1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
|
|
25 | //+GPL |
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|
26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
28 | #include <sproto.h> |
28 | #include <sounds.h> |
29 | #include <sounds.h> |
29 | #include <living.h> |
30 | #include <living.h> |
30 | #include <object.h> |
31 | #include <object.h> |
31 | #include <spells.h> |
32 | #include <spells.h> |
… | |
… | |
34 | #include <algorithm> |
35 | #include <algorithm> |
35 | #include <functional> |
36 | #include <functional> |
36 | |
37 | |
37 | playervec players; |
38 | playervec players; |
38 | |
39 | |
39 | void |
|
|
40 | display_motd (const object *op) |
|
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41 | { |
|
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42 | char buf[MAX_BUF]; |
|
|
43 | char motd[HUGE_BUF]; |
|
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44 | FILE *fp; |
|
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45 | int comp; |
|
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46 | int size; |
|
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47 | |
|
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48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
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49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
|
50 | return; |
|
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51 | |
|
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52 | motd[0] = '\0'; |
|
|
53 | size = 0; |
|
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54 | |
|
|
55 | while (fgets (buf, MAX_BUF, fp)) |
|
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56 | { |
|
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57 | if (*buf == '#') |
|
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58 | continue; |
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59 | |
|
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60 | strncat (motd + size, buf, HUGE_BUF - size); |
|
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61 | size += strlen (buf); |
|
|
62 | } |
|
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63 | |
|
|
64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
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65 | close_and_delete (fp, comp); |
|
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66 | } |
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67 | |
|
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68 | void |
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69 | send_rules (const object *op) |
|
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70 | { |
|
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71 | char buf[MAX_BUF]; |
|
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72 | char rules[HUGE_BUF]; |
|
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73 | FILE *fp; |
|
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74 | int comp; |
|
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75 | int size; |
|
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76 | |
|
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77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
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78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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79 | return; |
|
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80 | |
|
|
81 | rules[0] = '\0'; |
|
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82 | size = 0; |
|
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83 | |
|
|
84 | while (fgets (buf, MAX_BUF, fp)) |
|
|
85 | { |
|
|
86 | if (*buf == '#') |
|
|
87 | continue; |
|
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88 | |
|
|
89 | if (size + strlen (buf) >= HUGE_BUF) |
|
|
90 | { |
|
|
91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
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92 | break; |
|
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93 | } |
|
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94 | |
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95 | strncat (rules + size, buf, HUGE_BUF - size); |
|
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96 | size += strlen (buf); |
|
|
97 | } |
|
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98 | |
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99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
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100 | close_and_delete (fp, comp); |
|
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101 | } |
|
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102 | |
|
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103 | void |
|
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104 | send_news (const object *op) |
|
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105 | { |
|
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106 | char buf[MAX_BUF]; |
|
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107 | char news[HUGE_BUF]; |
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108 | char subject[MAX_BUF]; |
|
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109 | FILE *fp; |
|
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110 | int comp; |
|
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111 | int size; |
|
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112 | |
|
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113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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115 | return; |
|
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116 | |
|
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117 | news[0] = '\0'; |
|
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118 | subject[0] = '\0'; |
|
|
119 | size = 0; |
|
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120 | |
|
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121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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122 | { |
|
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123 | if (*buf == '#') |
|
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124 | continue; |
|
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125 | |
|
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126 | if (*buf == '%') |
|
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127 | { /* send one news */ |
|
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128 | if (size > 0) |
|
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129 | 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 */ |
|
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130 | |
|
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131 | strcpy (subject, buf + 1); |
|
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132 | strip_endline (subject); |
|
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133 | size = 0; |
|
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134 | news[0] = '\0'; |
|
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135 | } |
|
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136 | else |
|
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137 | { |
|
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138 | if (size + strlen (buf) >= HUGE_BUF) |
|
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139 | { |
|
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140 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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141 | break; |
|
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142 | } |
|
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143 | strncat (news + size, buf, HUGE_BUF - size); |
|
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144 | size += strlen (buf); |
|
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145 | } |
|
|
146 | } |
|
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147 | |
|
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148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
|
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149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
|
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150 | close_and_delete (fp, comp); |
|
|
151 | } |
|
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152 | |
|
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153 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
154 | static void |
41 | static void |
155 | set_first_map (object *op) |
42 | set_first_map (object *op) |
156 | { |
43 | { |
157 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
45 | op->x = -1; |
159 | op->y = -1; |
46 | op->y = -1; |
