 | static void |
|
|
726 | start_info (object *op) |
|
|
727 | { |
|
|
728 | char buf[MAX_BUF]; |
|
|
729 | |
|
|
730 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
|
|
731 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
852 | } |
732 | } |
853 | |
733 | |
854 | /* This function takes the key that is passed, and does the |
734 | /* This function takes the key that is passed, and does the |
855 | * appropriate action with it (change race, or other things). |
735 | * appropriate action with it (change race, or other things). |
856 | * The function name is for historical reasons - now we have |
736 | * The function name is for historical reasons - now we have |
857 | * separate race and class; this actually changes the RACE, |
737 | * separate race and class; this actually changes the RACE, |
858 | * not the class. |
738 | * not the class. |
859 | */ |
739 | */ |
860 | int |
740 | void |
861 | key_change_class (object *op, char key) |
741 | player::chargen_race_done () |
862 | { |
742 | { |
863 | int tmp_loop; |
|
|
864 | |
|
|
865 | if (key == 'd' || key == 'D') |
|
|
866 | { |
|
|
867 | char buf[MAX_BUF]; |
|
|
868 | |
|
|
869 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
870 | esrv_new_player (op->contr, op->weight + op->carrying); |
744 | esrv_new_player (ob->contr); |
871 | |
745 | |
872 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
873 | if (tl) |
747 | if (tl) |
874 | create_treasure (tl, op, 0, 0, 0); |
748 | create_treasure (tl, ob, 0, 0, 0); |
875 | |
749 | |
876 | INVOKE_PLAYER (BIRTH, op->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
877 | INVOKE_PLAYER (LOGIN, op->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
878 | |
752 | |
879 | op->contr->ns->state = ST_PLAYING; |
753 | ob->contr->ns->state = ST_PLAYING; |
880 | |
754 | |
881 | if (op->msg) |
755 | if (ob->msg) |
882 | op->msg = NULL; |
756 | ob->msg = 0; |
883 | |
757 | |
884 | /* We create this now because some of the unique maps will need it |
|
|
885 | * to save here. |
|
|
886 | */ |
|
|
887 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
888 | make_path_to_file (buf); |
|
|
889 | |
|
|
890 | #ifdef AUTOSAVE |
|
|
891 | op->contr->last_save_tick = pticks; |
|
|
892 | #endif |
|
|
893 | start_info (op); |
758 | start_info (ob); |
894 | CLEAR_FLAG (op, FLAG_WIZ); |
759 | CLEAR_FLAG (ob, FLAG_WIZ); |
895 | give_initial_items (op, op->randomitems); |
760 | give_initial_items (ob, ob->randomitems); |
896 | link_player_skills (op); |
|
|
897 | esrv_send_inventory (op, op); |
761 | esrv_send_inventory (ob, ob); |
898 | op->update_stats (); |
762 | ob->update_stats (); |
899 | |
763 | |
900 | /* This moves the player to a different start map, if there |
764 | /* This moves the player to a different start map, if there |
901 | * is one for this race |
765 | * is one for this race |
902 | */ |
766 | */ |
903 | if (*first_map_ext_path) |
767 | if (*first_map_ext_path) |
904 | { |
768 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
905 | object *tmp; |
|
|
906 | char mapname[MAX_BUF]; |
|
|
907 | |
|
|
908 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
909 | tmp = object::create (); |
|
|
910 | EXIT_PATH (tmp) = mapname; |
|
|
911 | EXIT_X (tmp) = op->x; |
|
|
912 | EXIT_Y (tmp) = op->y; |
|
|
913 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
914 | * if the map isn't there, then stay on the |
|
|
915 | * default initial map */ |
|
|
916 | tmp->destroy (); |
|
|
917 | } |
|
|
918 | else |
769 | else |
919 | LOG (llevDebug, "first_map_ext_path not set\n"); |
770 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
771 | } |
920 | |
772 | |
921 | return 0; |
773 | void |
922 | } |
774 | player::chargen_race_next () |
923 | |
775 | { |
924 | /* Following actually changes the race - this is the default command |
776 | /* Following actually changes the race - this is the default command |
925 | * if we don't match with one of the options above. |
777 | * if we don't match with one of the options above. |
926 | */ |
778 | */ |
927 | |
779 | |
928 | tmp_loop = 0; |
780 | do |
929 | while (!tmp_loop) |
|
|
930 | { |
781 | { |
931 | shstr name = op->name; |
782 | shstr name = ob->name; |
932 | int x = op->x, y = op->y; |
783 | int x = ob->x, y = ob->y; |
933 | |
784 | |
934 | op->remove_statbonus (); |
785 | ob->remove_statbonus (); |
935 | op->remove (); |
786 | ob->remove (); |
936 | op->arch = get_player_archetype (op->arch); |
787 | ob->arch = get_player_archetype (ob->arch); |
937 | op->arch->clone.copy_to (op); |
788 | ob->arch->copy_to (ob); |
938 | op->instantiate (); |
789 | ob->instantiate (); |
939 | op->stats = op->contr->orig_stats; |
790 | ob->stats = ob->contr->orig_stats; |
940 | op->name = op->name_pl = name; |
791 | ob->name = ob->name_pl = name; |
941 | op->x = x; |
792 | ob->x = x; |
942 | op->y = y; |
793 | ob->y = y; |
943 | SET_ANIMATION (op, 2); /* So player faces south */ |
794 | SET_ANIMATION (ob, 2); /* So player faces south */ |
944 | insert_ob_in_map (op, op->map, op, 0); |
795 | insert_ob_in_map (ob, ob->map, ob, 0); |
945 | assign (op->contr->title, op->arch->clone.name); |
796 | assign (ob->contr->title, ob->arch->object::name); |
946 | op->add_statbonus (); |
797 | ob->add_statbonus (); |
947 | tmp_loop = allowed_class (op); |
|
|
948 | } |
798 | } |
|
|
799 | while (!allowed_class (ob)); |
949 | |
800 | |
950 | update_object (op, UP_OBJ_FACE); |
801 | update_object (ob, UP_OBJ_FACE); |
951 | esrv_update_item (UPD_FACE, op, op); |
802 | esrv_update_item (UPD_FACE, ob, ob); |
952 | op->update_stats (); |
803 | ob->update_stats (); |
953 | op->stats.hp = op->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
954 | op->stats.sp = op->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
955 | op->stats.grace = 0; |
806 | ob->stats.grace = 0; |
956 | |
|
|
957 | if (op->msg) |
|
|
958 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
959 | |
|
|
960 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
961 | return 0; |
|
|
962 | } |
807 | } |
963 | |
808 | |
964 | int |
809 | static void |
965 | key_confirm_quit (object *op, char key) |
|
|
966 | { |
|
|
967 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
968 | { |
|
|
969 | op->contr->ns->state = ST_PLAYING; |
|
|
970 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
971 | return 1; |
|
|
972 | } |
|
|
973 | |
|
|
974 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
975 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
976 | |
|
|
977 | op->contr->enable_save = false; |
|
|
978 | |
|
|
979 | terminate_all_pets (op); |
|
|
980 | leave_map (op); |
|
|
981 | op->direction = 0; |
|
|
982 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
983 | |
|
|
984 | strcpy (op->contr->killer, "quit"); |
|
|
985 | check_score (op); |
|
|
986 | op->contr->party = 0; |
|
|
987 | op->contr->own_title[0] = '\0'; |
|
|
988 | |
|
|
989 | object_ptr ob = op; |
|
|
990 | |
|
|
991 | /* We need to hunt for any per player unique maps in memory and |
|
|
992 | * get rid of them. The trailing slash in the path is intentional, |
|
|
993 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
994 | */ |
|
|
995 | char buf[MAX_BUF]; |
|
|
996 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
997 | |
|
|
998 | for_all_maps (mp) |
|
|
999 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
1000 | delete_map (mp); |
|
|
1001 | |
|
|
1002 | delete_character (ob->name, 1); |
|
|
1003 | ob->contr->destroy (); |
|
|
1004 | |
|
|
1005 | return 1; |
|
|
1006 | } |
|
|
1007 | |
|
|
1008 | void |
|
|
1009 | flee_player (object *op) |
810 | flee_player (object *op) |
1010 | { |
811 | { |
1011 | int dir, diff; |
812 | int dir, diff; |
1012 | rv_vector rv; |
813 | rv_vector rv; |
1013 | |
814 | |
… | |
… | |
1016 | LOG (llevDebug, "Fleeing player is dead.\n"); |
817 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1017 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | CLEAR_FLAG (op, FLAG_SCARED); |
1018 | return; |
819 | return; |
1019 | } |
820 | } |
1020 | |
821 | |
1021 | if (op->enemy == NULL) |
822 | if (!op->enemy) |
1022 | { |
823 | { |
1023 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
824 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1024 | CLEAR_FLAG (op, FLAG_SCARED); |
825 | CLEAR_FLAG (op, FLAG_SCARED); |
1025 | return; |
826 | return; |
1026 | } |
827 | } |
1027 | |
828 | |
1028 | /* Seen some crashes here. Since we don't store an |
|
|
1029 | * op->enemy_count, it is possible that something destroys the |
|
|
1030 | * actual enemy, and the object is recycled. |
|
|
1031 | */ |
|
|
1032 | if (op->enemy->map == NULL) |
|
|
1033 | { |
|
|
1034 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1035 | op->enemy = NULL; |
|
|
1036 | return; |
|
|
1037 | } |
|
|
1038 | |
|
|
1039 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
829 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1040 | { |
830 | { |
1041 | op->enemy = NULL; |
831 | op->enemy = NULL; |
1042 | CLEAR_FLAG (op, FLAG_SCARED); |
832 | CLEAR_FLAG (op, FLAG_SCARED); |
1043 | return; |
833 | return; |
… | |
… | |
1046 | get_rangevector (op, op->enemy, &rv, 0); |
836 | get_rangevector (op, op->enemy, &rv, 0); |
1047 | |
837 | |
1048 | dir = absdir (4 + rv.direction); |
838 | dir = absdir (4 + rv.direction); |
1049 | for (diff = 0; diff < 3; diff++) |
839 | for (diff = 0; diff < 3; diff++) |
1050 | { |
840 | { |
1051 | int m = 1 - (RANDOM () & 2); |
841 | int m = 1 - rndm (2) * 2; |
1052 | |
842 | |
1053 | 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)))) |
1054 | return; |
844 | return; |
1055 | } |
845 | } |
1056 | |
846 | |
1057 | /* Cornered, get rid of scared */ |
847 | /* Cornered, get rid of scared */ |
1058 | CLEAR_FLAG (op, FLAG_SCARED); |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
1059 | op->enemy = NULL; |
849 | op->enemy = NULL; |
1060 | } |
850 | } |
1061 | |
851 | |
1062 | |
|
|
1063 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
852 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1064 | * IT returns 1 if the player should keep on moving, 0 if he should |
853 | * It returns 1 if the player should keep on moving, 0 if he should |
1065 | * stop. |
854 | * stop. |
1066 | */ |
855 | */ |
1067 | int |
856 | int |
1068 | check_pick (object *op) |
857 | check_pick (object *op) |
1069 | { |
858 | { |
1070 | object *tmp, *next; |
859 | object *tmp, *next; |
1071 | int stop = 0; |
860 | int stop = 0; |
1072 | int j, k, wvratio; |
861 | int wvratio; |
1073 | char putstring[128], tmpstr[16]; |
|
|
1074 | |
862 | |
1075 | /* if you're flying, you cna't pick up anything */ |
863 | /* if you're flying, you cna't pick up anything */ |
1076 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
1077 | return 1; |
865 | return 1; |
1078 | |
866 | |
1079 | next = op->below; |
867 | next = op->below; |
1080 | |
868 | |
|
|
869 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
871 | |
1081 | /* 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 |
1082 | * destroyed */ |
873 | * destroyed */ |
1083 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
1084 | { |
875 | { |
1085 | tmp = next; |
876 | tmp = next; |
1086 | next = tmp->below; |
877 | next = tmp->below; |
1087 | |
878 | |
|
|
879 | if (cnt <= 0) |
|
|
880 | { |
|
|
881 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
882 | return 0; |
|
|
883 | } |
|
|
884 | |
1088 | if (op->destroyed ()) |
885 | if (op->destroyed ()) |
1089 | return 0; |
886 | return 0; |
1090 | |
887 | |
1091 | if (!can_pick (op, tmp)) |
888 | if (!can_pick (op, tmp)) |
1092 | continue; |
889 | continue; |
1093 | |
890 | |
1094 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
891 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1095 | { |
892 | { |
1096 | if (item_matched_string (op, tmp, op->contr->search_str)) |
893 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1097 | pick_up (op, tmp); |
894 | CHK_PICK_PICKUP; |
|
|
895 | |
1098 | continue; |
896 | continue; |
1099 | } |
897 | } |
1100 | |
898 | |
1101 | /* high not bit set? We're using the old autopickup model */ |
899 | /* pickup handling */ |
|
|
900 | if (op->contr->mode & PU_DEBUG) |
|
|
901 | { |
|
|
902 | /* some debugging code to figure out item information */ |
|
|
903 | const char *str = tmp->name |
|
|
904 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
905 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
906 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
907 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
908 | |
|
|
909 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
910 | } |
|
|
911 | |
|
|
912 | if (op->contr->mode & PU_INHIBIT) |
|
|
913 | return 1; |
|
|
914 | |
|
|
915 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
916 | return 1; |
|
|
917 | |
|
|
918 | /* philosophy: |
|
|
919 | * It's easy to grab an item type from a pile, as long as it's |
|
|
920 | * generic. This takes no game-time. For more detailed pickups |
|
|
921 | * and selections, select-items should be used. This is a |
|
|
922 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
923 | * example. |
|
|
924 | * The drawback: right now it has no frontend, so you need to |
|
|
925 | * stick the bits you want into a calculator in hex mode and then |
|
|
926 | * convert to decimal and then 'pickup <#> |
|
|
927 | */ |
|
|
928 | |
|
|
929 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
930 | * STOP then we stop. All the rest are applied sequentially, |
|
|
931 | * meaning if any test passes, the item gets picked up. */ |
|
|
932 | |
|
|
933 | /* if mode is set to pick nothing up, return */ |
|
|
934 | if (op->contr->mode == PU_NOTHING) |
|
|
935 | return 1; |
|
|
936 | |
|
|
937 | /* if mode is set to stop when encountering objects, return */ |
|
|
938 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
939 | * anything up */ |
|
|
940 | if (op->contr->mode & PU_STOP) |
|
|
941 | return 0; |
|
|
942 | |
|
|
943 | /* useful for going into stores and not losing your settings... */ |
|
|
944 | /* and for battles wher you don't want to get loaded down while |
|
|
945 | * fighting */ |
|
|
946 | if (op->contr->mode & PU_INHIBIT) |
|
|
947 | return 1; |
|
|
948 | |
|
|
949 | /* prevent us from turning into auto-thieves :) */ |
|
|
950 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
951 | continue; |
|
|
952 | |
|
|
953 | /* ignore known cursed objects */ |
|
|
954 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
955 | continue; |
|
|
956 | |
|
|
957 | /* all food and drink if desired */ |
|
|
958 | /* question: don't pick up known-poisonous stuff? */ |
1102 | if (!(op->contr->mode & PU_NEWMODE)) |
959 | if (op->contr->mode & PU_FOOD) |
|
|
960 | if (tmp->type == FOOD) |
1103 | { |
961 | { |
1104 | switch (op->contr->mode) |
962 | CHK_PICK_PICKUP; |
|
|
963 | continue; |
|
|
964 | } |
|
|
965 | |
|
|
966 | if (op->contr->mode & PU_DRINK) |
|
|
967 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
968 | { |
|
|
969 | CHK_PICK_PICKUP; |
|
|
970 | continue; |
|
|
971 | } |
|
|
972 | |
|
|
973 | if (op->contr->mode & PU_POTION) |
|
|
974 | if (tmp->type == POTION) |
|
|
975 | { |
|
|
976 | CHK_PICK_PICKUP; |
|
|
977 | continue; |
|
|
978 | } |
|
|
979 | |
|
|
980 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
981 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
982 | if (tmp->type == SPELLBOOK) |
|
|
983 | { |
|
|
984 | CHK_PICK_PICKUP; |
|
|
985 | continue; |
|
|
986 | } |
|
|
987 | |
|
|
988 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
989 | if (tmp->type == SKILLSCROLL) |
|
|
990 | { |
|
|
991 | CHK_PICK_PICKUP; |
|
|
992 | continue; |
|
|
993 | } |
|
|
994 | |
|
|
995 | if (op->contr->mode & PU_READABLES) |
|
|
996 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
997 | { |
|
|
998 | CHK_PICK_PICKUP; |
|
|
999 | continue; |
|
|
1000 | } |
|
|
1001 | |
|
|
1002 | /* wands/staves/rods/horns */ |
|
|
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1004 | if (tmp->type == WAND |
|
|
1005 | || tmp->type == ROD |
|
|
1006 | || tmp->type == HORN |
|
|
1007 | || tmp->type == POWER_CRYSTAL) |
|
|
1008 | { |
|
|
1009 | CHK_PICK_PICKUP; |
|
|
1010 | continue; |
|
|
1011 | } |
|
|
1012 | |
|
|
1013 | /* pick up all magical items */ |
|
|
1014 | if (op->contr->mode & PU_MAGICAL) |
|
|
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
|
|
1021 | |
|
|
1022 | if (op->contr->mode & PU_VALUABLES) |
|
|
1023 | { |
|
|
1024 | if (tmp->type == MONEY || tmp->type == GEM) |
1105 | { |
1025 | { |
1106 | case 0: |
1026 | CHK_PICK_PICKUP; |
1107 | return 1; /* don't pick up */ |
1027 | continue; |
1108 | case 1: |
|
|
1109 | pick_up (op, tmp); |
|
|
1110 | return 1; |
|
|
1111 | case 2: |
|
|
1112 | pick_up (op, tmp); |
|
|
1113 | return 0; |
|
|
1114 | case 3: |
|
|
1115 | return 0; /* stop before pickup */ |
|
|
1116 | case 4: |
|
|
1117 | pick_up (op, tmp); |
|
|
1118 | break; |
|
|
1119 | case 5: |
|
|
1120 | pick_up (op, tmp); |
|
|
1121 | stop = 1; |
|
|
1122 | break; |
|
|
1123 | case 6: |
|
|
1124 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1125 | pick_up (op, tmp); |
|
|
1126 | break; |
|
|
1127 | |
|
|
1128 | case 7: |
|
|
1129 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1130 | pick_up (op, tmp); |
|
|
1131 | break; |
|
|
1132 | |
|
|
1133 | default: |
|
|
1134 | /* use value density */ |
|
|
1135 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1136 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1137 | pick_up (op, tmp); |
|
|
1138 | } |
1028 | } |
1139 | } |
1029 | } |
1140 | else |
1030 | |
1141 | { /* old model */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1142 | /* NEW pickup handling */ |
|
|
1143 | if (op->contr->mode & PU_DEBUG) |
1032 | if (op->contr->mode & PU_JEWELS) |
|
|
1033 | if (tmp->type == RING |
|
|
1034 | || tmp->type == AMULET |
|
|
1035 | || tmp->type == GIRDLE |
|
|
1036 | || tmp->type == SKILL_TOOL) |
1144 | { |
1037 | { |
1145 | /* some debugging code to figure out item information */ |
1038 | CHK_PICK_PICKUP; |
1146 | if (tmp->name != NULL) |
|
|
1147 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1148 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1149 | else |
|
|
1150 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1151 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1152 | |
|
|
1153 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1154 | } |
|
|
1155 | |
|
|
1156 | /* philosophy: |
|
|
1157 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1158 | * generic. This takes no game-time. For more detailed pickups |
|
|
1159 | * and selections, select-items should be used. This is a |
|
|
1160 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1161 | * example. |
|
|
1162 | * The drawback: right now it has no frontend, so you need to |
|
|
1163 | * stick the bits you want into a calculator in hex mode and then |
|
|
1164 | * convert to decimal and then 'pickup <#> |
|
|
1165 | */ |
|
|
1166 | |
|
|
1167 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1168 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1169 | * meaning if any test passes, the item gets picked up. */ |
|
|
1170 | |
|
|
1171 | /* if mode is set to pick nothing up, return */ |
|
|
1172 | |
|
|
1173 | if (op->contr->mode & PU_NOTHING) |
|
|
1174 | return 1; |
|
|
1175 | |
|
|
1176 | /* if mode is set to stop when encountering objects, return */ |
|
|
1177 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1178 | * anything up */ |
|
|
1179 | |
|
|
1180 | if (op->contr->mode & PU_STOP) |
|
|
1181 | return 0; |
|
|
1182 | |
|
|
1183 | /* useful for going into stores and not losing your settings... */ |
|
|
1184 | /* and for battles wher you don't want to get loaded down while |
|
|
1185 | * fighting */ |
|
|
1186 | if (op->contr->mode & PU_INHIBIT) |
|
|
1187 | return 1; |
|
|
1188 | |
|
|
1189 | /* prevent us from turning into auto-thieves :) */ |
|
|
1190 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1191 | continue; |
1039 | continue; |
|
|
1040 | } |
1192 | |
1041 | |
1193 | /* ignore known cursed objects */ |
1042 | /* we don't forget dragon food */ |
1194 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1043 | if (op->contr->mode & PU_FLESH) |
|
|
1044 | if (tmp->type == FLESH) |
|
|
1045 | { |
|
|
1046 | CHK_PICK_PICKUP; |
1195 | continue; |
1047 | continue; |
|
|
1048 | } |
1196 | |
1049 | |
1197 | /* all food and drink if desired */ |
1050 | /* bows and arrows. Bows are good for selling! */ |
1198 | /* question: don't pick up known-poisonous stuff? */ |
1051 | if (op->contr->mode & PU_BOW) |
|
|
1052 | if (tmp->type == BOW) |
|
|
1053 | { |
|
|
1054 | CHK_PICK_PICKUP; |
|
|
1055 | continue; |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | if (op->contr->mode & PU_ARROW) |
|
|
1059 | if (tmp->type == ARROW) |
|
|
1060 | { |
|
|
1061 | CHK_PICK_PICKUP; |
|
|
1062 | continue; |
|
|
1063 | } |
|
|
1064 | |
|
|
1065 | /* all kinds of armor etc. */ |
|
|
1066 | if (op->contr->mode & PU_ARMOUR) |
|
|
1067 | if (tmp->type == ARMOUR) |
|
|
1068 | { |
|
|
1069 | CHK_PICK_PICKUP; |
|
|
1070 | continue; |
|
|
1071 | } |
|
|
1072 | |
|
|
1073 | if (op->contr->mode & PU_HELMET) |
|
|
1074 | if (tmp->type == HELMET) |
|
|
1075 | { |
|
|
1076 | CHK_PICK_PICKUP; |
|
|
1077 | continue; |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | if (op->contr->mode & PU_SHIELD) |
|
|
1081 | if (tmp->type == SHIELD) |
|
|
1082 | { |
|
|
1083 | CHK_PICK_PICKUP; |
|
|
1084 | continue; |
|
|
1085 | } |
|
|
1086 | |
1199 | if (op->contr->mode & PU_FOOD) |
1087 | if (op->contr->mode & PU_BOOTS) |
1200 | if (tmp->type == FOOD) |
1088 | if (tmp->type == BOOTS) |
|
|
1089 | { |
|
|
1090 | CHK_PICK_PICKUP; |
|
|
1091 | continue; |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | if (op->contr->mode & PU_GLOVES) |
|
|
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1096 | { |
|
|
1097 | CHK_PICK_PICKUP; |
|
|
1098 | continue; |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | if (op->contr->mode & PU_CLOAK) |
|
|
1102 | if (tmp->type == CLOAK) |
|
|
1103 | { |
|
|
1104 | CHK_PICK_PICKUP; |
|
|
1105 | continue; |
|
|
1106 | } |
|
|
1107 | |
|
|
1108 | /* hoping to catch throwing daggers here */ |
|
|
1109 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1110 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1111 | { |
|
|
1112 | CHK_PICK_PICKUP; |
|
|
1113 | continue; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* careful: chairs and tables are weapons! */ |
|
|
1117 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1118 | { |
|
|
1119 | if (tmp->type == WEAPON) |
|
|
1120 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1201 | { |
1121 | { |
1202 | pick_up (op, tmp); |
1122 | CHK_PICK_PICKUP; |
1203 | continue; |
1123 | continue; |
1204 | } |
1124 | } |
|
|
1125 | } |
1205 | |
1126 | |
|
|
1127 | /* misc stuff that's useful */ |
1206 | if (op->contr->mode & PU_DRINK) |
1128 | if (op->contr->mode & PU_KEY) |
1207 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1129 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1208 | { |
1130 | { |
1209 | pick_up (op, tmp); |
1131 | CHK_PICK_PICKUP; |
1210 | continue; |
1132 | continue; |
1211 | } |
1133 | } |
1212 | |
1134 | |
|
|
1135 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1136 | * pickups */ |
1213 | if (op->contr->mode & PU_POTION) |
1137 | if (op->contr->mode & PU_RATIO) |
1214 | if (tmp->type == POTION) |
1138 | { |
|
|
1139 | /* use value density to decide what else to grab */ |
|
|
1140 | /* >=7 was >= op->contr->mode */ |
|
|
1141 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1215 | { |
1142 | */ |
1216 | pick_up (op, tmp); |
|
|
1217 | continue; |
|
|
1218 | } |
|
|
1219 | |
|
|
1220 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1221 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1222 | if (tmp->type == SPELLBOOK) |
|
|
1223 | { |
|
|
1224 | pick_up (op, tmp); |
|
|
1225 | continue; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1229 | if (tmp->type == SKILLSCROLL) |
|
|
1230 | { |
|
|
1231 | pick_up (op, tmp); |
|
|
1232 | continue; |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | if (op->contr->mode & PU_READABLES) |
|
|
1236 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1237 | { |
|
|
1238 | pick_up (op, tmp); |
|
|
1239 | continue; |
|
|
1240 | } |
|
|
1241 | |
|
|
1242 | /* wands/staves/rods/horns */ |
|
|
1243 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1244 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1245 | { |
|
|
1246 | pick_up (op, tmp); |
|
|
1247 | continue; |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | /* pick up all magical items */ |
|
|
1251 | if (op->contr->mode & PU_MAGICAL) |
1143 | wvratio = op->contr->mode & PU_RATIO; |
1252 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1144 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1253 | { |
|
|
1254 | pick_up (op, tmp); |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | if (op->contr->mode & PU_VALUABLES) |
|
|
1259 | { |
1145 | { |
1260 | if (tmp->type == MONEY || tmp->type == GEM) |
1146 | #if 0 |
|
|
1147 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1148 | if (tmp->name != NULL) |
1261 | { |
1149 | { |
1262 | pick_up (op, tmp); |
1150 | fprintf (stderr, "%s", tmp->name); |
1263 | continue; |
|
|
1264 | } |
1151 | } |
1265 | } |
|
|
1266 | |
|
|
1267 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1268 | if (op->contr->mode & PU_JEWELS) |
|
|
1269 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1270 | { |
|
|
1271 | pick_up (op, tmp); |
|
|
1272 | continue; |
|
|
1273 | } |
|
|
1274 | |
|
|
1275 | /* we don't forget dragon food */ |
|
|
1276 | if (op->contr->mode & PU_FLESH) |
|
|
1277 | if (tmp->type == FLESH) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | /* bows and arrows. Bows are good for selling! */ |
|
|
1284 | if (op->contr->mode & PU_BOW) |
|
|
1285 | if (tmp->type == BOW) |
|
|
1286 | { |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | if (op->contr->mode & PU_ARROW) |
|
|
1292 | if (tmp->type == ARROW) |
|
|
1293 | { |
|
|
1294 | pick_up (op, tmp); |
|
|
1295 | continue; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | /* all kinds of armor etc. */ |
|
|
1299 | if (op->contr->mode & PU_ARMOUR) |
|
|
1300 | if (tmp->type == ARMOUR) |
|
|
1301 | { |
|
|
1302 | pick_up (op, tmp); |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | |
|
|
1306 | if (op->contr->mode & PU_HELMET) |
|
|
1307 | if (tmp->type == HELMET) |
|
|
1308 | { |
|
|
1309 | pick_up (op, tmp); |
|
|
1310 | continue; |
|
|
1311 | } |
|
|
1312 | |
|
|
1313 | if (op->contr->mode & PU_SHIELD) |
|
|
1314 | if (tmp->type == SHIELD) |
|
|
1315 | { |
|
|
1316 | pick_up (op, tmp); |
|
|
1317 | continue; |
|
|
1318 | } |
|
|
1319 | |
|
|
1320 | if (op->contr->mode & PU_BOOTS) |
|
|
1321 | if (tmp->type == BOOTS) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | continue; |
|
|
1325 | } |
|
|
1326 | |
|
|
1327 | if (op->contr->mode & PU_GLOVES) |
|
|
1328 | if (tmp->type == GLOVES) |
|
|
1329 | { |
|
|
1330 | pick_up (op, tmp); |
|
|
1331 | continue; |
|
|
1332 | } |
|
|
1333 | |
|
|
1334 | if (op->contr->mode & PU_CLOAK) |
|
|
1335 | if (tmp->type == CLOAK) |
|
|
1336 | { |
|
|
1337 | pick_up (op, tmp); |
|
|
1338 | continue; |
|
|
1339 | } |
|
|
1340 | |
|
|
1341 | /* hoping to catch throwing daggers here */ |
|
|
1342 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1343 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1344 | { |
|
|
1345 | pick_up (op, tmp); |
|
|
1346 | continue; |
|
|
1347 | } |
|
|
1348 | |
|
|
1349 | /* careful: chairs and tables are weapons! */ |
|
|
1350 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1351 | { |
|
|
1352 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1353 | { |
|
|
1354 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1355 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1356 | { |
|
|
1357 | pick_up (op, tmp); |
|
|
1358 | continue; |
|
|
1359 | } |
|
|
1360 | } |
|
|
1361 | |
|
|
1362 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1363 | { |
|
|
1364 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1365 | { |
|
|
1366 | pick_up (op, tmp); |
|
|
1367 | continue; |
|
|
1368 | } |
|
|
1369 | } |
|
|
1370 | } |
|
|
1371 | |
|
|
1372 | /* misc stuff that's useful */ |
|
|
1373 | if (op->contr->mode & PU_KEY) |
|
|
1374 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1375 | { |
|
|
1376 | pick_up (op, tmp); |
|
|
1377 | continue; |
|
|
1378 | } |
|
|
1379 | |
|
|
1380 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1381 | * pickups */ |
|
|
1382 | if (op->contr->mode & PU_RATIO) |
|
|
1383 | { |
|
|
1384 | /* use value density to decide what else to grab */ |
|
|
1385 | /* >=7 was >= op->contr->mode */ |
|
|
1386 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1387 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1388 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1389 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1390 | { |
|
|
1391 | pick_up (op, tmp); |
|
|
1392 | #if 0 |
|
|
1393 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1394 | if (tmp->name != NULL) |
|
|
1395 | { |
|
|
1396 | fprintf (stderr, "%s", tmp->name); |
|
|
1397 | } |
|
|
1398 | else |
1152 | else |
1399 | fprintf (stderr, "%s", tmp->arch->name); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1400 | fprintf (stderr, ",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1401 | 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)))); |
1402 | #endif |
1156 | #endif |
|
|
1157 | CHK_PICK_PICKUP; |
1403 | continue; |
1158 | continue; |
1404 | } |
|
|
1405 | } |
1159 | } |
1406 | } /* the new pickup model */ |
1160 | } /* the new pickup model */ |
1407 | } |
1161 | } |
1408 | |
1162 | |
1409 | return !stop; |
1163 | return !stop; |
|
|
1164 | } |
|
|
1165 | |
|
|
1166 | /* routine for both players and monsters. We call this when |
|
|
1167 | * there is a possibility for our action distrubing our hiding |
|
|
1168 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1169 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1170 | * return 0. |
|
|
1171 | */ |
|
|
1172 | static int |
|
|
1173 | action_makes_visible (object *op) |
|
|
1174 | { |
|
|
1175 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1176 | { |
|
|
1177 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1178 | { |
|
|
1179 | // artefact invisibility is permanent, but we still make noise |
|
|
1180 | // this is important for game-balance. |
|
|
1181 | if (op->contr) |
|
|
1182 | op->make_noise (); |
|
|
1183 | |
|
|
1184 | return 0; |
|
|
1185 | } |
|
|
1186 | |
|
|
1187 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1188 | return 0; |
|
|
1189 | |
|
|
1190 | /* If monsters, they should become visible */ |
|
|
1191 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1192 | { |
|
|
1193 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1194 | return 1; |
|
|
1195 | } |
|
|
1196 | } |
|
|
1197 | |
|
|
1198 | return 0; |
1410 | } |
1199 | } |
1411 | |
1200 | |
1412 | /* |
1201 | /* |
1413 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1414 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1415 | * found object is returned. |
1204 | * found object is returned. |
1416 | */ |
1205 | */ |
1417 | object * |
1206 | static object * |
1418 | find_arrow (object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1419 | { |
1208 | { |
1420 | object *tmp = NULL; |
|
|
1421 | |
|
|
1422 | for (op = op->inv; op; op = op->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1423 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1424 | tmp = find_arrow (op, type); |
|
|
1425 | else if (op->type == ARROW && op->race == type) |
1210 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1211 | return splay (tmp); |
|
|
1212 | |
|
|
1213 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1214 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1215 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1216 | { |
|
|
1217 | splay (tmp); |
1426 | return op; |
1218 | return arrow; |
|
|
1219 | } |
|
|
1220 | |
1427 | return tmp; |
1221 | return 0; |
1428 | } |
1222 | } |
1429 | |
1223 | |
1430 | /* |
1224 | /* |
1431 | * 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 |
1432 | * 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 |
1433 | * 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 |
1434 | * 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. |
1435 | */ |
1229 | */ |
1436 | |
1230 | static object * |
1437 | object * |
|
|
1438 | 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) |
1439 | { |
1232 | { |
1440 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1441 | int attacknum, attacktype, betterby = 0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1442 | |
1235 | |
1443 | if (!type) |
1236 | if (!type) |
… | |
… | |
1447 | { |
1240 | { |
1448 | 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)) |
1449 | { |
1242 | { |
1450 | i = 0; |
1243 | i = 0; |
1451 | ntmp = find_better_arrow (arrow, target, type, &i); |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1245 | |
1452 | if (i > betterby) |
1246 | if (i > betterby) |
1453 | { |
1247 | { |
1454 | tmp = ntmp; |
1248 | tmp = ntmp; |
1455 | betterby = i; |
1249 | betterby = i; |
1456 | } |
1250 | } |
1457 | } |
1251 | } |
1458 | else if (arrow->type == ARROW && arrow->race == type) |
1252 | else if (arrow->type == ARROW && arrow->race == type) |
1459 | { |
1253 | { |
1460 | /* allways prefer assasination/slaying */ |
1254 | /* allways prefer assasination/slaying */ |
1461 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1255 | if (target->race && arrow->slaying.contains (target->race)) |
1462 | { |
1256 | { |
1463 | if (arrow->attacktype & AT_DEATH) |
1257 | if (arrow->attacktype & AT_DEATH) |
1464 | { |
1258 | { |
1465 | *better = 100; |
1259 | *better = 100; |
1466 | return arrow; |
1260 | return arrow; |
… | |
… | |
1474 | else |
1268 | else |
1475 | { |
1269 | { |
1476 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1270 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1477 | { |