160 | } |
|
|
161 | |
|
|
162 | void |
|
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
|
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166 | |
|
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167 | EXIT_PATH (tmp) = maplevel; |
|
|
168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
|
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170 | ob->enter_exit (tmp); |
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171 | |
|
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172 | tmp->destroy (); |
|
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173 | } |
47 | } |
174 | |
48 | |
175 | void |
49 | void |
176 | player::activate () |
50 | player::activate () |
177 | { |
51 | { |
… | |
… | |
182 | ob->remove (); |
56 | ob->remove (); |
183 | ob->map = 0; |
57 | ob->map = 0; |
184 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
61 | } |
189 | |
62 | |
190 | void |
63 | void |
191 | player::deactivate () |
64 | player::deactivate () |
192 | { |
65 | { |
… | |
… | |
194 | return; |
67 | return; |
195 | |
68 | |
196 | terminate_all_pets (ob); |
69 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
70 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
71 | ob->deactivate_recursive (); |
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72 | |
|
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73 | if (ob->map) |
|
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74 | maplevel = ob->map->path; |
|
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75 | |
199 | ob->remove (); |
76 | ob->remove (); |
|
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
200 | ob->map = 0; |
78 | ob->map = 0; |
|
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79 | party = 0; |
201 | |
80 | |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
203 | ranges [range_skill] = 0; |
|
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204 | |
82 | |
205 | players.erase (this); |
83 | players.erase (this); |
206 | } |
84 | } |
207 | |
85 | |
208 | // connect the player with a specific client |
86 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
87 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
88 | void |
211 | player::connect (client *ns) |
89 | player::connect (client *ns) |
212 | { |
90 | { |
213 | this->ns = ns; |
91 | this->ns = ns; |
214 | ns->pl = this; |
92 | ns->pl = this; |
215 | |
93 | |
|
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94 | run_on = 0; |
|
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95 | fire_on = 0; |
|
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96 | ob->close_container (); //TODO: client-specific |
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97 | |
216 | ns->update_look = 0; |
98 | ns->update_look = 0; |
217 | ns->look_position = 0; |
99 | ns->look_position = 0; |
218 | |
100 | |
219 | clear_los (ob); |
101 | clear_los (); |
220 | |
102 | |
221 | //TODO: must move into client |
103 | ns->reset_stats (); |
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
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224 | * send new values to the client, as things like exp start |
|
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225 | * at zero. |
|
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226 | */ |
|
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227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
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228 | last_skill_exp[i] = -1; |
|
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229 | |
|
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230 | for (int i = 0; i < NROFATTACKS; i++) |
|
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231 | last_resist[i] = -1; |
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232 | |
|
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233 | last_weapon_sp = -1; |
|
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234 | last_level = -1; |
|
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235 | last_stats.exp = -1; |
|
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236 | last_weight = (uint32) - 1; |
|
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237 | last_flags = 0; |
|
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238 | last_weight = 0; |
|
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239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
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241 | last_path_repelled = 0; |
|
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242 | last_path_denied = 0; |
|
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243 | last_speed = 0; |
|
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244 | run_on = 0; |
|
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245 | fire_on = 0; |
|
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246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
|
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247 | |
104 | |
248 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
249 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
250 | ob->race = ob->arch->clone.race; |
107 | ob->race = ob->arch->race; |
251 | |
108 | |
252 | if (!legal_range (ob, shoottype)) |
109 | ob->update_weight (); |
253 | shoottype = range_none; |
|
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254 | |
|
|
255 | ob->carrying = sum_weight (ob); |
|
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256 | link_player_skills (ob); |
110 | link_skills (); |
257 | |
111 | |
258 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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259 | |
|
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260 | assign (title, ob->arch->clone.name); |
112 | assign (title, ob->arch->object::name); |
261 | |
|
|
262 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
263 | * from the class, and not race. I don't see any way to get the class information |
|
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264 | * to then update this. I don't think this will actually break anything - anyone |
|
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265 | * that can use armour should be able to use a shield. What this may 'break' |
|
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266 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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267 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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268 | */ |
|
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269 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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270 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
271 | |
113 | |
272 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
273 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
274 | { |
116 | { |
275 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
276 | |
|
|
277 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
278 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
279 | |
118 | |
280 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
281 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
282 | if (tmp->arch->name == dragon_ability_force) |
121 | if (tmp->arch->archname == shstr_dragon_ability_force) |
283 | abil = tmp; |
122 | abil = tmp; |
284 | else if (tmp->arch->name == dragon_skin_force) |
123 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
285 | skin = tmp; |
124 | skin = tmp; |
286 | |
125 | |
287 | set_dragon_name (ob, abil, skin); |
126 | set_dragon_name (ob, abil, skin); |
288 | } |
127 | } |
289 | |
128 | |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
291 | |
130 | |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
131 | esrv_new_player (this); |
293 | |
132 | |
294 | ob->update_stats (); |
133 | ob->update_stats (); |
|
|
134 | |
295 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
296 | |
|
|
297 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
298 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
299 | |
138 | |
300 | activate (); |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
|
|
140 | ob->flag [FLAG_READY_SKILL] = false; |
|
|
141 | ob->flag [FLAG_READY_BOW] = false; |
301 | |
142 | |
302 | send_rules (ob); |
143 | for (object *op = ob->inv; op; op = op->below) |
303 | send_news (ob); |
144 | if (op->flag [FLAG_APPLIED]) |
304 | 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: |
|
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155 | ranged_ob = op; |
|
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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 |
305 | |
166 | |
306 | INVOKE_PLAYER (CONNECT, this); |
167 | INVOKE_PLAYER (CONNECT, this); |