1271 | { |
1478 | attacktype = 1 << attacknum; |
1272 | attacktype = 1 << attacknum; |
1479 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1273 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1480 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1274 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1481 | { |
1275 | { |
1482 | tmp = arrow; |
1276 | tmp = arrow; |
1483 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1277 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1484 | } |
1278 | } |
1485 | } |
1279 | } |
|
|
1280 | |
1486 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1281 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1487 | { |
1282 | { |
1488 | tmp = arrow; |
1283 | tmp = arrow; |
1489 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1284 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1490 | } |
1285 | } |
|
|
1286 | |
1491 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1287 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1492 | { |
1288 | { |
1493 | tmp = arrow; |
1289 | tmp = arrow; |
1494 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1290 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1495 | } |
1291 | } |
1496 | } |
1292 | } |
1497 | } |
1293 | } |
1498 | } |
1294 | } |
|
|
1295 | |
1499 | if (tmp == NULL && arrow == NULL) |
1296 | if (tmp == NULL && arrow == NULL) |
1500 | return find_arrow (op, type); |
1297 | return find_arrow (op, type); |
1501 | |
1298 | |
1502 | *better = betterby; |
1299 | *better = betterby; |
1503 | return tmp; |
1300 | return tmp; |
… | |
… | |
1507 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1508 | * op = the shooter |
1305 | * op = the shooter |
1509 | * type = bow->race |
1306 | * type = bow->race |
1510 | * dir = fire direction |
1307 | * dir = fire direction |
1511 | */ |
1308 | */ |
1512 | |
1309 | static object * |
1513 | object * |
|
|
1514 | pick_arrow_target (object *op, const char *type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1515 | { |
1311 | { |
1516 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1517 | maptile *m; |
1313 | maptile *m; |
1518 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
1519 | sint16 x, y; |
1315 | sint16 x, y; |
… | |
… | |
1534 | for (i = 0, found = 0; i < 20; i++) |
1330 | for (i = 0, found = 0; i < 20; i++) |
1535 | { |
1331 | { |
1536 | x += freearr_x[dir]; |
1332 | x += freearr_x[dir]; |
1537 | y += freearr_y[dir]; |
1333 | y += freearr_y[dir]; |
1538 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1334 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1335 | |
1539 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1336 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1540 | { |
1337 | { |
1541 | tmp = NULL; |
1338 | tmp = 0; |
1542 | break; |
1339 | break; |
1543 | } |
1340 | } |
1544 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1341 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1545 | { |
1342 | { |
1546 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1343 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1547 | * perhaps a bad assumption. |
1344 | * perhaps a bad assumption. |
1548 | */ |
1345 | */ |
1549 | tmp = NULL; |
1346 | tmp = 0; |
1550 | break; |
1347 | break; |
1551 | } |
1348 | } |
|
|
1349 | |
1552 | if (mflags & P_IS_ALIVE) |
1350 | if (mflags & P_IS_ALIVE) |
1553 | { |
|
|
1554 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1351 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1555 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1556 | { |
|
|
1557 | found++; |
|
|
1558 | break; |
|
|
1559 | } |
|
|
1560 | if (found) |
|
|
1561 | break; |
1353 | break; |
1562 | } |
|
|
1563 | } |
1354 | } |
1564 | if (tmp == NULL) |
1355 | |
|
|
1356 | if (!tmp) |
1565 | return find_arrow (op, type); |
1357 | return find_arrow (op, type); |
1566 | |
1358 | |
1567 | if (tmp->head) |
1359 | if (tmp->head) |
1568 | tmp = tmp->head; |
1360 | tmp = tmp->head; |
1569 | |
1361 | |
… | |
… | |
1582 | */ |
1374 | */ |
1583 | int |
1375 | int |
1584 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1376 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1585 | { |
1377 | { |
1586 | object *left, *bow; |
1378 | object *left, *bow; |
1587 | int bowspeed, mflags; |
1379 | int mflags; |
1588 | maptile *m; |
1380 | maptile *m; |
1589 | |
1381 | |
1590 | if (!dir) |
1382 | if (!dir) |
1591 | { |
1383 | { |
1592 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1384 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1593 | return 0; |
1385 | return 0; |
1594 | } |
1386 | } |
1595 | |
1387 | |
1596 | if (op->type == PLAYER) |
1388 | if (op->contr) |
1597 | bow = op->contr->ranges[range_bow]; |
1389 | bow = op->current_weapon; |
1598 | else |
1390 | else |
1599 | { |
1391 | { |
1600 | for (bow = op->inv; bow; bow = bow->below) |
1392 | for (bow = op->inv; bow; bow = bow->below) |
1601 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1393 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1602 | * don't need to switch back and forth between bows and weapons. |
1394 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1607 | if (!bow) |
1399 | if (!bow) |
1608 | { |
1400 | { |
1609 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1401 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1610 | return 0; |
1402 | return 0; |
1611 | } |
1403 | } |
|
|
1404 | |
|
|
1405 | // optimisation: move object to top so we will find it quickly again |
|
|
1406 | splay (bow); |
1612 | } |
1407 | } |
1613 | |
1408 | |
1614 | if (!bow->race || !bow->skill) |
1409 | if (!bow->race || !bow->skill) |
1615 | { |
1410 | { |
1616 | 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); |
1617 | return 0; |
1412 | return 0; |
1618 | } |
1413 | } |
1619 | |
|
|
1620 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1621 | |
|
|
1622 | /* penalize ROF for bestarrow */ |
|
|
1623 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1624 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1625 | |
|
|
1626 | if (bowspeed < 1) |
|
|
1627 | bowspeed = 1; |
|
|
1628 | |
1414 | |
1629 | if (arrow == NULL) |
1415 | if (arrow == NULL) |
1630 | { |
1416 | { |
1631 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1417 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1632 | { |
1418 | { |
1633 | if (op->type == PLAYER) |
1419 | if (op->type == PLAYER) |
1634 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1635 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1421 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1636 | else |
1422 | else |
1637 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1423 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1424 | |
1638 | return 0; |
1425 | return 0; |
1639 | } |
1426 | } |
1640 | } |
1427 | } |
1641 | |
1428 | |
1642 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1429 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1650 | } |
1437 | } |
1651 | |
1438 | |
1652 | /* this should not happen, but sometimes does */ |
1439 | /* this should not happen, but sometimes does */ |
1653 | if (arrow->nrof == 0) |
1440 | if (arrow->nrof == 0) |
1654 | { |
1441 | { |
|
|
1442 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1655 | arrow->destroy (); |
1443 | arrow->destroy (); |
1656 | return 0; |
1444 | return 0; |
1657 | } |
1445 | } |
1658 | |
1446 | |
1659 | left = arrow; /* these are arrows left to the player */ |
1447 | left = arrow; /* these are arrows left to the player */ |
1660 | arrow = get_split_ob (arrow, 1); |
1448 | arrow = arrow->split (); |
1661 | if (!arrow) |
1449 | if (!arrow) |
1662 | { |
1450 | { |
1663 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1451 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1664 | return 0; |
1452 | return 0; |
1665 | } |
1453 | } |
1666 | |
1454 | |
1667 | arrow->set_owner (op); |
1455 | arrow->set_owner (op); |
1668 | arrow->skill = bow->skill; |
1456 | arrow->skill = bow->skill; |
1669 | arrow->direction = dir; |
1457 | arrow->direction = dir; |
1670 | |
1458 | |
|
|
1459 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1460 | arrow->stats.hp = arrow->stats.dam; |
|
|
1461 | arrow->stats.grace = arrow->attacktype; |
|
|
1462 | arrow->custom_name = arrow->slaying; |
|
|
1463 | |
|
|
1464 | #if 0 |
|
|
1465 | if (player *pl = op->contr) |
|
|
1466 | { |
|
|
1467 | float speed = pl->weapon_sp; |
|
|
1468 | |
|
|
1469 | /* penalize ROF for bestarrow */ |
|
|
1470 | if (pl->bowtype == bow_bestarrow) |
|
|
1471 | speed *= .9f; |
|
|
1472 | else |
|
|
1473 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1474 | |
|
|
1475 | op->speed_left += speed - op->speed; |
|
|
1476 | } |
|
|
1477 | #endif |
|
|
1478 | |
|
|
1479 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1480 | |
|
|
1481 | /* update the speed */ |
|
|
1482 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1483 | + bow->stats.dam / 7.f; |
|
|
1484 | |
|
|
1485 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1486 | arrow->speed_left = 0; |
|
|
1487 | |
|
|
1488 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1489 | |
1671 | if (op->type == PLAYER) |
1490 | if (op->type == PLAYER) |
1672 | { |
1491 | { |
1673 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1674 | op->update_stats (); |
|
|
1675 | } |
|
|
1676 | |
|
|
1677 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1678 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1679 | arrow->stats.hp = arrow->stats.dam; |
|
|
1680 | arrow->stats.grace = arrow->attacktype; |
|
|
1681 | if (arrow->slaying != NULL) |
|
|
1682 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1683 | |
|
|
1684 | /* Note that this was different for monsters - they got their level |
|
|
1685 | * added to the damage. I think the strength bonus is more proper. |
|
|
1686 | */ |
|
|
1687 | |
|
|
1688 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1689 | |
|
|
1690 | /* update the speed */ |
|
|
1691 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1692 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1693 | |
|
|
1694 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1695 | arrow->speed_left = 0; |
|
|
1696 | |
|
|
1697 | if (op->type == PLAYER) |
|
|
1698 | { |
|
|
1699 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1700 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1701 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1702 | |
|
|
1703 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1492 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1493 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1494 | |
|
|
1495 | if (!arrow->slaying) |
|
|
1496 | arrow->slaying = op->slaying; |
|
|
1497 | |
|
|
1498 | arrow->attacktype |= op->attacktype; |
1704 | } |
1499 | } |
1705 | else |
1500 | else |
1706 | { |
1501 | { |
1707 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1708 | arrow->level = op->level; |
1502 | arrow->level = op->level; |
1709 | } |
1503 | arrow->stats.wc -= bow->magic; |
1710 | |
1504 | |
1711 | if (arrow->attacktype == AT_PHYSICAL) |
1505 | if (!arrow->slaying) |
|
|
1506 | arrow->slaying = bow->slaying; |
|
|
1507 | |
1712 | arrow->attacktype |= bow->attacktype; |
1508 | arrow->attacktype |= bow->attacktype; |
|
|
1509 | } |
1713 | |
1510 | |
1714 | if (bow->slaying) |
1511 | wc -= arrow->level; |
1715 | arrow->slaying = bow->slaying; |
1512 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1716 | |
1513 | |
|
|
1514 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1717 | arrow->move_type = MOVE_FLY_LOW; |
1515 | arrow->move_type = MOVE_FLY_LOW; |
1718 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1516 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1719 | |
1517 | |
1720 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1518 | op->play_sound (sound_find ("fire_arrow")); |
1721 | m->insert (arrow, sx, sy, op); |
1519 | m->insert (arrow, sx, sy, op); |
1722 | |
1520 | |
1723 | if (!arrow->destroyed ()) |
1521 | if (!arrow->destroyed ()) |
1724 | move_arrow (arrow); |
1522 | move_arrow (arrow); |
1725 | |
|
|
1726 | if (op->type == PLAYER) |
|
|
1727 | { |
|
|
1728 | if (left->destroyed ()) |
|
|
1729 | esrv_del_item (op->contr, left->count); |
|
|
1730 | else |
|
|
1731 | esrv_send_item (op, left); |
|
|
1732 | } |
|
|
1733 | |
1523 | |
1734 | return 1; |
1524 | return 1; |
1735 | } |
1525 | } |
1736 | |
1526 | |
1737 | /* Special fire code for players - this takes into |
1527 | /* Special fire code for players - this takes into |
… | |
… | |
1739 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1740 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1741 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1742 | * hence the function name. |
1532 | * hence the function name. |
1743 | */ |
1533 | */ |
1744 | int |
1534 | static int |
1745 | player_fire_bow (object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1746 | { |
1536 | { |
1747 | int ret = 0, wcmod = 0; |
1537 | int ret; |
1748 | |
1538 | |
1749 | if (op->contr->bowtype == bow_bestarrow) |
1539 | if (op->contr->bowtype == bow_bestarrow) |
1750 | { |
1540 | { |
1751 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1541 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1752 | } |
1542 | } |
1753 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1543 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1754 | { |
1544 | { |
1755 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1545 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1756 | wcmod = -1; |
|
|
1757 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1546 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1758 | } |
1547 | } |
1759 | else if (op->contr->bowtype == bow_threewide) |
1548 | else if (op->contr->bowtype == bow_threewide) |
1760 | { |
1549 | { |
1761 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1550 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1762 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1551 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1763 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1552 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1764 | } |
1553 | } |
1765 | else if (op->contr->bowtype == bow_spreadshot) |
1554 | else if (op->contr->bowtype == bow_spreadshot) |
1766 | { |
1555 | { |
1767 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1556 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1768 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1557 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1769 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1558 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1770 | |
|
|
1771 | } |
1559 | } |
1772 | else |
1560 | else |
1773 | { |
1561 | { |
1774 | /* Simple case */ |
1562 | /* Simple case */ |
1775 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1563 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1776 | } |
1564 | } |
|
|
1565 | |
1777 | return ret; |
1566 | return ret; |
1778 | } |
1567 | } |
1779 | |
|
|
1780 | |
1568 | |
1781 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1782 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1783 | */ |
1571 | */ |
1784 | void |
1572 | static void |
1785 | fire_misc_object (object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1786 | { |
1574 | { |
1787 | object *item; |
1575 | object *item = op->contr->ranged_ob; |
1788 | |
1576 | |
1789 | if (!op->contr->ranges[range_misc]) |
1577 | if (!item) |
1790 | { |
1578 | { |
1791 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1579 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1792 | return; |
1580 | return; |
1793 | } |
1581 | } |
1794 | |
1582 | |
1795 | item = op->contr->ranges[range_misc]; |
|
|
1796 | if (!item->inv) |
1583 | if (!item->inv) |
1797 | { |
1584 | { |
1798 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1585 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1799 | return; |
1586 | return; |
1800 | } |
1587 | } |
|
|
1588 | |
|
|
1589 | if (!op->change_weapon (item)) |
|
|
1590 | return; |
|
|
1591 | |
1801 | if (item->type == WAND) |
1592 | if (item->type == WAND) |
1802 | { |
1593 | { |
1803 | if (item->stats.food <= 0) |
1594 | if (item->stats.food <= 0) |
1804 | { |
1595 | { |
1805 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1596 | op->contr->play_sound (sound_find ("wand_poof")); |
1806 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1597 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1598 | |
1807 | return; |
1599 | return; |
1808 | } |
1600 | } |
1809 | } |
1601 | } |
1810 | else if (item->type == ROD || item->type == HORN) |
1602 | else if (item->type == ROD || item->type == HORN) |
1811 | { |
1603 | { |
1812 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1604 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1605 | |
|
|
1606 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1607 | // for a rod or horn, this fixes some broken rods. |
|
|
1608 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1813 | { |
1609 | { |
1814 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1611 | |
1815 | if (item->type == ROD) |
1612 | if (item->type == ROD) |
1816 | 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)); |
1817 | else |
1614 | else |
1818 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1615 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1616 | |
1819 | return; |
1617 | return; |
1820 | } |
1618 | } |
1821 | } |
1619 | } |
1822 | |
1620 | |
1823 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1621 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1824 | { |
1622 | { |
1825 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1623 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1624 | |
1826 | if (item->type == WAND) |
1625 | if (item->type == WAND) |
1827 | { |
1626 | { |
1828 | if (!(--item->stats.food)) |
1627 | if (!(--item->stats.food)) |
1829 | { |
1628 | { |
1830 | object *tmp; |
1629 | object *tmp; |
1831 | |
1630 | |
1832 | if (item->arch) |
1631 | if (item->arch) |
1833 | { |
1632 | { |
1834 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1633 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1835 | item->face = item->arch->clone.face; |
1634 | item->face = item->arch->face; |
1836 | item->set_speed (0); |
1635 | item->set_speed (0); |
1837 | } |
1636 | } |
1838 | |
1637 | |
1839 | if ((tmp = item->in_player ())) |
1638 | if (object *pl = item->visible_to ()) |
1840 | esrv_update_item (UPD_ANIM, tmp, item); |
1639 | esrv_update_item (UPD_ANIM, pl, item); |
1841 | } |
1640 | } |
1842 | } |
1641 | } |
1843 | else if (item->type == ROD || item->type == HORN) |
1642 | else if (item->type == ROD || item->type == HORN) |
1844 | drain_rod_charge (item); |
1643 | drain_rod_charge (item); |
1845 | } |
1644 | } |
1846 | } |
1645 | } |
1847 | |
1646 | |
1848 | /* Received a fire command for the player - go and do it. |
1647 | /* Received a fire command for the player - go and do it. |
1849 | */ |
1648 | */ |
1850 | void |
1649 | bool |
1851 | fire (object *op, int dir) |
1650 | fire (object *op, int dir) |
1852 | { |
1651 | { |
1853 | int spellcost = 0; |
1652 | int spellcost = 0; |
|
|
1653 | |
|
|
1654 | player *pl = op->contr; |
|
|
1655 | |
|
|
1656 | if (pl->golem) |
|
|
1657 | { |
|
|
1658 | control_golem (op->contr->golem, dir); |
|
|
1659 | return false; |
|
|
1660 | } |
|
|
1661 | |
|
|
1662 | object *ob = pl->ranged_ob; |
|
|
1663 | |
|
|
1664 | if (!ob) |
|
|
1665 | return false; |
|
|
1666 | |
|
|
1667 | if (op->speed_left > 0.f) |
|
|
1668 | --op->speed_left; |
|
|
1669 | else |
|
|
1670 | return false; |
|
|
1671 | |
|
|
1672 | if (!op->change_weapon (ob)) |
|
|
1673 | return false; |
1854 | |
1674 | |
1855 | /* check for loss of invisiblity/hide */ |
1675 | /* check for loss of invisiblity/hide */ |
1856 | if (action_makes_visible (op)) |
1676 | if (action_makes_visible (op)) |
1857 | make_visible (op); |
1677 | make_visible (op); |
1858 | |
1678 | |
1859 | switch (op->contr->shoottype) |
1679 | switch (ob->type) |
1860 | { |
1680 | { |
1861 | case range_none: |
1681 | case BOW: |
1862 | return; |
|
|
1863 | |
|
|
1864 | case range_bow: |
|
|
1865 | player_fire_bow (op, dir); |
1682 | player_fire_bow (op, dir); |
1866 | return; |
1683 | break; |
1867 | |
1684 | |
1868 | case range_magic: /* Casting spells */ |
1685 | case SPELL: |
1869 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1686 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1870 | return; |
1687 | break; |
1871 | |
1688 | |
1872 | case range_misc: |
1689 | case BUILDER: |
|
|
1690 | apply_map_builder (op, dir); |
|
|
1691 | break; |
|
|
1692 | |
|
|
1693 | case SKILL: |
|
|
1694 | do_skill (op, op, ob, dir, 0); |
|
|
1695 | break; |
|
|
1696 | |
|
|
1697 | default: |
1873 | fire_misc_object (op, dir); |
1698 | fire_misc_object (op, dir); |
1874 | return; |
1699 | break; |
1875 | |
|
|
1876 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1877 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1878 | { |
|
|
1879 | op->contr->ranges[range_golem] = 0; |
|
|
1880 | op->contr->shoottype = range_none; |
|
|
1881 | } |
|
|
1882 | else |
|
|
1883 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1884 | return; |
|
|
1885 | |
|
|
1886 | case range_skill: |
|
|
1887 | if (!op->chosen_skill) |
|
|
1888 | { |
|
|
1889 | if (op->type == PLAYER) |
|
|
1890 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1891 | return; |
|
|
1892 | } |
|
|
1893 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1894 | return; |
|
|
1895 | case range_builder: |
|
|
1896 | apply_map_builder (op, dir); |
|
|
1897 | return; |
|
|
1898 | default: |
|
|
1899 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1900 | return; |
|
|
1901 | } |
1700 | } |
1902 | } |
|
|
1903 | |
1701 | |
|
|
1702 | return true; |
|
|
1703 | } |
1904 | |
1704 | |
1905 | |
1705 | static object * |
1906 | /* find_key |
|
|
1907 | * We try to find a key for the door as passed. If we find a key |
|
|
1908 | * and successfully use it, we return the key, otherwise NULL |
|
|
1909 | * This function merges both normal and locked door, since the logic |
|
|
1910 | * for both is the same - just the specific key is different. |
|
|
1911 | * pl is the player, |
|
|
1912 | * inv is the objects inventory to searched |
|
|
1913 | * door is the door we are trying to match against. |
|
|
1914 | * This function can be called recursively to search containers. |
|
|
1915 | */ |
|
|
1916 | |
|
|
1917 | object * |
|
|
1918 | find_key (object *pl, object *container, object *door) |
1706 | find_key_ (object *pl, object *container, object *door) |
1919 | { |
1707 | { |
1920 | object *tmp, *key; |
1708 | object *tmp, *key; |
1921 | |
1709 | |
1922 | /* Should not happen, but sanity checking is never bad */ |
1710 | /* Should not happen, but sanity checking is never bad */ |
1923 | if (container->inv == NULL) |
1711 | if (!container->inv) |
1924 | return NULL; |
1712 | return 0; |
1925 | |
1713 | |
1926 | /* 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 */ |
1927 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1928 | { |
1716 | { |
1929 | if (door->type == DOOR && tmp->type == KEY) |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1930 | break; |
1718 | break; |
|
|
1719 | |
1931 | /* For sanity, we should really check door type, but other stuff |
1720 | /* For sanity, we should really check door type, but other stuff |
1932 | * (like containers) can be locked with special keys |
1721 | * (like containers) can be locked with special keys |
1933 | */ |
1722 | */ |
1934 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1935 | break; |
1724 | break; |
1936 | } |
1725 | } |
|
|
1726 | |
1937 | /* No key found - lets search inventories now */ |
1727 | /* No key found - lets search inventories now */ |
1938 | /* If we find and use a key in an inventory, return at that time. |
1728 | /* If we find and use a key in an inventory, return at that time. |
1939 | * otherwise, if we search all the inventories and still don't find |
1729 | * otherwise, if we search all the inventories and still don't find |
1940 | * a key, return |
1730 | * a key, return |
1941 | */ |
1731 | */ |
1942 | if (!tmp) |
1732 | if (!tmp) |
1943 | { |
1733 | { |
1944 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1945 | { |
|
|
1946 | /* No reason to search empty containers */ |
1735 | /* No reason to search empty containers */ |
1947 | if (tmp->type == CONTAINER && tmp->inv) |
1736 | if (tmp->type == CONTAINER && tmp->inv) |
1948 | { |
|
|
1949 | if ((key = find_key (pl, tmp, door)) != NULL) |
1737 | if ((key = find_key_ (pl, tmp, door))) |
1950 | return key; |
1738 | return key; |
1951 | } |
1739 | |
1952 | } |
|
|
1953 | if (!tmp) |
1740 | if (!tmp) |
1954 | return NULL; |
1741 | return 0; |
1955 | } |
1742 | } |
|
|
1743 | |
1956 | /* 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, |
1957 | * see if we actually want to use it |
1745 | * see if we actually want to use it |
1958 | */ |
1746 | */ |
1959 | if (pl != container) |
1747 | if (pl != container) |
1960 | { |
1748 | { |
1961 | /* Only let players use keys in containers */ |
1749 | /* Only let players use keys in containers */ |
1962 | if (!pl->contr) |
1750 | if (!pl->contr) |
1963 | return NULL; |
1751 | return 0; |
|
|
1752 | |
1964 | /* cases where this fails: |
1753 | /* cases where this fails: |
1965 | * If we only search the player inventory, return now since we |
1754 | * If we only search the player inventory, return now since we |
1966 | * are not in the players inventory. |
1755 | * are not in the players inventory. |
1967 | * If the container is not active, return now since only active |
1756 | * If the container is not active, return now since only active |
1968 | * containers can be used. |
1757 | * containers can be used. |
… | |
… | |
1972 | * inv must have been an container and must have been active. |
1761 | * inv must have been an container and must have been active. |
1973 | * |
1762 | * |
1974 | * Change the color so that the message doesn't disappear with |
1763 | * Change the color so that the message doesn't disappear with |
1975 | * all the others. |
1764 | * all the others. |
1976 | */ |
1765 | */ |
1977 | if (pl->contr->usekeys == key_inventory || |
1766 | if (pl->contr->usekeys == key_inventory |
1978 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1979 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1980 | { |
1769 | { |
1981 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1982 | "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)); |
1983 | return NULL; |
1772 | return NULL; |
1984 | } |
1773 | } |
1985 | } |
1774 | } |
|
|
1775 | |
1986 | 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); |
1987 | } |
1802 | } |
1988 | |
1803 | |
1989 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1990 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1991 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
1992 | * 0 otherwise |
1807 | * 0 otherwise |
1993 | */ |
1808 | */ |
1994 | static int |
1809 | static int |
1995 | player_attack_door (object *op, object *door) |
1810 | player_attack_door (object *op, object *door) |
1996 | { |
1811 | { |
1997 | /* If its a door, try to find a use a key. If we do destroy the door, |
1812 | /* If its a door, try to find a key. If we do destroy the door, |
1998 | * might as well return immediately as there is nothing more to do - |
1813 | * might as well return immediately as there is nothing more to do - |
1999 | * otherwise, we fall through to the rest of the code. |
1814 | * otherwise, we fall through to the rest of the code. |
2000 | */ |
1815 | */ |
2001 | object *key = find_key (op, op, door); |
1816 | object *key = find_key (op, op, door); |
2002 | |
1817 | |
2003 | /* IF we found a key, do some extra work */ |
1818 | /* If we found a key, do some extra work */ |
2004 | if (key) |
1819 | if (key) |
2005 | { |
1820 | { |
2006 | object *container = key->env; |
1821 | object *container = key->env; |
2007 | |
1822 | |
2008 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2009 | if (action_makes_visible (op)) |
1823 | if (action_makes_visible (op)) |
2010 | make_visible (op); |
1824 | make_visible (op); |
|
|
1825 | |
2011 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1826 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2012 | spring_trap (door->inv, op); |
1827 | spring_trap (door->inv, op); |
|
|
1828 | |
2013 | if (door->type == DOOR) |
1829 | if (door->type == DOOR) |
2014 | { |
|
|
2015 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1830 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2016 | } |
|
|
2017 | else if (door->type == LOCKED_DOOR) |
1831 | else if (door->type == LOCKED_DOOR) |
2018 | { |
1832 | { |
2019 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1833 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2020 | remove_door2 (door); /* remove door without violence ;-) */ |
1834 | remove_door2 (door); /* remove door without violence ;-) */ |
2021 | } |
1835 | } |
|
|
1836 | |
2022 | /* Do this after we print the message */ |
1837 | /* Do this after we print the message */ |
2023 | decrease_ob (key); /* Use up one of the keys */ |
1838 | key->decrease (); /* Use up one of the keys */ |
2024 | /* Need to update the weight the container the key was in */ |
1839 | |
2025 | if (container != op) |
|
|
2026 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2027 | return 1; /* Nothing more to do below */ |
1840 | return 1; /* Nothing more to do below */ |
2028 | } |
1841 | } |
2029 | else if (door->type == LOCKED_DOOR) |
1842 | else if (door->type == LOCKED_DOOR) |
2030 | { |
1843 | { |
2031 | /* Might as well return now - no other way to open this */ |
1844 | /* Might as well return now - no other way to open this */ |
2032 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1845 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2033 | return 1; |
1846 | return 1; |
2034 | } |
1847 | } |
|
|
1848 | |
2035 | return 0; |
1849 | return 0; |
2036 | } |
1850 | } |
2037 | |
1851 | |
2038 | /* This function is just part of a breakup from move_player. |
1852 | /* This function is just part of a breakup from move_player. |
2039 | * It should keep the code cleaner. |
1853 | * It should keep the code cleaner. |
2040 | * When this is called, the players direction has been updated |
1854 | * When this is called, the players direction has been updated |
2041 | * (taking into account confusion.) The player is also actually |
1855 | * (taking into account confusion.) The player is also actually |
2042 | * going to try and move (not fire weapons). |
1856 | * going to try and move (not fire weapons). |
2043 | */ |
1857 | */ |
2044 | void |
1858 | bool |
2045 | move_player_attack (object *op, int dir) |
1859 | move_player_attack (object *op, int dir) |
2046 | { |
1860 | { |
2047 | object *tmp, *mon; |
1861 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2048 | sint16 nx, ny; |
1862 | { |
2049 | int on_battleground; |
1863 | --op->speed_left; |
2050 | maptile *m; |
1864 | return true; |
|
|
1865 | } |
2051 | |
1866 | |
2052 | nx = freearr_x[dir] + op->x; |
1867 | sint16 nx = freearr_x[dir] + op->x; |
2053 | ny = freearr_y[dir] + op->y; |
1868 | sint16 ny = freearr_y[dir] + op->y; |
2054 | |
1869 | |
2055 | on_battleground = op_on_battleground (op, 0, 0); |
1870 | if (out_of_map (op->map, nx, ny)) |
|
|
1871 | return false; |
2056 | |
1872 | |
2057 | /* 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 |
2058 | * 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 |
2059 | * 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 |
2060 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
2061 | * move to some space, it then means that if we are braced, we should |
1877 | * move to some space, it then means that if we are braced, we should |
2062 | * do nothing at all. As it is, if we are braced, we go through |
1878 | * do nothing at all. As it is, if we are braced, we go through |
2063 | * quite a bit of processing. However, it probably is less than what |
1879 | * quite a bit of processing. However, it probably is less than what |
2064 | * move_ob uses. |
1880 | * move_ob uses. |
2065 | */ |
1881 | */ |
2066 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1882 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1883 | |
|
|
1884 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1885 | * we find a monster - that is something we know we want to attack. |
|
|
1886 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1887 | * on the space |
|
|
1888 | */ |
|
|
1889 | object *mon; |
|
|
1890 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1891 | { |
|
|
1892 | if ((mon->flag [FLAG_ALIVE] |
|
|
1893 | || mon->type == LOCKED_DOOR |
|
|
1894 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1895 | && mon != op) |
|
|
1896 | break; |
2067 | { |
1897 | } |
2068 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1898 | |
|
|
1899 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1900 | return false; /* into a wall */ |
|
|
1901 | |
|
|
1902 | mon = mon->head_ (); |
|
|
1903 | |
|
|
1904 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1905 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1906 | if (player_attack_door (op, mon)) |
|
|
1907 | { |
|
|
1908 | --op->contr->weapon_sp_left; |
|
|
1909 | return true; |
2069 | { |
1910 | } |
2070 | m = get_map_from_coord (op->map, &nx, &ny); |
1911 | |
2071 | if (!m) |
1912 | /* The following deals with possibly attacking peaceful |
2072 | return; /* Don't think this should happen */ |
1913 | * or friendly creatures. Basically, all players are considered |
|
|
1914 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1915 | * object should be pushed instead of attacked. It is assumed that |
|
|
1916 | * if you are braced, you will not attack friends accidently, |
|
|
1917 | * and thus will not push them. |
|
|
1918 | */ |
|
|
1919 | |
|
|
1920 | /* If the creature is a pet, push it even if the player is not |