307 | INVOKE_PLAYER (LOGIN, this); |
168 | INVOKE_PLAYER (LOGIN, this); |
308 | } |
169 | } |
309 | |
170 | |
310 | void |
171 | void |
311 | player::disconnect () |
172 | player::disconnect () |
312 | { |
173 | { |
|
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174 | if (ob) |
|
|
175 | { |
|
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176 | ob->close_container (); //TODO: client-specific |
|
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177 | ob->drop_unpaid_items (); |
|
|
178 | } |
|
|
179 | |
313 | if (ns) |
180 | if (ns) |
314 | { |
181 | { |
315 | if (active) |
182 | if (active) |
316 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
317 | |
184 | |
318 | INVOKE_PLAYER (DISCONNECT, this); |
185 | INVOKE_PLAYER (DISCONNECT, this); |
319 | |
186 | |
|
|
187 | ns->reset_stats (); |
320 | ns->pl = 0; |
188 | ns->pl = 0; |
321 | this->ns = 0; |
189 | ns = 0; |
322 | } |
190 | } |
|
|
191 | |
|
|
192 | // this is important for the player scheduler to get the correct refcount |
|
|
193 | // when ns = 0 |
|
|
194 | observe = viewpoint = ob; |
323 | |
195 | |
324 | deactivate (); |
196 | deactivate (); |
325 | } |
197 | } |
|
|
198 | |
|
|
199 | //-GPL |
326 | |
200 | |
327 | // the need for this function can be explained |
201 | // the need for this function can be explained |
328 | // by load_object not returning the object |
202 | // by load_object not returning the object |
329 | void |
203 | void |
330 | player::set_object (object *op) |
204 | player::set_object (object *op) |
331 | { |
205 | { |
332 | ob = op; |
206 | ob = observe = viewpoint = op; |
333 | ob->contr = this; /* this aren't yet in archetype */ |
207 | ob->contr = this; /* this aren't yet in archetype */ |
334 | |
208 | |
|
|
209 | ob->speed = 1.0f; |
335 | ob->speed_left = 0.5; |
210 | ob->speed_left = 0.5f; |
336 | ob->speed = 1.0; |
211 | |
337 | ob->direction = 5; /* So player faces south */ |
212 | ob->direction = 5; /* So player faces south */ |
338 | ob->stats.wc = 2; |
|
|
339 | ob->run_away = 25; /* Then we panick... */ |
|
|
340 | |
|
|
341 | ob->roll_stats (); |
|
|
342 | } |
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 |
343 | |
230 | |
344 | player::player () |
231 | player::player () |
345 | { |
232 | { |
346 | /* There are some elements we want initialised to non zero value - |
233 | /* There are some elements we want initialised to non zero value - |
347 | * we deal with that below this point. |
234 | * we deal with that below this point. |
348 | */ |
235 | */ |
349 | outputs_sync = 16; /* Every 2 seconds */ |
236 | outputs_sync = 4; |
350 | outputs_count = 8; /* Keeps present behaviour */ |
237 | outputs_count = 4; |
351 | unapply = unapply_nochoice; |
238 | unapply = unapply_nochoice; |
352 | |
239 | |
353 | savebed_map = first_map_path; /* Init. respawn position */ |
240 | savebed_map = first_map_path; /* Init. respawn position */ |
354 | |
241 | |
355 | gen_sp_armour = 10; |
242 | gen_sp_armour = 10; |
356 | shoottype = range_none; |
|
|
357 | bowtype = bow_normal; |
243 | bowtype = bow_normal; |
358 | petmode = pet_normal; |
244 | petmode = pet_normal; |
359 | listening = 10; |
|
|
360 | usekeys = containers; |
245 | usekeys = containers; |
361 | peaceful = 1; /* default peaceful */ |
246 | peaceful = 1; /* default peaceful */ |
362 | do_los = 1; |
247 | do_los = 1; |
|
|
248 | |
|
|
249 | weapon_sp = 1.0f; |
|
|
250 | weapon_sp_left = 0.5f; |
363 | } |
251 | } |
364 | |
252 | |
365 | void |
253 | void |
366 | player::do_destroy () |
254 | player::do_destroy () |
367 | { |
255 | { |
… | |
… | |
372 | if (ob) |
260 | if (ob) |
373 | { |
261 | { |
374 | ob->destroy_inv (false); |
262 | ob->destroy_inv (false); |
375 | ob->destroy (); |
263 | ob->destroy (); |
376 | } |
264 | } |
|
|
265 | |
|
|
266 | ob = observe = viewpoint = 0; |
377 | } |
267 | } |
378 | |
268 | |
379 | player::~player () |
269 | player::~player () |
380 | { |
270 | { |
381 | /* Clear item stack */ |
271 | /* Clear item stack */ |
382 | 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 | } |
383 | } |
301 | } |
384 | |
302 | |
385 | /* Tries to add player on the connection passed in ns. |
303 | /* Tries to add player on the connection passed in ns. |
386 | * 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 |
387 | * mode. |
305 | * mode. |
… | |
… | |
389 | player * |
307 | player * |
390 | player::create () |
308 | player::create () |
391 | { |
309 | { |
392 | player *pl = new player; |
310 | player *pl = new player; |
393 | |
311 | |
394 | 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 | |
395 | set_first_map (pl->ob); |
318 | set_first_map (pl->ob); |
396 | |
319 | |
397 | return pl; |
320 | return pl; |
398 | } |
|
|
399 | |
|
|
400 | /* |
|
|
401 | * get_player_archetype() return next player archetype from archetype |
|
|
402 | * list. Not very efficient routine, but used only creating new players. |
|
|
403 | * Note: there MUST be at least one player archetype! |
|
|
404 | */ |
|
|
405 | archetype * |
|
|
406 | get_player_archetype (archetype *at) |
|
|
407 | { |
|
|
408 | archetype *start = at; |
|
|
409 | |
|
|
410 | for (;;) |
|
|
411 | { |
|
|
412 | if (at == NULL || at->next == NULL) |
|
|
413 | at = first_archetype; |
|
|
414 | else |
|
|
415 | at = at->next; |
|
|
416 | |
|
|
417 | if (at->clone.type == PLAYER) |
|
|
418 | return at; |
|
|
419 | |
|
|
420 | if (at == start) |
|
|
421 | { |
|
|
422 | LOG (llevError, "No Player archetypes\n"); |
|
|
423 | exit (-1); |
|
|
424 | } |
|
|
425 | } |
|
|
426 | } |
321 | } |
427 | |
322 | |
428 | object * |
323 | object * |
429 | get_nearest_player (object *mon) |
324 | get_nearest_player (object *mon) |
430 | { |
325 | { |
… | |
… | |
433 | unsigned lastdist; |
328 | unsigned lastdist; |
434 | rv_vector rv; |
329 | rv_vector rv; |
435 | |
330 | |
436 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
331 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
437 | { |
332 | { |
438 | /* We should not find free objects on this friendly list, but it |
|
|
439 | * does periodically happen. Given that, lets deal with it. |
|
|
440 | * While unlikely, it is possible the next object on the friendly |
|
|
441 | * list is also free, so encapsulate this in a while loop. |
|
|
442 | */ |
|
|
443 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
444 | { |
|
|
445 | object *tmp = ol->ob; |
|
|
446 | |
|
|
447 | /* Can't do much more other than log the fact, because the object |
|
|
448 | * itself will have been cleared. |
|
|
449 | */ |
|
|
450 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
451 | tmp->debug_desc ()); |
|
|
452 | ol = ol->next; |
|
|
453 | remove_friendly_object (tmp); |
|
|
454 | if (!ol) |
|
|
455 | return op; |
|
|
456 | } |
|
|
457 | |
|
|
458 | /* Remove special check for player from this. First, it looks to cause |
|
|
459 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
460 | * complicated method of state checking would be needed in any case - |
|
|
461 | * as it was, a clever player could type quit, and the function would |
|
|
462 | * skip them over while waiting for confirmation. Remove |
|
|
463 | * on_same_map check, as can_detect_enemy also does this |
|
|
464 | */ |
|
|
465 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
333 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
466 | continue; |
334 | continue; |
467 | |
335 | |
468 | if (lastdist > rv.distance) |
336 | if (lastdist > rv.distance) |
469 | { |
337 | { |
… | |
… | |
545 | x = mon->x; |
413 | x = mon->x; |
546 | y = mon->y; |
414 | y = mon->y; |
547 | m = mon->map; |
415 | m = mon->map; |
548 | dir = rv.direction; |
416 | dir = rv.direction; |
549 | 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 */ |
550 | 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 | |
551 | /* 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. */ |
552 | if (diff > max) |
421 | if (diff > max) |
553 | return 0; |
422 | return 0; |
|
|
423 | |
554 | while (diff > 1 && max > 0) |
424 | while (diff > 1 && max > 0) |
555 | { |
425 | { |
556 | lastx = x; |
426 | lastx = x; |
557 | lasty = y; |
427 | lasty = y; |
558 | lastmap = m; |
428 | lastmap = m; |
… | |
… | |
640 | max--; |
510 | max--; |
641 | lastdir = dir; |
511 | lastdir = dir; |
642 | if (!firstdir) |
512 | if (!firstdir) |
643 | firstdir = dir; |
513 | firstdir = dir; |
644 | } |
514 | } |
|
|
515 | |
645 | if (diff <= 1) |
516 | if (diff <= 1) |
646 | { |
517 | { |
647 | /* Recalculate diff (distance) because we may not have actually |
518 | /* Recalculate diff (distance) because we may not have actually |
648 | * headed toward player for entire distance. |
519 | * headed toward player for entire distance. |
649 | */ |
520 | */ |
650 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