|
|
1921 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1922 | * player owns it and it is either friendly or unagressive. |
|
|
1923 | */ |
|
|
1924 | if (op->type == PLAYER |
|
|
1925 | && ((mon->owner && mon->owner->contr |
|
|
1926 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1927 | || mon->owner == op) |
|
|
1928 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1929 | { |
|
|
1930 | /* If we're braced, we don't want to switch places with it */ |
|
|
1931 | if (op->contr->braced) |
|
|
1932 | return false; |
|
|
1933 | |
|
|
1934 | if (op->speed_left > 0.f) |
|
|
1935 | { |
|
|
1936 | --op->speed_left; |
|
|
1937 | |
|
|
1938 | op->play_sound (sound_find ("push_player")); |
|
|
1939 | push_ob (mon, dir, op); |
|
|
1940 | |
|
|
1941 | if (action_makes_visible (op)) |
|
|
1942 | make_visible (op); |
|
|
1943 | |
|
|
1944 | return true; |
2073 | } |
1945 | } |
2074 | else |
1946 | else |
2075 | m = op->map; |
|
|
2076 | |
|
|
2077 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2078 | { |
|
|
2079 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2080 | return; |
1947 | return false; |
2081 | } |
1948 | } |
2082 | |
1949 | |
2083 | mon = 0; |
1950 | bool on_battleground = op_on_battleground (op, 0, 0); |
2084 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2085 | * we find a monster - that is something we know we want to attack. |
|
|
2086 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2087 | * on the space |
|
|
2088 | */ |
|
|
2089 | while (tmp) |
|
|
2090 | { |
|
|
2091 | if (tmp == op) |
|
|
2092 | { |
|
|
2093 | tmp = tmp->above; |
|
|
2094 | continue; |
|
|
2095 | } |
|
|
2096 | |
1951 | |
2097 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2098 | { |
|
|
2099 | mon = tmp; |
|
|
2100 | break; |
|
|
2101 | } |
|
|
2102 | |
|
|
2103 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2104 | mon = tmp; |
|
|
2105 | |
|
|
2106 | tmp = tmp->above; |
|
|
2107 | } |
|
|
2108 | |
|
|
2109 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2110 | return; /* into a wall */ |
|
|
2111 | |
|
|
2112 | if (mon->head) |
|
|
2113 | mon = mon->head; |
|
|
2114 | |
|
|
2115 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2116 | if (player_attack_door (op, mon)) |
|
|
2117 | return; |
|
|
2118 | |
|
|
2119 | /* The following deals with possibly attacking peaceful |
|
|
2120 | * or frienddly creatures. Basically, all players are considered |
|
|
2121 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2122 | * object should be pushed instead of attacked. It is assumed that |
|
|
2123 | * if you are braced, you will not attack friends accidently, |
|
|
2124 | * and thus will not push them. |
|
|
2125 | */ |
|
|
2126 | |
|
|
2127 | /* If the creature is a pet, push it even if the player is not |
|
|
2128 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2129 | * player owns it and it is either friendly or unagressive. |
|
|
2130 | */ |
|
|
2131 | if ((op->type == PLAYER) |
|
|
2132 | #if COZY_SERVER |
|
|
2133 | && |
|
|
2134 | ((mon->owner && mon->owner->contr |
|
|
2135 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2136 | #else |
|
|
2137 | && mon->owner == op |
|
|
2138 | #endif |
|
|
2139 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2140 | { |
|
|
2141 | /* If we're braced, we don't want to switch places with it */ |
|
|
2142 | if (op->contr->braced) |
|
|
2143 | return; |
|
|
2144 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2145 | (void) push_ob (mon, dir, op); |
|
|
2146 | if (op->contr->tmp_invis || op->hide) |
|
|
2147 | make_visible (op); |
|
|
2148 | return; |
|
|
2149 | } |
|
|
2150 | |
|
|
2151 | /* in certain circumstances, you shouldn't attack friendly |
1952 | /* in certain circumstances, you shouldn't attack friendly |
2152 | * creatures. Note that if you are braced, you can't push |
1953 | * creatures. Note that if you are braced, you can't push |
2153 | * 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 |
2154 | * attack them either. |
1955 | * attack them either. |
2155 | */ |
1956 | */ |
2156 | if ((mon->type == PLAYER || mon->enemy != op) && |
1957 | if ((mon->type == PLAYER || mon->enemy != op) |
2157 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1958 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2158 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2159 | (op->contr->peaceful |
1959 | && ((op->contr->peaceful |
2160 | || (mon->type == PLAYER |
1960 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2161 | && mon->contr-> |
|
|
2162 | peaceful)) && |
|
|
2163 | #else |
|
|
2164 | op->contr->peaceful && |
|
|
2165 | #endif |
|
|
2166 | !on_battleground)) |
1961 | && !on_battleground)) |
|
|
1962 | { |
|
|
1963 | if (op->speed_left > 0.f) |
2167 | { |
1964 | { |
|
|
1965 | --op->speed_left; |
|
|
1966 | |
2168 | if (!op->contr->braced) |
1967 | if (!op->contr->braced) |
2169 | { |
1968 | { |
2170 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1969 | op->play_sound (sound_find ("push_player")); |
2171 | (void) push_ob (mon, dir, op); |
1970 | push_ob (mon, dir, op); |
2172 | } |
1971 | } |
2173 | else |
1972 | else |
2174 | new_draw_info (0, 0, op, "You withhold your attack"); |
1973 | op->statusmsg ("You withhold your attack"); |
2175 | |
1974 | |
2176 | if (op->contr->tmp_invis || op->hide) |
1975 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2177 | make_visible (op); |
1976 | make_visible (op); |
2178 | } |
|
|
2179 | |
1977 | |
|
|
1978 | return true; |
|
|
1979 | } |
|
|
1980 | } |
2180 | /* If the object is a boulder or other rollable object, then |
1981 | /* If the object is a boulder or other rollable object, then |
2181 | * roll it if not braced. You can't roll it if you are braced. |
1982 | * roll it if not braced. You can't roll it if you are braced. |
2182 | */ |
1983 | */ |
2183 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1984 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1985 | { |
|
|
1986 | if (op->speed_left > 0.f) |
2184 | { |
1987 | { |
|
|
1988 | --op->speed_left; |
|
|
1989 | |
2185 | recursive_roll (mon, dir, op); |
1990 | recursive_roll (mon, dir, op); |
2186 | if (action_makes_visible (op)) |
1991 | if (action_makes_visible (op)) |
2187 | make_visible (op); |
1992 | make_visible (op); |
2188 | } |
|
|
2189 | |
1993 | |
|
|
1994 | return true; |
|
|
1995 | } |
|
|
1996 | } |
2190 | /* Any generic living creature. Including things like doors. |
1997 | /* Any generic living creature. Including things like doors. |
2191 | * Way it works is like this: First, it must have some hit points |
1998 | * Way it works is like this: First, it must have some hit points |
2192 | * and be living. Then, it must be one of the following: |
1999 | * and be living. Then, it must be one of the following: |
2193 | * 1) Not a player, 2) A player, but of a different party. Note |
2000 | * 1) Not a player, 2) A player, but of a different party. Note |
2194 | * that party_number -1 is no party, so attacks can still happen. |
2001 | * that party_number -1 is no party, so attacks can still happen. |
2195 | */ |
2002 | */ |
2196 | |
|
|
2197 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2003 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2198 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2004 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2199 | { |
2005 | { |
2200 | |
2006 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2201 | /* If the player hasn't hit something this tick, and does |
|
|
2202 | * so, give them speed boost based on weapon speed. Doing |
|
|
2203 | * it here is better than process_players2, which basically |
|
|
2204 | * incurred a 1 tick offset. |
|
|
2205 | */ |
|
|
2206 | if (!op->contr->has_hit) |
|
|
2207 | { |
2007 | { |
2208 | op->speed_left += op->speed / op->contr->weapon_sp; |
2008 | --op->contr->weapon_sp_left; |
2209 | |
|
|
2210 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2211 | } |
|
|
2212 | |
2009 | |
2213 | skill_attack (mon, op, 0, 0, 0); |
2010 | skill_attack (mon, op, 0, 0, 0); |
2214 | |
|
|
2215 | /* If attacking another player, that player gets automatic |
|
|
2216 | * hitback, and doesn't loose luck either. |
|
|
2217 | * Disable hitback on the battleground or if the target is |
|
|
2218 | * the wiz. |
|
|
2219 | */ |
|
|
2220 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2221 | { |
|
|
2222 | short luck = mon->stats.luck; |
|
|
2223 | |
|
|
2224 | mon->contr->has_hit = 1; |
|
|
2225 | skill_attack (op, mon, 0, 0, 0); |
|
|
2226 | mon->stats.luck = luck; |
|
|
2227 | } |
|
|
2228 | |
2011 | |
2229 | if (action_makes_visible (op)) |
2012 | if (action_makes_visible (op)) |
2230 | make_visible (op); |
2013 | make_visible (op); |
2231 | } |
|
|
2232 | } /* if player should attack something */ |
|
|
2233 | } |
|
|
2234 | |
2014 | |
2235 | int |
2015 | return true; |
|
|
2016 | } |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | return false; |
|
|
2020 | } |
|
|
2021 | |
|
|
2022 | bool |
2236 | move_player (object *op, int dir) |
2023 | move_player (object *op, int dir) |
2237 | { |
2024 | { |
2238 | int pick; |
|
|
2239 | |
|
|
2240 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2241 | return 0; |
2026 | return 0; |
2242 | |
2027 | |
2243 | /* Sanity check: make sure dir is valid */ |
2028 | /* Sanity check: make sure dir is valid */ |
2244 | if ((dir < 0) || (dir >= 9)) |
2029 | if (dir < 0 || dir >= 9) |
2245 | { |
2030 | { |
2246 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2247 | return 0; |
2032 | return 0; |
2248 | } |
2033 | } |
2249 | |
2034 | |
2250 | /* peterm: added following line */ |
2035 | /* peterm: added following line */ |
2251 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2252 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2253 | |
2038 | |
2254 | op->facing = dir; |
2039 | op->facing = dir; |
2255 | |
2040 | |
2256 | if (op->hide) |
2041 | if (op->flag [FLAG_HIDDEN]) |
2257 | do_hidden_move (op); |
2042 | do_hidden_move (op); |
2258 | |
2043 | |
|
|
2044 | bool retval; |
|
|
2045 | int pick = 0; |
|
|
2046 | |
2259 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2047 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2260 | /*nop */ ; |
2048 | retval = RESULT_INT (0); |
2261 | else if (op->contr->fire_on) |
2049 | else if (op->contr->fire_on) |
2262 | fire (op, dir); |
2050 | retval = fire (op, dir); |
2263 | else |
2051 | else |
2264 | { |
2052 | { |
2265 | move_player_attack (op, dir); |
2053 | retval = move_player_attack (op, dir); |
2266 | pick = check_pick (op); |
2054 | pick = check_pick (op); |
2267 | } |
2055 | } |
2268 | |
2056 | |
2269 | /* Add special check for newcs players and fire on - this way, the |
2057 | /* Add special check for newcs players and fire on - this way, the |
2270 | * server can handle repeat firing. |
2058 | * server can handle repeat firing. |
… | |
… | |
2277 | /* Update how the player looks. Use the facing, so direction may |
2065 | /* Update how the player looks. Use the facing, so direction may |
2278 | * get reset to zero. This allows for full animation capabilities |
2066 | * get reset to zero. This allows for full animation capabilities |
2279 | * for players. |
2067 | * for players. |
2280 | */ |
2068 | */ |
2281 | animate_object (op, op->facing); |
2069 | animate_object (op, op->facing); |
2282 | return 0; |
2070 | |
|
|
2071 | return retval; |
2283 | } |
2072 | } |
2284 | |
2073 | |
2285 | /* This is similar to handle_player, below, but is only used by the |
2074 | /* This is similar to handle_player, below, but is only used by the |
2286 | * new client/server stuff. |
2075 | * new client/server stuff. |
2287 | * This is sort of special, in that the new client/server actually uses |
2076 | * This is sort of special, in that the new client/server actually uses |
2288 | * the new speed values for commands. |
2077 | * the new speed values for commands. |
2289 | * |
2078 | * |
2290 | * Returns true if there are more actions we can do. |
2079 | * Returns true if there are more actions we can do. Should not do |
|
|
2080 | * many actions in a row, as that would be too unfair to other |
|
|
2081 | * players. |
2291 | */ |
2082 | */ |
2292 | int |
2083 | bool |
2293 | handle_newcs_player (object *op) |
2084 | handle_newcs_player (object *op) |
2294 | { |
2085 | { |
2295 | if (op->contr->hidden) |
|
|
2296 | { |
|
|
2297 | op->invisible = 1000; |
|
|
2298 | /* the socket code flashes the player visible/invisible |
|
|
2299 | * depending on the value of invisible, so we need to |
|
|
2300 | * alternate it here for it to work correctly. |
|
|
2301 | */ |
|
|
2302 | if (pticks & 2) |
|
|
2303 | op->invisible--; |
|
|
2304 | } |
|
|
2305 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2306 | { |
|
|
2307 | op->invisible--; |
|
|
2308 | if (!op->invisible) |
|
|
2309 | { |
|
|
2310 | make_visible (op); |
|
|
2311 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2312 | } |
|
|
2313 | } |
|
|
2314 | |
|
|
2315 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2086 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2316 | { |
2087 | { |
2317 | flee_player (op); |
2088 | if (op->speed_left > 0.f) |
2318 | /* If player is still scared, that is his action for this tick */ |
|
|
2319 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2320 | { |
2089 | { |
2321 | op->speed_left--; |
2090 | --op->speed_left; |
|
|
2091 | flee_player (op); |
|
|
2092 | |
2322 | return 0; |
2093 | return true; |
2323 | } |
2094 | } |
|
|
2095 | else |
|
|
2096 | return false; |
2324 | } |
2097 | } |
2325 | |
|
|
2326 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2327 | * the player object still points to the defunct golem. The code that |
|
|
2328 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2329 | * put this in a a workaround to clean up the golem pointer. |
|
|
2330 | */ |
|
|
2331 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2332 | op->contr->ranges[range_golem] = 0; |
|
|
2333 | |
2098 | |
2334 | /* call this here - we also will call this in do_ericserver, but |
2099 | /* call this here - we also will call this in do_ericserver, but |
2335 | * the players time has been increased when doericserver has been |
2100 | * the players time has been increased when doericserver has been |
2336 | * called, so we recheck it here. |
2101 | * called, so we recheck it here. |
2337 | */ |
2102 | */ |
2338 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2103 | if (op->contr->ns->handle_command ()) |
2339 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2340 | ; |
|
|
2341 | |
|
|
2342 | if (op->speed_left < 0) |
|
|
2343 | return 0; |
2104 | return true; |
2344 | |
2105 | |
2345 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2106 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2346 | { |
|
|
2347 | /* All move commands take 1 tick, at least for now */ |
|
|
2348 | op->speed_left--; |
|
|
2349 | |
|
|
2350 | /* Instead of all the stuff below, let move_player take care |
|
|
2351 | * of it. Also, some of the skill stuff is only put in |
|
|
2352 | * there, as well as the confusion stuff. |
|
|
2353 | */ |
|
|
2354 | move_player (op, op->direction); |
2107 | return move_player (op, op->direction); |
2355 | if (op->speed_left > 0) |
|
|
2356 | return 1; |
|
|
2357 | else |
|
|
2358 | return 0; |
|
|
2359 | } |
|
|
2360 | |
2108 | |
2361 | return 0; |
2109 | return false; |
2362 | } |
2110 | } |
2363 | |
2111 | |
2364 | int |
2112 | static int |
2365 | save_life (object *op) |
2113 | save_life (object *op) |
2366 | { |
2114 | { |
2367 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2115 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2368 | return 0; |
2116 | return 0; |
2369 | |
2117 | |
2370 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2118 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2371 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2119 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2372 | { |
2120 | { |
2373 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2121 | op->play_sound (sound_find ("ob_evaporate")); |
2374 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2122 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2375 | |
|
|
2376 | if (op->contr) |
|
|
2377 | esrv_del_item (op->contr, tmp->count); |
|
|
2378 | |
2123 | |
2379 | tmp->destroy (); |
2124 | tmp->destroy (); |
2380 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2125 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2381 | |
2126 | |
2382 | if (op->stats.hp < 0) |
2127 | if (op->stats.hp < 0) |
… | |
… | |
2395 | return 0; |
2140 | return 0; |
2396 | } |
2141 | } |
2397 | |
2142 | |
2398 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2143 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2399 | * back in the map (location and map determined by values of env). This |
2144 | * back in the map (location and map determined by values of env). This |
2400 | * function will descend into containers. op is the object to start the search |