521 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
651 | 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)); |
652 | } |
523 | } |
|
|
524 | |
653 | if (diff > max) |
525 | if (diff > max) |
654 | return 0; |
526 | return 0; |
655 | } |
527 | } |
|
|
528 | |
656 | /* 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 */ |
657 | if (!max) |
530 | if (!max) |
658 | return 0; |
531 | return 0; |
659 | |
532 | |
660 | return firstdir; |
533 | return firstdir; |
661 | } |
534 | } |
662 | |
535 | |
663 | void |
536 | void |
664 | give_initial_items (object *pl, treasurelist * items) |
537 | give_initial_items (object *pl, treasurelist *items) |
665 | { |
538 | { |
666 | object *op, *next = NULL; |
|
|
667 | |
|
|
668 | if (pl->randomitems != NULL) |
539 | if (pl->randomitems) |
669 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
540 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
670 | |
541 | |
671 | for (op = pl->inv; op; op = next) |
542 | for (object *next, *op = pl->inv; op; op = next) |
672 | { |
543 | { |
673 | next = op->below; |
544 | next = op->below; |
674 | |
545 | |
675 | /* Forces get applied per default, unless they have the |
546 | /* Forces get applied per default, unless they have the |
676 | * 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 |
… | |
… | |
681 | /* we never give weapons/armour if these cannot be used |
552 | /* we never give weapons/armour if these cannot be used |
682 | * by this player due to race restrictions |
553 | * by this player due to race restrictions |
683 | */ |
554 | */ |
684 | if (pl->type == PLAYER) |
555 | if (pl->type == PLAYER) |
685 | { |
556 | { |
686 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
557 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
558 | && |
687 | (op->type == ARMOUR || op->type == BOOTS || |
559 | (op->type == ARMOUR || op->type == BOOTS |
688 | op->type == CLOAK || op->type == HELMET || |
560 | || op->type == CLOAK || op->type == HELMET |
689 | op->type == SHIELD || op->type == GLOVES || |
561 | || op->type == SHIELD || op->type == GLOVES |
|
|
562 | || op->type == BRACERS || op->type == GIRDLE)) |
690 | 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)) |
691 | { |
564 | { |
692 | op->destroy (); |
565 | op->destroy (); |
693 | continue; |
566 | continue; |
694 | } |
567 | } |
695 | } |
568 | } |
696 | |
569 | |
697 | /* This really needs to be better - we should really give |
570 | /* Here we remove duplicated skills (as duplicated spell objects have |
698 | * a substitute spellbook. The problem is that we don't really |
571 | * _very_ confusing effects for players), which could for instance be |
699 | * have a good idea what to replace it with (need something like |
572 | * generated by bad treasurelists. - elmex |
700 | * a first level treasurelist for each skill.) |
|
|
701 | * remove duplicate skills also |
|
|
702 | */ |
573 | */ |
703 | if (op->type == SPELLBOOK || op->type == SKILL) |
574 | if (op->type == SKILL) |
704 | { |
575 | { |
705 | object *tmp; |
|
|
706 | |
|
|
707 | for (tmp = op->below; tmp; tmp = tmp->below) |
576 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
708 | if (tmp->type == op->type && tmp->name == op->name) |
577 | if (tmp->type == op->type && tmp->name == op->name) |
709 | break; |
|
|
710 | |
|
|
711 | if (tmp) |
|
|
712 | { |
578 | { |
713 | op->destroy (); |
579 | op->destroy (); |
|
|
580 | LOG (llevError, |
714 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
581 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
715 | continue; |
582 | break; |
716 | } |
583 | } |
717 | |
584 | |
718 | if (op->nrof > 1) |
585 | if (op->nrof > 1) |
719 | op->nrof = 1; |
586 | op->nrof = 1; |
720 | } |
587 | } |
721 | |
588 | |
722 | if (op->type == SPELLBOOK && op->inv) |
589 | if (op->type == SPELLBOOK && op->inv) |
723 | { |
|
|
724 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
590 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
725 | } |
|
|
726 | |
591 | |
727 | /* Give starting characters identified, uncursed, and undamned |
592 | /* Give starting characters identified, uncursed, and undamned |
728 | * 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 |
729 | * merged properly. |
594 | * merged properly. |
730 | */ |
595 | */ |
731 | if (need_identify (op)) |
596 | if (need_identify (op)) |
732 | { |
597 | { |
733 | SET_FLAG (op, FLAG_IDENTIFIED); |
598 | SET_FLAG (op, FLAG_IDENTIFIED); |
734 | CLEAR_FLAG (op, FLAG_CURSED); |
599 | CLEAR_FLAG (op, FLAG_CURSED); |
735 | CLEAR_FLAG (op, FLAG_DAMNED); |
600 | CLEAR_FLAG (op, FLAG_DAMNED); |
736 | } |
601 | } |
|
|
602 | |
737 | if (op->type == SPELL) |
603 | if (op->type == SPELL) |
738 | { |
604 | { |
739 | op->destroy (); |
605 | op->destroy (); |
740 | continue; |
606 | continue; |
741 | } |
607 | } |
… | |
… | |
743 | { |
609 | { |
744 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
610 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
745 | op->stats.exp = 0; |
611 | op->stats.exp = 0; |
746 | op->level = 1; |
612 | op->level = 1; |
747 | } |
613 | } |
748 | /* lock all 'normal items by default */ |
614 | else /* lock all 'normal items by default */ |
749 | else |
|
|
750 | SET_FLAG (op, FLAG_INV_LOCKED); |
615 | SET_FLAG (op, FLAG_INV_LOCKED); |
751 | } /* for loop of objects in player inv */ |
616 | } /* for loop of objects in player inv */ |
752 | |
617 | |
753 | /* Need to set up the skill pointers */ |
618 | /* Need to set up the skill pointers */ |
754 | link_player_skills (pl); |
619 | pl->contr->link_skills (); |
755 | } |
620 | } |
756 | |
621 | |
757 | void |
622 | void |
758 | get_party_password (object *op, partylist *party) |
623 | get_party_password (object *op, partylist *party) |
759 | { |
624 | { |
… | |
… | |
769 | 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:"); |
770 | } |
635 | } |
771 | |
636 | |
772 | /* 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. */ |
773 | static int |
638 | static int |
774 | roll_stat (void) |
639 | roll_stat () |
775 | { |
640 | { |
776 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
777 | |
642 | |
778 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
779 | a[i] = (int) RANDOM () % 6 + 1; |
644 | a[i] = (int) rndm (6) + 1; |
780 | |
645 | |
781 | for (i = 0, j = 0, k = 7; i < 4; i++) |
646 | for (i = 0, j = 0, k = 7; i < 4; i++) |
782 | if (a[i] < k) |
647 | if (a[i] < k) |
783 | k = a[i], j = i; |
648 | k = a[i], j = i; |
784 | |
649 | |
… | |
… | |
790 | } |
655 | } |
791 | |
656 | |
792 | void |
657 | void |
793 | object::roll_stats () |
658 | object::roll_stats () |
794 | { |
659 | { |
795 | int statsort [7]; |
660 | int statsort [NUM_STATS]; |
796 | |
661 | |
797 | for (;;) |
662 | for (;;) |
798 | { |
663 | { |
799 | int sum = 0; |
664 | int sum = 0; |
800 | for (int i = 7; i--; ) |
665 | for (int i = NUM_STATS; i--; ) |
801 | sum += statsort [i] = roll_stat (); |
666 | sum += statsort [i] = roll_stat (); |
802 | |
667 | |
803 | if (sum >= 82 && sum <= 116) |
668 | if (sum >= 82 && sum <= 116) |
804 | break; |
669 | break; |
805 | } |
670 | } |
806 | |
671 | |
807 | // Sort the stats so that rerolling is easier... |
672 | // Sort the stats so that rerolling is easier... |
808 | std::sort (statsort, statsort + 7, std::greater<int>()); |
673 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
809 | |
674 | |
|
|
675 | for (int i = 0; i < NUM_STATS; ++i) |
810 | stats.Str = statsort[0]; |
676 | stats.stat (i) = statsort [i]; |
811 | stats.Dex = statsort[1]; |
|
|
812 | stats.Con = statsort[2]; |
|
|
813 | stats.Int = statsort[3]; |
|
|
814 | stats.Wis = statsort[4]; |
|
|
815 | stats.Pow = statsort[5]; |
|
|
816 | stats.Cha = statsort[6]; |
|
|
817 | |
677 | |
818 | stats.exp = 0; |
678 | stats.exp = 0; |
819 | stats.ac = 0; |
679 | stats.ac = 0; |
820 | |
680 | |
821 | stats.hp = stats.maxhp; |
681 | stats.hp = stats.maxhp; |
… | |
… | |
833 | } |
693 | } |
834 | |
694 | |
835 | void |
695 | void |
836 | object::swap_stats (int a, int b) |
696 | object::swap_stats (int a, int b) |
837 | { |
697 | { |
838 | int tmp = get_attr_value (&contr->orig_stats, a); |
698 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
839 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
840 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
841 | |
699 | |
|
|
700 | for (int i = 0; i < NUM_STATS; ++i) |
842 | stats.Str = contr->orig_stats.Str; |
701 | stats.stat (i) = contr->orig_stats.stat (i); |
843 | stats.Dex = contr->orig_stats.Dex; |
|
|
844 | stats.Con = contr->orig_stats.Con; |
|
|
845 | stats.Int = contr->orig_stats.Int; |
|
|
846 | stats.Wis = contr->orig_stats.Wis; |
|
|
847 | stats.Pow = contr->orig_stats.Pow; |
|
|
848 | stats.Cha = contr->orig_stats.Cha; |
|
|
849 | |
702 | |
850 | //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, |
851 | // be merged with the similar code in roll_stats |
704 | // be merged with the similar code in roll_stats |
852 | stats.ac = 0; |
705 | stats.ac = 0; |
853 | |
706 | |
… | |
… | |
872 | static void |
725 | static void |
873 | start_info (object *op) |
726 | start_info (object *op) |
874 | { |
727 | { |
875 | char buf[MAX_BUF]; |
728 | char buf[MAX_BUF]; |
876 | |
729 | |
877 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
730 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
878 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
731 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
879 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
880 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
881 | } |
732 | } |
882 | |
733 | |
883 | /* This function takes the key that is passed, and does the |
734 | /* This function takes the key that is passed, and does the |
884 | * appropriate action with it (change race, or other things). |
735 | * appropriate action with it (change race, or other things). |
885 | * The function name is for historical reasons - now we have |
736 | * The function name is for historical reasons - now we have |
886 | * separate race and class; this actually changes the RACE, |
737 | * separate race and class; this actually changes the RACE, |
887 | * not the class. |
738 | * not the class. |
888 | */ |
739 | */ |
889 | int |
740 | void |
890 | key_change_class (object *op, char key) |
741 | player::chargen_race_done () |
891 | { |
742 | { |
892 | int tmp_loop; |
|
|
893 | |
|
|
894 | if (key == 'd' || key == 'D') |
|
|
895 | { |
|
|
896 | char buf[MAX_BUF]; |
|
|
897 | |
|
|
898 | /* this must before then initial items are given */ |
743 | /* this must before then initial items are given */ |
899 | esrv_new_player (op->contr, op->weight + op->carrying); |
744 | esrv_new_player (ob->contr); |
900 | |
745 | |
901 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
746 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
902 | if (tl) |
747 | if (tl) |
903 | create_treasure (tl, op, 0, 0, 0); |
748 | create_treasure (tl, ob, 0, 0, 0); |
904 | |
749 | |
905 | INVOKE_PLAYER (BIRTH, op->contr); |
750 | INVOKE_PLAYER (BIRTH, ob->contr); |
906 | INVOKE_PLAYER (LOGIN, op->contr); |
751 | INVOKE_PLAYER (LOGIN, ob->contr); |
907 | |
752 | |
908 | op->contr->ns->state = ST_PLAYING; |
753 | ob->contr->ns->state = ST_PLAYING; |
909 | |
754 | |
910 | if (op->msg) |
755 | if (ob->msg) |
911 | op->msg = NULL; |
756 | ob->msg = 0; |
912 | |
757 | |
913 | /* We create this now because some of the unique maps will need it |
|
|
914 | * to save here. |
|
|
915 | */ |
|
|
916 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
917 | make_path_to_file (buf); |
|
|
918 | |
|
|
919 | #ifdef AUTOSAVE |
|
|
920 | op->contr->last_save_tick = pticks; |
|
|
921 | #endif |
|
|
922 | start_info (op); |
758 | start_info (ob); |
923 | CLEAR_FLAG (op, FLAG_WIZ); |
759 | CLEAR_FLAG (ob, FLAG_WIZ); |
924 | give_initial_items (op, op->randomitems); |
760 | give_initial_items (ob, ob->randomitems); |
925 | link_player_skills (op); |
|
|
926 | esrv_send_inventory (op, op); |
761 | esrv_send_inventory (ob, ob); |
927 | op->update_stats (); |
762 | ob->update_stats (); |
928 | |
763 | |
929 | /* This moves the player to a different start map, if there |
764 | /* This moves the player to a different start map, if there |
930 | * is one for this race |
765 | * is one for this race |
931 | */ |
766 | */ |
932 | if (*first_map_ext_path) |
767 | if (*first_map_ext_path) |
933 | { |
768 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
934 | object *tmp; |
|
|
935 | char mapname[MAX_BUF]; |
|
|
936 | |
|
|
937 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
|
|
938 | tmp = object::create (); |
|
|
939 | EXIT_PATH (tmp) = mapname; |
|
|
940 | EXIT_X (tmp) = op->x; |
|
|
941 | EXIT_Y (tmp) = op->y; |
|
|
942 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
943 | * if the map isn't there, then stay on the |
|
|
944 | * default initial map */ |
|
|
945 | tmp->destroy (); |
|
|
946 | } |
|
|
947 | else |
769 | else |
948 | LOG (llevDebug, "first_map_ext_path not set\n"); |
770 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
771 | } |
949 | |
772 | |
950 | return 0; |
773 | void |
951 | } |
774 | player::chargen_race_next () |
952 | |
775 | { |
953 | /* Following actually changes the race - this is the default command |
776 | /* Following actually changes the race - this is the default command |
954 | * if we don't match with one of the options above. |
777 | * if we don't match with one of the options above. |
955 | */ |
778 | */ |
956 | |
779 | |
957 | tmp_loop = 0; |
780 | do |
958 | while (!tmp_loop) |
|
|
959 | { |
781 | { |
960 | shstr name = op->name; |
782 | shstr name = ob->name; |
961 | int x = op->x, y = op->y; |
783 | int x = ob->x, y = ob->y; |
962 | |
784 | |
963 | op->remove_statbonus (); |
785 | ob->remove_statbonus (); |
964 | op->remove (); |
786 | ob->remove (); |
965 | op->arch = get_player_archetype (op->arch); |
787 | ob->arch = get_player_archetype (ob->arch); |
966 | op->arch->clone.copy_to (op); |
788 | ob->arch->copy_to (ob); |
967 | op->instantiate (); |
789 | ob->instantiate (); |
968 | op->stats = op->contr->orig_stats; |
790 | ob->stats = ob->contr->orig_stats; |
969 | op->name = op->name_pl = name; |
791 | ob->name = ob->name_pl = name; |
970 | op->x = x; |
792 | ob->x = x; |
971 | op->y = y; |
793 | ob->y = y; |
972 | SET_ANIMATION (op, 2); /* So player faces south */ |
794 | SET_ANIMATION (ob, 2); /* So player faces south */ |
973 | insert_ob_in_map (op, op->map, op, 0); |
795 | insert_ob_in_map (ob, ob->map, ob, 0); |
974 | assign (op->contr->title, op->arch->clone.name); |
796 | assign (ob->contr->title, ob->arch->object::name); |
975 | op->add_statbonus (); |
797 | ob->add_statbonus (); |
976 | tmp_loop = allowed_class (op); |
|
|
977 | } |
798 | } |
|
|
799 | while (!allowed_class (ob)); |
978 | |
800 | |
979 | update_object (op, UP_OBJ_FACE); |
801 | update_object (ob, UP_OBJ_FACE); |
980 | esrv_update_item (UPD_FACE, op, op); |
802 | esrv_update_item (UPD_FACE, ob, ob); |
981 | op->update_stats (); |
803 | ob->update_stats (); |
982 | op->stats.hp = op->stats.maxhp; |
804 | ob->stats.hp = ob->stats.maxhp; |
983 | op->stats.sp = op->stats.maxsp; |
805 | ob->stats.sp = ob->stats.maxsp; |
984 | op->stats.grace = 0; |
806 | ob->stats.grace = 0; |
985 | |
|
|
986 | if (op->msg) |
|
|
987 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
988 | |
|
|
989 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
990 | return 0; |
|
|
991 | } |
807 | } |
992 | |
808 | |
993 | void |
809 | static void |
994 | flee_player (object *op) |
810 | flee_player (object *op) |
995 | { |
811 | { |
996 | int dir, diff; |
812 | int dir, diff; |
997 | rv_vector rv; |
813 | rv_vector rv; |
998 | |
814 | |
… | |
… | |
1001 | LOG (llevDebug, "Fleeing player is dead.\n"); |
817 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1002 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | CLEAR_FLAG (op, FLAG_SCARED); |
1003 | return; |
819 | return; |
1004 | } |
820 | } |
1005 | |
821 | |
1006 | if (op->enemy == NULL) |
822 | if (!op->enemy) |
1007 | { |
823 | { |
1008 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
824 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1009 | CLEAR_FLAG (op, FLAG_SCARED); |
825 | CLEAR_FLAG (op, FLAG_SCARED); |
1010 | return; |
826 | return; |
1011 | } |
827 | } |
1012 | |
828 | |
1013 | /* Seen some crashes here. Since we don't store an |
|
|
1014 | * op->enemy_count, it is possible that something destroys the |
|
|
1015 | * actual enemy, and the object is recycled. |
|
|
1016 | */ |
|
|
1017 | if (op->enemy->map == NULL) |
|
|
1018 | { |
|
|
1019 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1020 | op->enemy = NULL; |
|
|
1021 | return; |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | 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)) |
1025 | { |
830 | { |
1026 | op->enemy = NULL; |
831 | op->enemy = NULL; |
1027 | CLEAR_FLAG (op, FLAG_SCARED); |
832 | CLEAR_FLAG (op, FLAG_SCARED); |
1028 | return; |
833 | return; |
… | |
… | |
1031 | get_rangevector (op, op->enemy, &rv, 0); |
836 | get_rangevector (op, op->enemy, &rv, 0); |
1032 | |
837 | |
1033 | dir = absdir (4 + rv.direction); |
838 | dir = absdir (4 + rv.direction); |
1034 | for (diff = 0; diff < 3; diff++) |
839 | for (diff = 0; diff < 3; diff++) |
1035 | { |
840 | { |
1036 | int m = 1 - (RANDOM () & 2); |
841 | int m = 1 - rndm (2) * 2; |
1037 | |
842 | |
1038 | 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)))) |
1039 | return; |
844 | return; |
1040 | } |
845 | } |
1041 | |
846 | |
1042 | /* Cornered, get rid of scared */ |