2145 | * function will descend into containers. op is the object to start the search |
2401 | * from. |
2146 | * from. |
2402 | */ |
2147 | */ |
|
|
2148 | static void |
|
|
2149 | drop_unpaid_items (object *op, object *env) |
|
|
2150 | { |
|
|
2151 | while (op) |
|
|
2152 | { |
|
|
2153 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2154 | |
|
|
2155 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2156 | op->insert_at (env); |
|
|
2157 | else if (op->inv) |
|
|
2158 | drop_unpaid_items (op->inv, env); |
|
|
2159 | |
|
|
2160 | op = next; |
|
|
2161 | } |
|
|
2162 | } |
|
|
2163 | |
2403 | void |
2164 | void |
2404 | remove_unpaid_objects (object *op, object *env) |
2165 | object::drop_unpaid_items () |
2405 | { |
2166 | { |
2406 | object *next; |
2167 | if (!flag [FLAG_REMOVED]) |
2407 | |
2168 | ::drop_unpaid_items (inv, this); |
2408 | while (op) |
|
|
2409 | { |
|
|
2410 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2411 | |
|
|
2412 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2413 | { |
|
|
2414 | if (env->type == PLAYER) |
|
|
2415 | esrv_del_item (env->contr, op->count); |
|
|
2416 | |
|
|
2417 | op->insert_at (env); |
|
|
2418 | } |
|
|
2419 | else if (op->inv) |
|
|
2420 | remove_unpaid_objects (op->inv, env); |
|
|
2421 | |
|
|
2422 | op = next; |
|
|
2423 | } |
|
|
2424 | } |
|
|
2425 | |
|
|
2426 | /* |
|
|
2427 | * Returns pointer a static string containing gravestone text |
|
|
2428 | * Moved from apply.c to player.c - player.c is what |
|
|
2429 | * actually uses this function. player.c may not be quite the |
|
|
2430 | * best, a misc file for object actions is probably better, |
|
|
2431 | * but there isn't one in the server directory. |
|
|
2432 | */ |
|
|
2433 | char * |
|
|
2434 | gravestone_text (object *op) |
|
|
2435 | { |
|
|
2436 | static char buf2[MAX_BUF]; |
|
|
2437 | char buf[MAX_BUF]; |
|
|
2438 | time_t now = time (NULL); |
|
|
2439 | |
|
|
2440 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2441 | if (op->type == PLAYER) |
|
|
2442 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2443 | else |
|
|
2444 | sprintf (buf, "%s\n", &op->name); |
|
|
2445 | |
|
|
2446 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2447 | strcat (buf2, buf); |
|
|
2448 | if (op->type == PLAYER) |
|
|
2449 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2450 | else |
|
|
2451 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2452 | |
|
|
2453 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2454 | strcat (buf2, buf); |
|
|
2455 | if (op->type == PLAYER) |
|
|
2456 | { |
|
|
2457 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2458 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2459 | strcat (buf2, buf); |
|
|
2460 | } |
|
|
2461 | |
|
|
2462 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2463 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2464 | strcat (buf2, buf); |
|
|
2465 | |
|
|
2466 | return buf2; |
|
|
2467 | } |
2169 | } |
2468 | |
2170 | |
2469 | void |
2171 | void |
2470 | do_some_living (object *op) |
2172 | do_some_living (object *op) |
2471 | { |
2173 | { |
… | |
… | |
2478 | int rate_grace = 2000; |
2180 | int rate_grace = 2000; |
2479 | const int max_hp = 1; |
2181 | const int max_hp = 1; |
2480 | const int max_sp = 1; |
2182 | const int max_sp = 1; |
2481 | const int max_grace = 1; |
2183 | const int max_grace = 1; |
2482 | |
2184 | |
2483 | if (op->contr->outputs_sync) |
2185 | if (op->contr->hidden) |
|
|
2186 | { |
|
|
2187 | op->invisible = 1000; |
|
|
2188 | /* the socket code flashes the player visible/invisible |
|
|
2189 | * depending on the value of invisible, so we need to |
|
|
2190 | * alternate it here for it to work correctly. |
|
|
2191 | */ |
|
|
2192 | if (pticks & 2) |
|
|
2193 | op->invisible--; |
2484 | { |
2194 | } |
2485 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2195 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2486 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2196 | { |
2487 | flush_output_element (op, &op->contr->outputs[i]); |
2197 | if (!op->invisible--) |
|
|
2198 | { |
|
|
2199 | make_visible (op); |
|
|
2200 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2201 | } |
2488 | } |
2202 | } |
2489 | |
2203 | |
2490 | if (op->contr->ns->state == ST_PLAYING) |
2204 | if (op->contr->ns->state == ST_PLAYING) |
2491 | { |
2205 | { |
2492 | /* these next three if clauses make it possible to SLOW DOWN |
2206 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2511 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2225 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2512 | else |
2226 | else |
2513 | { |
2227 | { |
2514 | gen_grace = op->stats.maxgrace; |
2228 | gen_grace = op->stats.maxgrace; |
2515 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2229 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2516 | } |
|
|
2517 | |
|
|
2518 | /* Regenerate Spell Points */ |
|
|
2519 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2520 | { |
|
|
2521 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2522 | if (op->stats.sp < op->stats.maxsp) |
|
|
2523 | { |
|
|
2524 | op->stats.sp++; |
|
|
2525 | /* dms do not consume food */ |
|
|
2526 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2527 | { |
|
|
2528 | op->stats.food--; |
|
|
2529 | if (op->contr->digestion < 0) |
|
|
2530 | op->stats.food += op->contr->digestion; |
|
|
2531 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2532 | op->stats.food = last_food; |
|
|
2533 | } |
|
|
2534 | } |
|
|
2535 | |
|
|
2536 | if (max_sp > 1) |
|
|
2537 | { |
|
|
2538 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2539 | if (over_sp > 0) |
|
|
2540 | { |
|
|
2541 | if (op->stats.sp < op->stats.maxsp) |
|
|
2542 | { |
|
|
2543 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2544 | |
|
|
2545 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2546 | op->stats.sp--; |
|
|
2547 | |
|
|
2548 | if (op->stats.sp > op->stats.maxsp) |
|
|
2549 | op->stats.sp = op->stats.maxsp; |
|
|
2550 | } |
|
|
2551 | op->last_sp = 0; |
|
|
2552 | } |
|
|
2553 | else |
|
|
2554 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2555 | } |
|
|
2556 | else |
|
|
2557 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2558 | } |
2230 | } |
2559 | |
2231 | |
2560 | /* Regenerate Grace */ |
2232 | /* Regenerate Grace */ |
2561 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2233 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2562 | if (--op->last_grace < 0) |
2234 | if (--op->last_grace < 0) |
… | |
… | |
2583 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2255 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2584 | } |
2256 | } |
2585 | /* wearing stuff doesn't detract from grace generation. */ |
2257 | /* wearing stuff doesn't detract from grace generation. */ |
2586 | } |
2258 | } |
2587 | |
2259 | |
|
|
2260 | if (op->stats.food > 0) |
|
|
2261 | { |
2588 | /* Regenerate Hit Points */ |
2262 | /* Regenerate Spell Points */ |
2589 | if (--op->last_heal < 0) |
2263 | if (!op->contr->golem && --op->last_sp < 0) |
2590 | { |
|
|
2591 | if (op->stats.hp < op->stats.maxhp) |
|
|
2592 | { |
2264 | { |
2593 | op->stats.hp++; |
2265 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2594 | /* dms do not consume food */ |
2266 | |
2595 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2267 | if (op->stats.sp < op->stats.maxsp) |
2596 | { |
2268 | { |
|
|
2269 | op->stats.sp++; |
|
|
2270 | |
|
|
2271 | /* dms do not consume food */ |
|
|
2272 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2273 | { |
2597 | op->stats.food--; |
2274 | op->stats.food--; |
|
|
2275 | |
2598 | if (op->contr->digestion < 0) |
2276 | if (op->contr->digestion < 0) |
2599 | op->stats.food += op->contr->digestion; |
2277 | op->stats.food += op->contr->digestion; |
2600 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2278 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2601 | op->stats.food = last_food; |
2279 | op->stats.food = last_food; |
|
|
2280 | } |
2602 | } |
2281 | } |
2603 | } |
|
|
2604 | |
2282 | |
2605 | if (max_hp > 1) |
2283 | if (max_sp > 1) |
2606 | { |
|
|
2607 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2608 | if (over_hp > 0) |
|
|
2609 | { |
2284 | { |
2610 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2285 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2286 | if (over_sp > 0) |
|
|
2287 | { |
|
|
2288 | if (op->stats.sp < op->stats.maxsp) |
|
|
2289 | { |
|
|
2290 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2291 | |
|
|
2292 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2293 | op->stats.sp--; |
|
|
2294 | |
|
|
2295 | if (op->stats.sp > op->stats.maxsp) |
|
|
2296 | op->stats.sp = op->stats.maxsp; |
|
|
2297 | } |
|
|
2298 | |
2611 | op->last_heal = 0; |
2299 | op->last_sp = 0; |
|
|
2300 | } |
|
|
2301 | else |
|
|
2302 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2612 | } |
2303 | } |
2613 | else |
2304 | else |
|
|
2305 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2306 | } |
|
|
2307 | |
|
|
2308 | /* Regenerate Hit Points */ |
|
|
2309 | if (--op->last_heal < 0) |
|
|
2310 | { |
|
|
2311 | if (op->stats.hp < op->stats.maxhp) |
2614 | { |
2312 | { |
2615 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2313 | op->stats.hp++; |
|
|
2314 | |
|
|
2315 | /* dms do not consume food */ |
|
|
2316 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2317 | { |
|
|
2318 | op->stats.food--; |
|
|
2319 | |
|
|
2320 | if (op->contr->digestion < 0) |
|
|
2321 | op->stats.food += op->contr->digestion; |
|
|
2322 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2323 | op->stats.food = last_food; |
|
|
2324 | } |
2616 | } |
2325 | } |
|
|
2326 | |
|
|
2327 | if (max_hp > 1) |
|
|
2328 | { |
|
|
2329 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2330 | |
|
|
2331 | if (over_hp > 0) |
|
|
2332 | { |
|
|
2333 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2334 | op->last_heal = 0; |
|
|
2335 | } |
|
|
2336 | else |
|
|
2337 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2617 | } |
2338 | } |
2618 | else |
2339 | else |
2619 | { |
|
|
2620 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2340 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2621 | } |
2341 | } |
2622 | } |
2342 | } |
2623 | |
2343 | |
2624 | /* Digestion */ |
2344 | /* Digestion */ |
2625 | if (--op->last_eat < 0) |
2345 | if (--op->last_eat < 0) |
2626 | { |
2346 | { |
2627 | #ifdef COZY_SERVER |
2347 | int bonus = max (0, op->contr->digestion), |
2628 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2348 | penalty = max (0, -op->contr->digestion); |
2629 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2630 | #else |
|
|
2631 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2632 | #endif |
|
|
2633 | |
2349 | |
2634 | if (op->contr->gen_hp > 0) |
|
|
2635 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2350 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2636 | else |
|
|
2637 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2638 | |
2351 | |
2639 | /* dms do not consume food */ |
2352 | /* dms do not consume food */ |
2640 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2353 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2641 | op->stats.food--; |
2354 | op->stats.food--; |
2642 | } |
2355 | } |
2643 | |
2356 | |
2644 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2357 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2645 | { |
2358 | { |
2646 | object *tmp, *flesh = 0; |
2359 | object *flesh = 0; |
2647 | |
2360 | |
2648 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2361 | for_inv_removable (op, tmp) |
2649 | { |
2362 | { |
2650 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2363 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2364 | continue; |
|
|
2365 | |
|
|
2366 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2651 | { |
2367 | { |
2652 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2368 | op->statusmsg ("You blindly grab for a bite of food. " |
2653 | { |
2369 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2654 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2655 | manual_apply (op, tmp, 0); |
2370 | manual_apply (op, tmp, 0); |
|
|
2371 | |
2656 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2372 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2657 | break; |
2373 | break; |
2658 | } |
2374 | } |
2659 | else if (tmp->type == FLESH) |
2375 | else if (tmp->type == FLESH) |
2660 | flesh = tmp; |
2376 | flesh = tmp; |
2661 | } /* End if paid for object */ |
2377 | } |
2662 | } /* end of for loop */ |
|
|
2663 | |
2378 | |
2664 | /* If player is still starving, it means they don't have any food, so |
2379 | /* If player is still starving, it means they don't have any food, so |
2665 | * eat flesh instead. |
2380 | * eat flesh instead. |
2666 | */ |
2381 | */ |
2667 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2382 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2668 | { |
2383 | { |
2669 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2384 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2385 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2670 | manual_apply (op, flesh, 0); |
2386 | manual_apply (op, flesh, 0); |
2671 | } |
2387 | } |
|
|
2388 | |
|
|
2389 | // If player is still starving, alert him! |
|
|
2390 | if (op->stats.food < 0) |
|
|
2391 | op->failmsg ("You are starving! " |
|
|
2392 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2393 | } |
|
|
2394 | |
|
|
2395 | if (op->stats.food < 0) |
2672 | } |
2396 | { |
|
|
2397 | op->stats.hp += op->stats.food; |
|
|
2398 | op->stats.food = 0; |
2673 | |
2399 | |
2674 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2400 | if (op->stats.hp < 0) |
2675 | op->stats.food++, op->stats.hp--; |
2401 | { |
|
|
2402 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2403 | op->contr->killer->destroy (); |
|
|
2404 | } |
|
|
2405 | } |
2676 | |
2406 | |
|
|
2407 | /* killer should be set here already */ |
2677 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2408 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2678 | kill_player (op); |
2409 | kill_player (op); |
2679 | } |
2410 | } |
2680 | } |
2411 | } |
2681 | |
2412 | |
… | |
… | |
2685 | * file. |
2416 | * file. |
2686 | */ |
2417 | */ |
2687 | void |
2418 | void |
2688 | kill_player (object *op) |
2419 | kill_player (object *op) |
2689 | { |
2420 | { |
2690 | char buf[MAX_BUF]; |
|
|
2691 | int x, y; |
2421 | int x, y; |
2692 | |
|
|
2693 | //int i; |
|
|
2694 | maptile *map; /* this is for resurrection */ |
2422 | maptile *map; /* this is for resurrection */ |
2695 | |
|
|
2696 | /* int z; |
|
|
2697 | int num_stats_lose; |
|
|
2698 | int lost_a_stat; |
|
|
2699 | int lose_this_stat; |
|
|
2700 | int this_stat; */ |
|
|
2701 | int will_kill_again; |
2423 | int will_kill_again; |
2702 | archetype *at; |
2424 | archetype *at; |
2703 | object *tmp; |
2425 | object *tmp; |
2704 | |
2426 | |
2705 | if (save_life (op)) |
2427 | if (save_life (op)) |
2706 | return; |
2428 | return; |
2707 | |
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 | } |
2708 | |
2467 | |
2709 | /* 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 |
2710 | * 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. |
2711 | * Look at op_on_battleground() for more info --AndreasV |
2470 | * Look at op_on_battleground() for more info --AndreasV |
2712 | */ |
2471 | */ |
2713 | if (op_on_battleground (op, &x, &y)) |
2472 | if (op_on_battleground (op, &x, &y)) |
2714 | { |
2473 | { |
2715 | 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"; |
2716 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2717 | |
|
|
2718 | /* restore player */ |
|
|
2719 | at = archetype::find ("poisoning"); |
|
|
2720 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2721 | { |
|
|
2722 | tmp->destroy (); |
|
|
2723 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2724 | } |
|
|
2725 | |
|
|
2726 | at = archetype::find ("confusion"); |
|
|
2727 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2728 | { |
|
|
2729 | tmp->destroy (); |
|
|
2730 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2731 | } |
|
|
2732 | |
|
|
2733 | cure_disease (op, 0); /* remove any disease */ |
|
|
2734 | op->stats.hp = op->stats.maxhp; |
|
|
2735 | if (op->stats.food <= 0) |
|
|
2736 | op->stats.food = 999; |
|
|
2737 | |
2475 | |
2738 | /* create a bodypart-trophy to make the winner happy */ |
2476 | /* create a bodypart-trophy to make the winner happy */ |
2739 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2477 | object *tmp = archetype::find (shstr_finger)->instance (); |
2740 | { |
2478 | |
2741 | sprintf (buf, "%s's finger", &op->name); |
2479 | tmp->name = format ("%s's finger" , &op->name); |
2742 | tmp->name = buf; |
2480 | tmp->name_pl = format ("%s's fingers", &op->name); |
2743 | sprintf (buf, " This finger has been cut off %s\n" |
2481 | tmp->msg = format ( |
2744 | " the %s, when he was defeated at\n level %d by %s.\n", |
2482 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2745 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2483 | &op->name, op->contr->title, |
2746 | tmp->msg = buf; |
2484 | (int)op->level, |
|
|
2485 | op->contr->killer_name () |
|
|
2486 | ); |
2747 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2487 | tmp->value = 0, tmp->type = 0; |
2748 | tmp->materialname = NULL; |
2488 | tmp->material = name_to_material (shstr_organic); |
2749 | op->insert_at (tmp, op); |
2489 | tmp->insert_at (op, tmp); |
2750 | } |
|
|
2751 | |
2490 | |
2752 | /* teleport defeated player to new destination */ |
2491 | /* teleport defeated player to new destination */ |
2753 | transfer_ob (op, x, y, 0, NULL); |
2492 | transfer_ob (op, x, y, 0, NULL); |
2754 | op->contr->braced = 0; |
2493 | op->contr->braced = 0; |
|
|
2494 | |
|
|
2495 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2755 | return; |
2496 | return; |
2756 | } |
2497 | } |
2757 | |
2498 | |
|
|
2499 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2500 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2501 | |
2758 | INVOKE_PLAYER (DEATH, op->contr); |
2502 | INVOKE_PLAYER (DEATH, op->contr); |
2759 | |
2503 | |
2760 | command_kill_pets (op, 0); |
2504 | command_kill_pets (op, 0); |
2761 | |
2505 | |
2762 | if (op->stats.food < 0) |
2506 | op->contr->play_sound (sound_find ("player_dies")); |
2763 | { |
|
|
2764 | if (op->contr->explore) |
|
|
2765 | { |
|
|
2766 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2767 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2768 | op->stats.food = 999; |
|
|
2769 | return; |
|
|
2770 | } |
|
|
2771 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2772 | strcpy (op->contr->killer, "starvation"); |
|
|
2773 | } |
|
|
2774 | else |
|
|
2775 | { |
|
|
2776 | if (op->contr->explore) |
|
|
2777 | { |
|
|
2778 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2780 | op->stats.hp = op->stats.maxhp; |
|
|
2781 | return; |
|
|
2782 | } |
|
|
2783 | sprintf (buf, "%s died.", &op->name); |
|
|
2784 | } |
|
|
2785 | |
|
|
2786 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2787 | |
2507 | |
2788 | /* save the map location for corpse, gravestone */ |
2508 | /* save the map location for corpse, gravestone */ |
2789 | x = op->x; |
2509 | x = op->x; |
2790 | y = op->y; |
2510 | y = op->y; |
2791 | map = op->map; |
2511 | map = op->map; |
… | |
… | |
2819 | |
2539 | |
2820 | lost_a_stat = 0; |
2540 | lost_a_stat = 0; |
2821 | |
2541 | |
2822 | for (z = 0; z < num_stats_lose; z++) |
2542 | for (z = 0; z < num_stats_lose; z++) |
2823 | { |
2543 | { |
2824 | i = RANDOM () % NUM_STATS; |
2544 | i = rndm (NUM_STATS); |
2825 | |
2545 | |
2826 | if (settings.stat_loss_on_death) |
2546 | if (settings.stat_loss_on_death) |
2827 | { |
2547 | { |
2828 | /* Pick a random stat and take a point off it. Tell the player |
2548 | /* Pick a random stat and take a point off it. Tell the player |
2829 | * what he lost. |
2549 | * what he lost. |
… | |
… | |
2836 | lost_a_stat = 1; |
2556 | lost_a_stat = 1; |
2837 | } |
2557 | } |
2838 | else |
2558 | else |
2839 | { |
2559 | { |
2840 | /* deplete a stat */ |
2560 | /* deplete a stat */ |
2841 | archetype *deparch = archetype::find ("depletion"); |
2561 | archetype *deparch = archetype::find (shstr_depletion); |
2842 | object *dep; |
2562 | object *dep; |
2843 | |
2563 | |
2844 | dep = present_arch_in_ob (deparch, op); |
2564 | dep = present_arch_in_ob (deparch, op); |
2845 | if (!dep) |
2565 | if (!dep) |
2846 | { |
2566 | { |
2847 | dep = arch_to_object (deparch); |
2567 | dep = deparch->instance (); |
2848 | insert_ob_in_ob (dep, op); |
2568 | insert_ob_in_ob (dep, op); |
2849 | } |
2569 | } |
2850 | lose_this_stat = 1; |
2570 | lose_this_stat = 1; |
2851 | if (settings.balanced_stat_loss) |
2571 | if (settings.balanced_stat_loss) |
2852 | { |
2572 | { |
… | |
… | |
2880 | } |
2600 | } |
2881 | } |
2601 | } |
2882 | |
2602 | |
2883 | if (lose_this_stat) |
2603 | if (lose_this_stat) |
2884 | { |
2604 | { |
2885 | this_stat = get_attr_value (&(dep->stats), i); |
2605 | this_stat = get_attr_value (&dep->stats, i); |
2886 | /* We could try to do something clever like find another |
2606 | /* We could try to do something clever like find another |
2887 | * stat to reduce if this fails. But chances are, if |
2607 | * stat to reduce if this fails. But chances are, if |
2888 | * stats have been depleted to -50, all are pretty low |
2608 | * stats have been depleted to -50, all are pretty low |
2889 | * 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 |
2890 | * difference. |
2610 | * difference. |
… | |
… | |
2898 | lost_a_stat = 1; |
2618 | lost_a_stat = 1; |
2899 | } |
2619 | } |
2900 | } |
2620 | } |
2901 | } |
2621 | } |
2902 | } |
2622 | } |
|
|
2623 | |
2903 | /* If no stat lost, tell the player. */ |
2624 | /* If no stat lost, tell the player. */ |
2904 | if (!lost_a_stat) |
2625 | if (!lost_a_stat) |
2905 | { |
2626 | { |
2906 | /* determine_god() seems to not work sometimes... why is this? |
2627 | /* determine_god() seems to not work sometimes... why is this? |
2907 | Should I be using something else? GD */ |
2628 | Should I be using something else? GD */ |
2908 | const char *god = determine_god (op); |
2629 | shstr_tmp god = determine_god (op); |
2909 | |
2630 | |
2910 | if (god && (strcmp (god, "none"))) |
2631 | if (god != shstr_none) |
2911 | 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"; |
2912 | else |
2633 | else |
2913 | 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"; |
2914 | } |
2635 | } |
2915 | #else |
2636 | #else |
2916 | 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."; |
2917 | #endif |
2638 | #endif |
2918 | |
2639 | |
2919 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | /* Put a gravestone up where the character 'almost' died. List the |
2920 | * exp loss on the stone. |
2641 | * exp loss on the stone. |
2921 | */ |
2642 | */ |
2922 | tmp = arch_to_object (archetype::find ("gravestone")); |
2643 | tmp = archetype::find (shstr_gravestone)->instance (); |
2923 | sprintf (buf, "%s's gravestone", &op->name); |
2644 | tmp->name = format ("%s's gravestone", &op->name); |
2924 | tmp->name = buf; |
2645 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2925 | sprintf (buf, "%s's gravestones", &op->name); |
2646 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2926 | tmp->name_pl = buf; |
2647 | &op->name, op->contr->title, op->contr->killer_name ()); |
2927 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2928 | tmp->msg = buf; |
|
|
2929 | tmp->x = op->x, tmp->y = op->y; |
2648 | tmp->x = op->x, tmp->y = op->y; |
2930 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2649 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2931 | |
2650 | |
2932 | /**************************************/ |
2651 | /**************************************/ |
2933 | /* */ |
2652 | /* */ |
2934 | /* Subtract the experience points, */ |
2653 | /* Subtract the experience points, */ |
2935 | /* if we died cause of food, give us */ |
|
|
2936 | /* food, and reset HP's... */ |
|
|
2937 | /* */ |
2654 | /* */ |
2938 | /**************************************/ |
2655 | /**************************************/ |
2939 | |
2656 | |
2940 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2941 | /* restore player */ |
|
|
2942 | at = archetype::find ("poisoning"); |
|
|
2943 | tmp = present_arch_in_ob (at, op); |
|
|
2944 | |
|
|
2945 | if (tmp) |
|
|
2946 | { |
|
|
2947 | tmp->destroy (); |
|
|
2948 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2949 | } |
|
|
2950 | |
|
|
2951 | at = archetype::find ("confusion"); |
|
|
2952 | tmp = present_arch_in_ob (at, op); |
|
|
2953 | if (tmp) |
|
|
2954 | { |
|
|
2955 | tmp->destroy (); |
|
|
2956 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2957 | } |
|
|
2958 | |
|
|
2959 | cure_disease (op, 0); /* remove any disease */ |
|
|
2960 | |
|
|
2961 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2657 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2962 | apply_death_exp_penalty (op); |
2658 | apply_death_exp_penalty (op); |
2963 | if (op->stats.food < 100) |
|
|
2964 | op->stats.food = 900; |
|
|
2965 | op->stats.hp = op->stats.maxhp; |
|
|
2966 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2967 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2968 | |
2659 | |
2969 | /* |
2660 | /* |
2970 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2971 | * the player has any unpaid items. If so, remove them and put them back |
2661 | * Check to see if the player has any unpaid items. If so, remove them |
2972 | * in the map. |
2662 | * and put them back in the map. |
2973 | */ |
2663 | */ |
2974 | |
2664 | op->drop_unpaid_items (); |
2975 | if (is_in_shop (op)) |
|
|
2976 | remove_unpaid_objects (op->inv, op); |
|
|
2977 | |
2665 | |
2978 | /****************************************/ |
2666 | /****************************************/ |
2979 | /* */ |
2667 | /* */ |
2980 | /* Move player to his current respawn- */ |
2668 | /* Move player to his current respawn- */ |
2981 | /* position (usually last savebed) */ |
2669 | /* position (usually last savebed) */ |
2982 | /* */ |
2670 | /* */ |
2983 | /****************************************/ |
2671 | /****************************************/ |
2984 | |
2672 | |
2985 | enter_player_savebed (op); |
2673 | enter_player_savebed (op); |
2986 | |
2674 | |
2987 | /* Save the player before inserting the force to reduce |
|
|
2988 | * chance of abuse. |
|
|
2989 | */ |
|
|
2990 | op->contr->braced = 0; |
2675 | op->contr->braced = 0; |
2991 | op->contr->save (); |
|
|
2992 | |
2676 | |
2993 | /* it is possible that the player has blown something up |
2677 | /* it is possible that the player has blown something up |
2994 | * at his savebed location, and that can have long lasting |
2678 | * at his savebed location, and that can have long lasting |
2995 | * spell effects. So first see if there is a spell effect |
2679 | * spell effects. So first see if there is a spell effect |
2996 | * on the space that might harm the player. |
2680 | * on the space that might harm the player. |
… | |
… | |
3005 | object *force; |
2689 | object *force; |
3006 | int at; |
2690 | int at; |
3007 | |
2691 | |
3008 | force = get_archetype (FORCE_NAME); |
2692 | force = get_archetype (FORCE_NAME); |
3009 | /* 50 ticks should be enough time for the spell to abate */ |
2693 | /* 50 ticks should be enough time for the spell to abate */ |
3010 | force->speed = 0.1; |
2694 | force->speed = 0.1f; |
3011 | force->speed_left = -5.0; |
2695 | force->speed_left = -5.f; |
3012 | SET_FLAG (force, FLAG_APPLIED); |
2696 | SET_FLAG (force, FLAG_APPLIED); |
3013 | for (at = 0; at < NROFATTACKS; at++) |
2697 | for (at = 0; at < NROFATTACKS; at++) |
3014 | if (will_kill_again & (1 << at)) |
2698 | if (will_kill_again & (1 << at)) |
3015 | force->resist[at] = 100; |
2699 | force->resist[at] = 100; |
3016 | |
2700 | |
3017 | insert_ob_in_ob (force, op); |
2701 | insert_ob_in_ob (force, op); |
3018 | op->update_stats (); |
2702 | op->update_stats (); |
3019 | |
|
|
3020 | } |
2703 | } |
3021 | |
2704 | |
3022 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2705 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
3023 | } |
2706 | } |
3024 | |
2707 | |
3025 | void |
2708 | static void |
3026 | loot_object (object *op) |
2709 | loot_object (object *op) |
3027 | { /* Grab and destroy some treasure */ |
2710 | { /* Grab and destroy some treasure */ |
3028 | object *tmp, *tmp2, *next; |
2711 | object *tmp, *tmp2, *next; |
3029 | |
2712 | |
3030 | if (op->container) |
2713 | op->close_container (); /* close open sack first */ |
3031 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3032 | |
2714 | |
3033 | for (tmp = op->inv; tmp; tmp = next) |
2715 | for (tmp = op->inv; tmp; tmp = next) |
3034 | { |
2716 | { |
3035 | next = tmp->below; |
2717 | next = tmp->below; |
3036 | |
2718 | |
3037 | if (tmp->invisible) |
2719 | if (tmp->invisible) |
3038 | continue; |
2720 | continue; |
3039 | |
2721 | |
3040 | tmp->remove (); |
2722 | tmp->remove (); |
3041 | tmp->x = op->x, tmp->y = op->y; |
2723 | tmp->x = op->x, tmp->y = op->y; |
|
|
2724 | |
3042 | if (tmp->type == CONTAINER) |
2725 | if (tmp->type == CONTAINER) |
3043 | { /* empty container to ground */ |
2726 | loot_object (tmp); /* empty container to ground */ |
3044 | loot_object (tmp); |
2727 | |
3045 | } |
|
|
3046 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2728 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3047 | { |
2729 | { |
3048 | if (tmp->nrof > 1) |
2730 | if (tmp->nrof > 1) |
3049 | { |
2731 | { |
3050 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2732 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3051 | tmp2->destroy (); |
|
|
3052 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2733 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3053 | } |
2734 | } |
3054 | else |
2735 | else |
3055 | tmp->destroy (); |
2736 | tmp->destroy (); |
3056 | } |
2737 | } |
… | |
… | |
3062 | /* |
2743 | /* |
3063 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * fix_weight(): Check recursively the weight of all players, and fix |
3064 | * 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 |
3065 | * was changed. |
2746 | * was changed. |
3066 | */ |
2747 | */ |
3067 | |
|
|
3068 | void |
2748 | void |
3069 | fix_weight (void) |
2749 | fix_weight () |
3070 | { |
2750 | { |
3071 | for_all_players (pl) |
2751 | for_all_players (pl) |
3072 | { |
2752 | { |
3073 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2753 | sint32 old = pl->ob->carrying; |
3074 | |
2754 | |
3075 | if (old == sum) |
2755 | pl->ob->update_weight (); |
3076 | continue; |
2756 | |
|
|
2757 | if (old != pl->ob->carrying) |
|
|
2758 | { |
3077 | pl->ob->update_stats (); |
2759 | pl->ob->update_stats (); |
3078 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2760 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2761 | } |
3079 | } |
2762 | } |
3080 | } |
2763 | } |
3081 | |
2764 | |
3082 | void |
2765 | void |
3083 | fix_luck (void) |
2766 | fix_luck () |
3084 | { |
2767 | { |
3085 | for_all_players (pl) |
2768 | for_all_players (pl) |
3086 | if (!pl->ob->contr->ns->state) |
2769 | if (!pl->ob->contr->ns->state) |
3087 | pl->ob->change_luck (0); |
2770 | pl->ob->change_luck (0); |
3088 | } |
2771 | } |
… | |
… | |
3125 | } |
2808 | } |
3126 | |
2809 | |
3127 | void |
2810 | void |
3128 | make_visible (object *op) |
2811 | make_visible (object *op) |
3129 | { |
2812 | { |
3130 | op->hide = 0; |
2813 | op->flag [FLAG_HIDDEN] = 0; |
3131 | op->invisible = 0; |
2814 | op->invisible = 0; |
|
|
2815 | |
3132 | if (op->type == PLAYER) |
2816 | if (op->type == PLAYER) |
3133 | { |
2817 | { |
3134 | op->contr->tmp_invis = 0; |
2818 | op->contr->tmp_invis = 0; |
3135 | op->contr->invis_race = 0; |
2819 | op->contr->invis_race = 0; |
3136 | } |
2820 | } |
|
|
2821 | |
3137 | update_object (op, UP_OBJ_FACE); |
2822 | update_object (op, UP_OBJ_CHANGE); |
3138 | } |
2823 | } |
3139 | |
2824 | |
3140 | int |
2825 | int |
3141 | is_true_undead (object *op) |
2826 | is_true_undead (object *op) |
3142 | { |
2827 | { |
3143 | object *tmp = NULL; |
|
|
3144 | |
|
|
3145 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2828 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3146 | return 1; |
2829 | return 1; |
3147 | |
2830 | |
3148 | return 0; |
2831 | return 0; |
3149 | } |
2832 | } |
3150 | |
2833 | |
3151 | /* look at the surrounding terrain to determine |
2834 | /* look at the surrounding terrain to determine |
3152 | * the hideability of this object. Positive levels |
2835 | * the hideability of this object. Positive levels |
3153 | * indicate greater hideability. |
2836 | * indicate greater hideability. |
3154 | */ |
2837 | */ |
3155 | |
|
|
3156 | int |
2838 | int |
3157 | hideability (object *ob) |
2839 | hideability (object *ob) |
3158 | { |
2840 | { |
3159 | int i, level = 0, mflag; |
2841 | int i, level = 0, mflag; |
3160 | sint16 x, y; |
2842 | sint16 x, y; |
3161 | |
2843 | |
3162 | if (!ob || !ob->map) |
2844 | if (!ob || !ob->map) |
3163 | return 0; |
2845 | return 0; |
3164 | |
2846 | |
3165 | /* so, on normal lighted maps, its hard to hide */ |
2847 | /* so, on normal lighted maps, its hard to hide */ |
3166 | level = ob->map->darkness - 2; |
2848 | level = ob->map->darklevel () - 2; |
3167 | |
2849 | |
3168 | /* this also picks up whether the object is glowing. |
2850 | /* this also picks up whether the object is glowing. |
3169 | * 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 |
3170 | * as bad as carrying a light on a pitch dark map */ |
2852 | * as bad as carrying a light on a pitch dark map */ |
3171 | if (has_carried_lights (ob)) |
2853 | if (ob->has_carried_lights ()) |
3172 | level = -(10 + (2 * ob->map->darkness)); |
2854 | level = -(10 + (2 * ob->map->darklevel ())); |
3173 | |
2855 | |
3174 | /* scan through all nearby squares for terrain to hide in */ |