847 | /* Cornered, get rid of scared */ |
1043 | CLEAR_FLAG (op, FLAG_SCARED); |
848 | CLEAR_FLAG (op, FLAG_SCARED); |
1044 | op->enemy = NULL; |
849 | op->enemy = NULL; |
1045 | } |
850 | } |
1046 | |
851 | |
1047 | |
|
|
1048 | /* 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. |
1049 | * 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 |
1050 | * stop. |
854 | * stop. |
1051 | */ |
855 | */ |
1052 | int |
856 | int |
1053 | check_pick (object *op) |
857 | check_pick (object *op) |
1054 | { |
858 | { |
1055 | object *tmp, *next; |
859 | object *tmp, *next; |
1056 | int stop = 0; |
860 | int stop = 0; |
1057 | int j, k, wvratio; |
861 | int wvratio; |
1058 | char putstring[128], tmpstr[16]; |
|
|
1059 | |
862 | |
1060 | /* if you're flying, you cna't pick up anything */ |
863 | /* if you're flying, you cna't pick up anything */ |
1061 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
1062 | return 1; |
865 | return 1; |
1063 | |
866 | |
1064 | next = op->below; |
867 | next = op->below; |
1065 | |
868 | |
|
|
869 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
|
|
871 | |
1066 | /* 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 |
1067 | * destroyed */ |
873 | * destroyed */ |
1068 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
1069 | { |
875 | { |
1070 | tmp = next; |
876 | tmp = next; |
1071 | next = tmp->below; |
877 | next = tmp->below; |
1072 | |
878 | |
|
|
879 | if (cnt <= 0) |
|
|
880 | { |
|
|
881 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
882 | return 0; |
|
|
883 | } |
|
|
884 | |
1073 | if (op->destroyed ()) |
885 | if (op->destroyed ()) |
1074 | return 0; |
886 | return 0; |
1075 | |
887 | |
1076 | if (!can_pick (op, tmp)) |
888 | if (!can_pick (op, tmp)) |
1077 | continue; |
889 | continue; |
1078 | |
890 | |
1079 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
891 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1080 | { |
892 | { |
1081 | if (item_matched_string (op, tmp, op->contr->search_str)) |
893 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1082 | pick_up (op, tmp); |
894 | CHK_PICK_PICKUP; |
|
|
895 | |
1083 | continue; |
896 | continue; |
1084 | } |
897 | } |
1085 | |
898 | |
1086 | /* 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? */ |
1087 | if (!(op->contr->mode & PU_NEWMODE)) |
959 | if (op->contr->mode & PU_FOOD) |
|
|
960 | if (tmp->type == FOOD) |
1088 | { |
961 | { |
1089 | 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) |
1090 | { |
1025 | { |
1091 | case 0: |
1026 | CHK_PICK_PICKUP; |
1092 | return 1; /* don't pick up */ |
1027 | continue; |
1093 | case 1: |
|
|
1094 | pick_up (op, tmp); |
|
|
1095 | return 1; |
|
|
1096 | case 2: |
|
|
1097 | pick_up (op, tmp); |
|
|
1098 | return 0; |
|
|
1099 | case 3: |
|
|
1100 | return 0; /* stop before pickup */ |
|
|
1101 | case 4: |
|
|
1102 | pick_up (op, tmp); |
|
|
1103 | break; |
|
|
1104 | case 5: |
|
|
1105 | pick_up (op, tmp); |
|
|
1106 | stop = 1; |
|
|
1107 | break; |
|
|
1108 | case 6: |
|
|
1109 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1110 | pick_up (op, tmp); |
|
|
1111 | break; |
|
|
1112 | |
|
|
1113 | case 7: |
|
|
1114 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1115 | pick_up (op, tmp); |
|
|
1116 | break; |
|
|
1117 | |
|
|
1118 | default: |
|
|
1119 | /* use value density */ |
|
|
1120 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1121 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1122 | pick_up (op, tmp); |
|
|
1123 | } |
1028 | } |
1124 | } |
1029 | } |
1125 | else |
1030 | |
1126 | { /* old model */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1127 | /* NEW pickup handling */ |
|
|
1128 | 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) |
1129 | { |
1037 | { |
1130 | /* some debugging code to figure out item information */ |
1038 | CHK_PICK_PICKUP; |
1131 | if (tmp->name != NULL) |
|
|
1132 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1133 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1134 | else |
|
|
1135 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1136 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1137 | |
|
|
1138 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1139 | } |
|
|
1140 | |
|
|
1141 | /* philosophy: |
|
|
1142 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1143 | * generic. This takes no game-time. For more detailed pickups |
|
|
1144 | * and selections, select-items should be used. This is a |
|
|
1145 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1146 | * example. |
|
|
1147 | * The drawback: right now it has no frontend, so you need to |
|
|
1148 | * stick the bits you want into a calculator in hex mode and then |
|
|
1149 | * convert to decimal and then 'pickup <#> |
|
|
1150 | */ |
|
|
1151 | |
|
|
1152 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1153 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1154 | * meaning if any test passes, the item gets picked up. */ |
|
|
1155 | |
|
|
1156 | /* if mode is set to pick nothing up, return */ |
|
|
1157 | |
|
|
1158 | if (op->contr->mode & PU_NOTHING) |
|
|
1159 | return 1; |
|
|
1160 | |
|
|
1161 | /* if mode is set to stop when encountering objects, return */ |
|
|
1162 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1163 | * anything up */ |
|
|
1164 | |
|
|
1165 | if (op->contr->mode & PU_STOP) |
|
|
1166 | return 0; |
|
|
1167 | |
|
|
1168 | /* useful for going into stores and not losing your settings... */ |
|
|
1169 | /* and for battles wher you don't want to get loaded down while |
|
|
1170 | * fighting */ |
|
|
1171 | if (op->contr->mode & PU_INHIBIT) |
|
|
1172 | return 1; |
|
|
1173 | |
|
|
1174 | /* prevent us from turning into auto-thieves :) */ |
|
|
1175 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1176 | continue; |
1039 | continue; |
|
|
1040 | } |
1177 | |
1041 | |
1178 | /* ignore known cursed objects */ |
1042 | /* we don't forget dragon food */ |
1179 | 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; |
1180 | continue; |
1047 | continue; |
|
|
1048 | } |
1181 | |
1049 | |
1182 | /* all food and drink if desired */ |
1050 | /* bows and arrows. Bows are good for selling! */ |
1183 | /* 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 | |
1184 | if (op->contr->mode & PU_FOOD) |
1087 | if (op->contr->mode & PU_BOOTS) |
1185 | 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")) |
1186 | { |
1121 | { |
1187 | pick_up (op, tmp); |
1122 | CHK_PICK_PICKUP; |
1188 | continue; |
1123 | continue; |
1189 | } |
1124 | } |
|
|
1125 | } |
1190 | |
1126 | |
|
|
1127 | /* misc stuff that's useful */ |
1191 | if (op->contr->mode & PU_DRINK) |
1128 | if (op->contr->mode & PU_KEY) |
1192 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1129 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1193 | { |
1130 | { |
1194 | pick_up (op, tmp); |
1131 | CHK_PICK_PICKUP; |
1195 | continue; |
1132 | continue; |
1196 | } |
1133 | } |
1197 | |
1134 | |
|
|
1135 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1136 | * pickups */ |
1198 | if (op->contr->mode & PU_POTION) |
1137 | if (op->contr->mode & PU_RATIO) |
1199 | 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 |
1200 | { |
1142 | */ |
1201 | pick_up (op, tmp); |
|
|
1202 | continue; |
|
|
1203 | } |
|
|
1204 | |
|
|
1205 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1206 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1207 | if (tmp->type == SPELLBOOK) |
|
|
1208 | { |
|
|
1209 | pick_up (op, tmp); |
|
|
1210 | continue; |
|
|
1211 | } |
|
|
1212 | |
|
|
1213 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1214 | if (tmp->type == SKILLSCROLL) |
|
|
1215 | { |
|
|
1216 | pick_up (op, tmp); |
|
|
1217 | continue; |
|
|
1218 | } |
|
|
1219 | |
|
|
1220 | if (op->contr->mode & PU_READABLES) |
|
|
1221 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1222 | { |
|
|
1223 | pick_up (op, tmp); |
|
|
1224 | continue; |
|
|
1225 | } |
|
|
1226 | |
|
|
1227 | /* wands/staves/rods/horns */ |
|
|
1228 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1229 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1230 | { |
|
|
1231 | pick_up (op, tmp); |
|
|
1232 | continue; |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | /* pick up all magical items */ |
|
|
1236 | if (op->contr->mode & PU_MAGICAL) |
1143 | wvratio = op->contr->mode & PU_RATIO; |
1237 | 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) |
1238 | { |
|
|
1239 | pick_up (op, tmp); |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | if (op->contr->mode & PU_VALUABLES) |
|
|
1244 | { |
1145 | { |
1245 | if (tmp->type == MONEY || tmp->type == GEM) |
1146 | #if 0 |
|
|
1147 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1148 | if (tmp->name != NULL) |
1246 | { |
1149 | { |
1247 | pick_up (op, tmp); |