2856 | /* scan through all nearby squares for terrain to hide in */ |
3175 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2857 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2858 | i <= SIZEOFFREE1; |
|
|
2859 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3176 | { |
2860 | { |
3177 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2861 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3178 | if (mflag & P_OUT_OF_MAP) |
2862 | if (mflag & P_OUT_OF_MAP) |
3179 | { |
|
|
3180 | continue; |
2863 | continue; |
3181 | } |
2864 | |
3182 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2865 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3183 | level += 2; |
2866 | level += 2; |
3184 | else /* open terrain! */ |
2867 | else /* open terrain! */ |
3185 | level -= 1; |
2868 | level -= 1; |
3186 | } |
2869 | } |
… | |
… | |
3194 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2877 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3195 | * every time they move - as we subtract off 'invisibility' |
2878 | * every time they move - as we subtract off 'invisibility' |
3196 | * AND, for players, if they move into a ridiculously unhideable |
2879 | * AND, for players, if they move into a ridiculously unhideable |
3197 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2880 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3198 | */ |
2881 | */ |
3199 | |
|
|
3200 | void |
2882 | void |
3201 | do_hidden_move (object *op) |
2883 | do_hidden_move (object *op) |
3202 | { |
2884 | { |
3203 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2885 | int hide = 0; |
3204 | object *skop; |
|
|
3205 | |
2886 | |
3206 | if (!op || !op->map) |
2887 | if (!op || !op->map) |
3207 | return; |
2888 | return; |
3208 | |
2889 | |
3209 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2890 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2891 | int num = random_roll (0, 19, op, PREFER_LOW); |
3210 | |
2892 | |
3211 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2893 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3212 | if (op->type == PLAYER && op->contr->run_on) |
2894 | if (op->type == PLAYER && op->contr->run_on) |
3213 | { |
|
|
3214 | if (!skop || num >= skop->level) |
2895 | if (!skop || num >= skop->level) |
3215 | { |
2896 | { |
3216 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2897 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3217 | make_visible (op); |
2898 | make_visible (op); |
3218 | return; |
2899 | return; |
3219 | } |
2900 | } |
3220 | else |
2901 | else |
3221 | num += 20; |
2902 | num += 20; |
3222 | } |
2903 | |
3223 | num += op->map->difficulty; |
2904 | num += op->map->difficulty; |
3224 | hide = hideability (op); /* modify by terrain hidden level */ |
2905 | hide = hideability (op); /* modify by terrain hidden level */ |
3225 | num -= hide; |
2906 | num -= hide; |
|
|
2907 | |
3226 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2908 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3227 | { |
2909 | { |
3228 | make_visible (op); |
2910 | make_visible (op); |
|
|
2911 | |
3229 | if (op->type == PLAYER) |
2912 | if (op->type == PLAYER) |
3230 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2913 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3231 | } |
2914 | } |
3232 | else if (op->type == PLAYER && skop) |
2915 | else if (op->type == PLAYER && skop) |
3233 | { |
|
|
3234 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2916 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3235 | } |
|
|
3236 | } |
2917 | } |
3237 | |
2918 | |
3238 | /* determine if who is standing near a hostile creature. */ |
2919 | /* determine if who is standing near a hostile creature. */ |
3239 | |
2920 | |
3240 | int |
2921 | int |
… | |
… | |
3288 | * object op. This function works fine for monsters, |
2969 | * object op. This function works fine for monsters, |
3289 | * but we dont worry if the object isnt the top one in |
2970 | * but we dont worry if the object isnt the top one in |
3290 | * a pile (say a coin under a table would return "viewable" |
2971 | * a pile (say a coin under a table would return "viewable" |
3291 | * by this routine). Another question, should we be |
2972 | * by this routine). Another question, should we be |
3292 | * concerned with the direction the player is looking |
2973 | * concerned with the direction the player is looking |
3293 | * in? Realistically, most of use cant see stuff behind |
2974 | * in? Realistically, most of us can't see stuff behind |
3294 | * our backs...on the other hand, does the "facing" direction |
2975 | * our backs...on the other hand, does the "facing" direction |
3295 | * imply the way your head, or body is facing? Its possible |
2976 | * imply the way your head, or body is facing? It's possible |
3296 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2977 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3297 | * -b.t. |
2978 | * -b.t. |
3298 | * This function is now map tiling safe. |
2979 | * This function is now map tiling safe. |
3299 | */ |
2980 | */ |
3300 | |
|
|
3301 | int |
2981 | int |
3302 | player_can_view (object *pl, object *op) |
2982 | player_can_view (object *pl, object *op) |
3303 | { |
2983 | { |
3304 | rv_vector rv; |
2984 | rv_vector rv; |
3305 | int dx, dy; |
2985 | int dx, dy; |
… | |
… | |
3307 | if (pl->type != PLAYER) |
2987 | if (pl->type != PLAYER) |
3308 | { |
2988 | { |
3309 | LOG (llevError, "player_can_view() called for non-player object\n"); |
2989 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3310 | return -1; |
2990 | return -1; |
3311 | } |
2991 | } |
|
|
2992 | |
3312 | if (!pl || !op) |
2993 | if (!pl || !op) |
3313 | return 0; |
2994 | return 0; |
3314 | |
2995 | |
3315 | if (op->head) |
|
|
3316 | { |
|
|
3317 | op = op->head; |
2996 | op = op->head_ (); |
3318 | } |
2997 | |
3319 | get_rangevector (pl, op, &rv, 0x1); |
2998 | get_rangevector (pl, op, &rv, 0x1); |
3320 | |
2999 | |
3321 | /* starting with the 'head' part, lets loop |
3000 | /* starting with the 'head' part, lets loop |
3322 | * through the object and find if it has any |
3001 | * through the object and find if it has any |
3323 | * part that is in the los array but isnt on |
3002 | * part that is in the los array but isn't on |
3324 | * a blocked los square. |
3003 | * a blocked los square. |
3325 | * we use the archetype to figure out offsets. |
3004 | * we use the archetype to figure out offsets. |
3326 | */ |
3005 | */ |
3327 | while (op) |
3006 | while (op) |
3328 | { |
3007 | { |
3329 | dx = rv.distance_x + op->arch->clone.x; |
3008 | dx = rv.distance_x + op->arch->x; |
3330 | dy = rv.distance_y + op->arch->clone.y; |
3009 | dy = rv.distance_y + op->arch->y; |
3331 | |
3010 | |
3332 | /* only the viewable area the player sees is updated by LOS |
3011 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3333 | * code, so we need to restrict ourselves to that range of values |
|
|
3334 | * for any meaningful values. |
|
|
3335 | */ |
|
|
3336 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3337 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3338 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3339 | return 1; |
3012 | return 1; |
|
|
3013 | |
3340 | op = op->more; |
3014 | op = op->more; |
3341 | } |
3015 | } |
3342 | return 0; |
|
|
3343 | } |
|
|
3344 | |
3016 | |
3345 | /* routine for both players and monsters. We call this when |
|
|
3346 | * there is a possibility for our action distrubing our hiding |
|
|
3347 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3348 | * effected by this. If we arent invisible to begin with, we |
|
|
3349 | * return 0. |
|
|
3350 | */ |
|
|
3351 | int |
|
|
3352 | action_makes_visible (object *op) |
|
|
3353 | { |
|
|
3354 | |
|
|
3355 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3356 | { |
|
|
3357 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3358 | return 0; |
|
|
3359 | |
|
|
3360 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3361 | return 0; |
|
|
3362 | |
|
|
3363 | /* If monsters, they should become visible */ |
|
|
3364 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3365 | { |
|
|
3366 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3367 | return 1; |
|
|
3368 | } |
|
|
3369 | } |
|
|
3370 | return 0; |
3017 | return 0; |
3371 | } |
3018 | } |
3372 | |
3019 | |
3373 | /* op_on_battleground - checks if the given object op (usually |
3020 | /* op_on_battleground - checks if the given object op (usually |
3374 | * a player) is standing on a valid battleground-tile, |
3021 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3379 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3026 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3380 | */ |
3027 | */ |
3381 | int |
3028 | int |
3382 | op_on_battleground (object *op, int *x, int *y) |
3029 | op_on_battleground (object *op, int *x, int *y) |
3383 | { |
3030 | { |
3384 | object *tmp; |
|
|
3385 | |
|
|
3386 | /* A battleground-tile needs the following attributes to be valid: |
3031 | /* A battleground-tile needs the following attributes to be valid: |
3387 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3032 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3388 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3033 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3389 | * and the exit-coordinates sp/hp must both be > 0. |
3034 | * and the exit-coordinates sp/hp must both be > 0. |
3390 | * => The intention here is to prevent abuse of the battleground- |
3035 | * => The intention here is to prevent abuse of the battleground- |
3391 | * feature (like pickable or hidden battleground tiles). */ |
3036 | * feature (like pickable or hidden battleground tiles). */ |
3392 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3037 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3393 | { |
3038 | { |
3394 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3039 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3395 | { |
3040 | { |
3396 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3041 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3397 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3042 | && tmp->type == BATTLEGROUND |
|
|
3043 | && tmp->name == shstr_battleground |
|
|
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3398 | { |
3045 | { |
3399 | /*before we assign the exit, check if this is a teambattle */ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3400 | 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)) |
3401 | { |
|
|
3402 | object *invtmp; |
|
|
3403 | |
|
|
3404 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3049 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3405 | { |
3050 | { |
3406 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3407 | { |
|
|
3408 | if (x != NULL && y != NULL) |
3051 | if (x && y) |
3409 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3052 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3053 | |
3410 | return 1; |
3054 | return 1; |
3411 | } |
|
|
3412 | } |
3055 | } |
3413 | } |
3056 | |
3414 | if (x != NULL && y != NULL) |
3057 | if (x && y) |
3415 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3058 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3059 | |
3416 | return 1; |
3060 | return 1; |
3417 | } |
3061 | } |
3418 | } |
3062 | } |
3419 | } |
3063 | } |
|
|
3064 | |
3420 | /* If we got here, did not find a battleground */ |
3065 | /* If we got here, did not find a battleground */ |
3421 | return 0; |
3066 | return 0; |
3422 | } |
3067 | } |
3423 | |
3068 | |
3424 | /* |
3069 | /* |
… | |
… | |
3440 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3085 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3441 | int i = 0, j = 0; |
3086 | int i = 0, j = 0; |
3442 | |
3087 | |
3443 | /* get the appropriate treasurelist */ |
3088 | /* get the appropriate treasurelist */ |
3444 | if (atnr == ATNR_FIRE) |
3089 | if (atnr == ATNR_FIRE) |
3445 | trlist = find_treasurelist ("dragon_ability_fire"); |
3090 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3446 | else if (atnr == ATNR_COLD) |
3091 | else if (atnr == ATNR_COLD) |
3447 | trlist = find_treasurelist ("dragon_ability_cold"); |
3092 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3448 | else if (atnr == ATNR_ELECTRICITY) |
3093 | else if (atnr == ATNR_ELECTRICITY) |
3449 | trlist = find_treasurelist ("dragon_ability_elec"); |
3094 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3450 | else if (atnr == ATNR_POISON) |
3095 | else if (atnr == ATNR_POISON) |
3451 | trlist = find_treasurelist ("dragon_ability_poison"); |
3096 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3452 | |
3097 | |
3453 | if (trlist == NULL || who->type != PLAYER) |
3098 | if (trlist == NULL || who->type != PLAYER) |
3454 | return; |
3099 | return; |
3455 | |
3100 | |
3456 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3101 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3457 | |
3102 | |
3458 | if (tr == NULL || tr->item == NULL) |
3103 | if (!tr || !tr->item) |
3459 | { |
3104 | { |
3460 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3105 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3461 | return; |
3106 | return; |
3462 | } |
3107 | } |
3463 | |
3108 | |
3464 | /* everything seems okay - now bring on the gift: */ |
3109 | /* everything seems okay - now bring on the gift: */ |
3465 | item = &(tr->item->clone); |
3110 | item = tr->item; |
3466 | |
3111 | |
3467 | if (item->type == SPELL) |
3112 | if (item->type == SPELL) |
3468 | { |
3113 | { |
3469 | if (check_spell_known (who, item->name)) |
3114 | if (check_spell_known (who, item->name)) |
3470 | return; |
3115 | return; |
… | |
… | |
3529 | { |
3174 | { |
3530 | /* forces in the treasurelist can alter the player's stats */ |
3175 | /* forces in the treasurelist can alter the player's stats */ |
3531 | object *skin; |
3176 | object *skin; |
3532 | |
3177 | |
3533 | /* first get the dragon skin force */ |
3178 | /* first get the dragon skin force */ |
3534 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3535 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3179 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3536 | ; |
3180 | ; |
3537 | |
3181 | |
3538 | if (!skin) |
3182 | if (!skin) |
3539 | return; |
3183 | return; |
3540 | |
3184 | |
… | |
… | |
3573 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3217 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3574 | } |
3218 | } |
3575 | else |
3219 | else |
3576 | { |
3220 | { |
3577 | /* generate misc. treasure */ |
3221 | /* generate misc. treasure */ |
3578 | tmp = arch_to_object (tr->item); |
3222 | tmp = tr->item->instance (); |
3579 | 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)); |
3580 | tmp = insert_ob_in_ob (tmp, who); |
3224 | who->insert (tmp); |
3581 | if (who->type == PLAYER) |
|
|
3582 | esrv_send_item (who, tmp); |
|
|
3583 | } |
3225 | } |
3584 | } |
3226 | } |
3585 | |
3227 | |
3586 | /** |
3228 | /** |
3587 | * Unready an object for a player. This function does nothing if the object was |
3229 | * Unready an object for a player. This function does nothing if the object was |
3588 | * not readied. |
3230 | * not readied. |
3589 | */ |
3231 | */ |
3590 | void |
3232 | void |
3591 | player_unready_range_ob (player *pl, object *ob) |
3233 | player_unready_range_ob (player *pl, object *ob) |
3592 | { |
3234 | { |
3593 | rangetype i; |
3235 | if (pl->ob->current_weapon == ob) |
|
|
3236 | pl->ob->current_weapon = 0; |
3594 | |
3237 | |
3595 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3238 | if (pl->combat_ob == ob) |
3596 | { |
3239 | pl->combat_ob = 0; |
|
|
3240 | |
3597 | if (pl->ranges[i] == ob) |
3241 | if (pl->ranged_ob == ob) |
3598 | { |
3242 | pl->ranged_ob = 0; |
3599 | pl->ranges[i] = NULL; |
|
|
3600 | if (pl->shoottype == i) |
|
|
3601 | { |
|
|
3602 | pl->shoottype = range_none; |
|
|
3603 | } |
|
|
3604 | } |
|
|
3605 | } |
|
|
3606 | } |
3243 | } |
|
|
3244 | |
|
|
3245 | //-GPL |
|
|
3246 | |
|
|
3247 | sint8 |
|
|
3248 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3249 | { |
|
|
3250 | if (!ns) |
|
|
3251 | return LOS_BLOCKED; |
|
|
3252 | |
|
|
3253 | int dx, dy; |
|
|
3254 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3255 | return LOS_BLOCKED; |
|
|
3256 | |
|
|
3257 | x += dx - ns->current_x; |
|
|
3258 | y += dy - ns->current_y; |
|
|
3259 | |
|
|
3260 | return blocked_los (x, y); |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | void |
|
|
3264 | player::infobox (const char *title, const char *msg, int color) |
|
|
3265 | { |
|
|
3266 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::statusmsg (const char *msg, int color) |
|
|
3271 | { |
|
|
3272 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3273 | } |
|
|
3274 | |
|
|
3275 | void |
|
|
3276 | player::failmsg (const char *msg, int color) |
|
|
3277 | { |
|
|
3278 | play_sound (sound_find ("generic_failure")); |
|
|
3279 | statusmsg (msg, color); |
|
|
3280 | } |
|
|
3281 | |