1150 | fprintf (stderr, "%s", tmp->name); |
1248 | continue; |
|
|
1249 | } |
1151 | } |
1250 | } |
|
|
1251 | |
|
|
1252 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1253 | if (op->contr->mode & PU_JEWELS) |
|
|
1254 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1255 | { |
|
|
1256 | pick_up (op, tmp); |
|
|
1257 | continue; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | /* we don't forget dragon food */ |
|
|
1261 | if (op->contr->mode & PU_FLESH) |
|
|
1262 | if (tmp->type == FLESH) |
|
|
1263 | { |
|
|
1264 | pick_up (op, tmp); |
|
|
1265 | continue; |
|
|
1266 | } |
|
|
1267 | |
|
|
1268 | /* bows and arrows. Bows are good for selling! */ |
|
|
1269 | if (op->contr->mode & PU_BOW) |
|
|
1270 | if (tmp->type == BOW) |
|
|
1271 | { |
|
|
1272 | pick_up (op, tmp); |
|
|
1273 | continue; |
|
|
1274 | } |
|
|
1275 | |
|
|
1276 | if (op->contr->mode & PU_ARROW) |
|
|
1277 | if (tmp->type == ARROW) |
|
|
1278 | { |
|
|
1279 | pick_up (op, tmp); |
|
|
1280 | continue; |
|
|
1281 | } |
|
|
1282 | |
|
|
1283 | /* all kinds of armor etc. */ |
|
|
1284 | if (op->contr->mode & PU_ARMOUR) |
|
|
1285 | if (tmp->type == ARMOUR) |
|
|
1286 | { |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | if (op->contr->mode & PU_HELMET) |
|
|
1292 | if (tmp->type == HELMET) |
|
|
1293 | { |
|
|
1294 | pick_up (op, tmp); |
|
|
1295 | continue; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | if (op->contr->mode & PU_SHIELD) |
|
|
1299 | if (tmp->type == SHIELD) |
|
|
1300 | { |
|
|
1301 | pick_up (op, tmp); |
|
|
1302 | continue; |
|
|
1303 | } |
|
|
1304 | |
|
|
1305 | if (op->contr->mode & PU_BOOTS) |
|
|
1306 | if (tmp->type == BOOTS) |
|
|
1307 | { |
|
|
1308 | pick_up (op, tmp); |
|
|
1309 | continue; |
|
|
1310 | } |
|
|
1311 | |
|
|
1312 | if (op->contr->mode & PU_GLOVES) |
|
|
1313 | if (tmp->type == GLOVES) |
|
|
1314 | { |
|
|
1315 | pick_up (op, tmp); |
|
|
1316 | continue; |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (op->contr->mode & PU_CLOAK) |
|
|
1320 | if (tmp->type == CLOAK) |
|
|
1321 | { |
|
|
1322 | pick_up (op, tmp); |
|
|
1323 | continue; |
|
|
1324 | } |
|
|
1325 | |
|
|
1326 | /* hoping to catch throwing daggers here */ |
|
|
1327 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1328 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1329 | { |
|
|
1330 | pick_up (op, tmp); |
|
|
1331 | continue; |
|
|
1332 | } |
|
|
1333 | |
|
|
1334 | /* careful: chairs and tables are weapons! */ |
|
|
1335 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1336 | { |
|
|
1337 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1338 | { |
|
|
1339 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1340 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1341 | { |
|
|
1342 | pick_up (op, tmp); |
|
|
1343 | continue; |
|
|
1344 | } |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1348 | { |
|
|
1349 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1350 | { |
|
|
1351 | pick_up (op, tmp); |
|
|
1352 | continue; |
|
|
1353 | } |
|
|
1354 | } |
|
|
1355 | } |
|
|
1356 | |
|
|
1357 | /* misc stuff that's useful */ |
|
|
1358 | if (op->contr->mode & PU_KEY) |
|
|
1359 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1360 | { |
|
|
1361 | pick_up (op, tmp); |
|
|
1362 | continue; |
|
|
1363 | } |
|
|
1364 | |
|
|
1365 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1366 | * pickups */ |
|
|
1367 | if (op->contr->mode & PU_RATIO) |
|
|
1368 | { |
|
|
1369 | /* use value density to decide what else to grab */ |
|
|
1370 | /* >=7 was >= op->contr->mode */ |
|
|
1371 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1372 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1373 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1374 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1375 | { |
|
|
1376 | pick_up (op, tmp); |
|
|
1377 | #if 0 |
|
|
1378 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1379 | if (tmp->name != NULL) |
|
|
1380 | { |
|
|
1381 | fprintf (stderr, "%s", tmp->name); |
|
|
1382 | } |
|
|
1383 | else |
1152 | else |
1384 | fprintf (stderr, "%s", tmp->arch->name); |
1153 | fprintf (stderr, "%s", tmp->arch->archname); |
1385 | fprintf (stderr, ",%d] = ", tmp->type); |
1154 | fprintf (stderr, ",%d] = ", tmp->type); |
1386 | 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)))); |
1387 | #endif |
1156 | #endif |
|
|
1157 | CHK_PICK_PICKUP; |
1388 | continue; |
1158 | continue; |
1389 | } |
|
|
1390 | } |
1159 | } |
1391 | } /* the new pickup model */ |
1160 | } /* the new pickup model */ |
1392 | } |
1161 | } |
1393 | |
1162 | |
1394 | 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; |
1395 | } |
1199 | } |
1396 | |
1200 | |
1397 | /* |
1201 | /* |
1398 | * Find an arrow in the inventory and after that |
1202 | * Find an arrow in the inventory and after that |
1399 | * in the right type container (quiver). Pointer to the |
1203 | * in the right type container (quiver). Pointer to the |
1400 | * found object is returned. |
1204 | * found object is returned. |
1401 | */ |
1205 | */ |
1402 | object * |
1206 | static object * |
1403 | find_arrow (object *op, const char *type) |
1207 | find_arrow (object *op, const char *type) |
1404 | { |
1208 | { |
1405 | object *tmp = NULL; |
|
|
1406 | |
|
|
1407 | for (op = op->inv; op; op = op->below) |
1209 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1408 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1409 | tmp = find_arrow (op, type); |
|
|
1410 | 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); |
1411 | return op; |
1218 | return arrow; |
|
|
1219 | } |
|
|
1220 | |
1412 | return tmp; |
1221 | return 0; |
1413 | } |
1222 | } |
1414 | |
1223 | |
1415 | /* |
1224 | /* |
1416 | * 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 |
1417 | * 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 |
1418 | * 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 |
1419 | * 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. |
1420 | */ |
1229 | */ |
1421 | |
1230 | static object * |
1422 | object * |
|
|
1423 | 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) |
1424 | { |
1232 | { |
1425 | object *tmp = NULL, *arrow, *ntmp; |
1233 | object *tmp = NULL, *arrow, *ntmp; |
1426 | int attacknum, attacktype, betterby = 0, i; |
1234 | int attacknum, attacktype, betterby = 0, i; |
1427 | |
1235 | |
1428 | if (!type) |
1236 | if (!type) |
… | |
… | |
1432 | { |
1240 | { |
1433 | 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)) |
1434 | { |
1242 | { |
1435 | i = 0; |
1243 | i = 0; |
1436 | ntmp = find_better_arrow (arrow, target, type, &i); |
1244 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1245 | |
1437 | if (i > betterby) |
1246 | if (i > betterby) |
1438 | { |
1247 | { |
1439 | tmp = ntmp; |
1248 | tmp = ntmp; |
1440 | betterby = i; |
1249 | betterby = i; |
1441 | } |
1250 | } |
1442 | } |
1251 | } |
1443 | else if (arrow->type == ARROW && arrow->race == type) |
1252 | else if (arrow->type == ARROW && arrow->race == type) |
1444 | { |
1253 | { |
1445 | /* allways prefer assasination/slaying */ |
1254 | /* allways prefer assasination/slaying */ |
1446 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1255 | if (target->race && arrow->slaying.contains (target->race)) |
1447 | { |
1256 | { |
1448 | if (arrow->attacktype & AT_DEATH) |
1257 | if (arrow->attacktype & AT_DEATH) |
1449 | { |
1258 | { |
1450 | *better = 100; |
1259 | *better = 100; |
1451 | return arrow; |
1260 | return arrow; |
… | |
… | |
1459 | else |
1268 | else |
1460 | { |
1269 | { |
1461 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1270 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1462 | { |
1271 | { |
1463 | attacktype = 1 << attacknum; |
1272 | attacktype = 1 << attacknum; |
1464 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1273 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1465 | 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) |
1466 | { |
1275 | { |
1467 | tmp = arrow; |
1276 | tmp = arrow; |
1468 | 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; |
1469 | } |
1278 | } |
1470 | } |
1279 | } |
|
|
1280 | |
1471 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1281 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1472 | { |
1282 | { |
1473 | tmp = arrow; |
1283 | tmp = arrow; |
1474 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1284 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1475 | } |
1285 | } |
|
|
1286 | |
1476 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1287 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1477 | { |
1288 | { |
1478 | tmp = arrow; |
1289 | tmp = arrow; |
1479 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1290 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1480 | } |
1291 | } |
1481 | } |
1292 | } |
1482 | } |
1293 | } |
1483 | } |
1294 | } |
|
|
1295 | |
1484 | if (tmp == NULL && arrow == NULL) |
1296 | if (tmp == NULL && arrow == NULL) |
1485 | return find_arrow (op, type); |
1297 | return find_arrow (op, type); |
1486 | |
1298 | |
1487 | *better = betterby; |
1299 | *better = betterby; |
1488 | return tmp; |
1300 | return tmp; |
… | |
… | |
1492 | * find_better_arrow to find a decent arrow to use. |
1304 | * find_better_arrow to find a decent arrow to use. |
1493 | * op = the shooter |
1305 | * op = the shooter |
1494 | * type = bow->race |
1306 | * type = bow->race |
1495 | * dir = fire direction |
1307 | * dir = fire direction |
1496 | */ |
1308 | */ |
1497 | |
1309 | static object * |
1498 | object * |
|
|
1499 | pick_arrow_target (object *op, const char *type, int dir) |
1310 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1500 | { |
1311 | { |
1501 | object *tmp = NULL; |
1312 | object *tmp = NULL; |
1502 | maptile *m; |
1313 | maptile *m; |
1503 | int i, mflags, found, number; |
1314 | int i, mflags, found, number; |
1504 | sint16 x, y; |
1315 | sint16 x, y; |
… | |
… | |
1519 | for (i = 0, found = 0; i < 20; i++) |
1330 | for (i = 0, found = 0; i < 20; i++) |
1520 | { |
1331 | { |
1521 | x += freearr_x[dir]; |
1332 | x += freearr_x[dir]; |
1522 | y += freearr_y[dir]; |
1333 | y += freearr_y[dir]; |
1523 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1334 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1335 | |
1524 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1336 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1525 | { |
1337 | { |
1526 | tmp = NULL; |
1338 | tmp = 0; |
1527 | break; |
1339 | break; |
1528 | } |
1340 | } |
1529 | 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) |
1530 | { |
1342 | { |
1531 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1343 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1532 | * perhaps a bad assumption. |
1344 | * perhaps a bad assumption. |
1533 | */ |
1345 | */ |
1534 | tmp = NULL; |
1346 | tmp = 0; |
1535 | break; |
1347 | break; |
1536 | } |
1348 | } |
|
|
1349 | |
1537 | if (mflags & P_IS_ALIVE) |
1350 | if (mflags & P_IS_ALIVE) |
1538 | { |
|
|
1539 | 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) |
1540 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1352 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1541 | { |
|
|
1542 | found++; |
|
|
1543 | break; |
|
|
1544 | } |
|
|
1545 | if (found) |
|
|
1546 | break; |
1353 | break; |
1547 | } |
|
|
1548 | } |
1354 | } |
1549 | if (tmp == NULL) |
1355 | |
|
|
1356 | if (!tmp) |
1550 | return find_arrow (op, type); |
1357 | return find_arrow (op, type); |
1551 | |
1358 | |
1552 | if (tmp->head) |
1359 | if (tmp->head) |
1553 | tmp = tmp->head; |
1360 | tmp = tmp->head; |
1554 | |
1361 | |
… | |
… | |
1567 | */ |
1374 | */ |
1568 | int |
1375 | int |
1569 | 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) |
1570 | { |
1377 | { |
1571 | object *left, *bow; |
1378 | object *left, *bow; |
1572 | int bowspeed, mflags; |
1379 | int mflags; |
1573 | maptile *m; |
1380 | maptile *m; |
1574 | |
1381 | |
1575 | if (!dir) |
1382 | if (!dir) |
1576 | { |
1383 | { |
1577 | 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!"); |
1578 | return 0; |
1385 | return 0; |
1579 | } |
1386 | } |
1580 | |
1387 | |
1581 | if (op->type == PLAYER) |
1388 | if (op->contr) |
1582 | bow = op->contr->ranges[range_bow]; |
1389 | bow = op->current_weapon; |
1583 | else |
1390 | else |
1584 | { |
1391 | { |
1585 | for (bow = op->inv; bow; bow = bow->below) |
1392 | for (bow = op->inv; bow; bow = bow->below) |
1586 | /* 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 |
1587 | * 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. |
… | |
… | |
1592 | if (!bow) |
1399 | if (!bow) |
1593 | { |
1400 | { |
1594 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1401 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1595 | return 0; |
1402 | return 0; |
1596 | } |
1403 | } |
|
|
1404 | |
|
|
1405 | // optimisation: move object to top so we will find it quickly again |
|
|
1406 | splay (bow); |
1597 | } |
1407 | } |
1598 | |
1408 | |
1599 | if (!bow->race || !bow->skill) |
1409 | if (!bow->race || !bow->skill) |
1600 | { |
1410 | { |
1601 | 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); |
1602 | return 0; |
1412 | return 0; |
1603 | } |
1413 | } |
1604 | |
|
|
1605 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1606 | |
|
|
1607 | /* penalize ROF for bestarrow */ |
|
|
1608 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1609 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1610 | |
|
|
1611 | if (bowspeed < 1) |
|
|
1612 | bowspeed = 1; |
|
|
1613 | |
1414 | |
1614 | if (arrow == NULL) |
1415 | if (arrow == NULL) |
1615 | { |
1416 | { |
1616 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1417 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1617 | { |
1418 | { |
1618 | if (op->type == PLAYER) |
1419 | if (op->type == PLAYER) |
1619 | 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); |
1620 | /* 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 */ |
1621 | else |
1422 | else |
1622 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1423 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1424 | |
1623 | return 0; |
1425 | return 0; |
1624 | } |
1426 | } |
1625 | } |
1427 | } |
1626 | |
1428 | |
1627 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1429 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1635 | } |
1437 | } |
1636 | |
1438 | |
1637 | /* this should not happen, but sometimes does */ |
1439 | /* this should not happen, but sometimes does */ |
1638 | if (arrow->nrof == 0) |
1440 | if (arrow->nrof == 0) |
1639 | { |
1441 | { |
|
|
1442 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1640 | arrow->destroy (); |
1443 | arrow->destroy (); |
1641 | return 0; |
1444 | return 0; |
1642 | } |
1445 | } |
1643 | |
1446 | |
1644 | left = arrow; /* these are arrows left to the player */ |
1447 | left = arrow; /* these are arrows left to the player */ |
1645 | arrow = get_split_ob (arrow, 1); |
1448 | arrow = arrow->split (); |
1646 | if (!arrow) |
1449 | if (!arrow) |
1647 | { |
1450 | { |
1648 | 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); |
1649 | return 0; |
1452 | return 0; |
1650 | } |
1453 | } |
1651 | |
1454 | |
1652 | arrow->set_owner (op); |
1455 | arrow->set_owner (op); |
1653 | arrow->skill = bow->skill; |
1456 | arrow->skill = bow->skill; |
1654 | arrow->direction = dir; |
1457 | arrow->direction = dir; |
1655 | |
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 | |
1656 | if (op->type == PLAYER) |
1490 | if (op->type == PLAYER) |
1657 | { |
1491 | { |
1658 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1659 | op->update_stats (); |
|
|
1660 | } |
|
|
1661 | |
|
|
1662 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1663 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1664 | arrow->stats.hp = arrow->stats.dam; |
|
|
1665 | arrow->stats.grace = arrow->attacktype; |
|
|
1666 | if (arrow->slaying != NULL) |
|
|
1667 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1668 | |
|
|
1669 | /* Note that this was different for monsters - they got their level |
|
|
1670 | * added to the damage. I think the strength bonus is more proper. |
|
|
1671 | */ |
|
|
1672 | |
|
|
1673 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1674 | |
|
|
1675 | /* update the speed */ |
|
|
1676 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1677 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1678 | |
|
|
1679 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1680 | arrow->speed_left = 0; |
|
|
1681 | |
|
|
1682 | if (op->type == PLAYER) |
|
|
1683 | { |
|
|
1684 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1685 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1686 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1687 | |
|
|
1688 | 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; |
1689 | } |
1499 | } |
1690 | else |
1500 | else |
1691 | { |
1501 | { |
1692 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1693 | arrow->level = op->level; |
1502 | arrow->level = op->level; |
1694 | } |
1503 | arrow->stats.wc -= bow->magic; |
1695 | |
1504 | |
1696 | if (arrow->attacktype == AT_PHYSICAL) |
1505 | if (!arrow->slaying) |
|
|
1506 | arrow->slaying = bow->slaying; |
|
|
1507 | |
1697 | arrow->attacktype |= bow->attacktype; |
1508 | arrow->attacktype |= bow->attacktype; |
|
|
1509 | } |
1698 | |
1510 | |
1699 | if (bow->slaying) |
1511 | wc -= arrow->level; |
1700 | arrow->slaying = bow->slaying; |
1512 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1701 | |
1513 | |
|
|
1514 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1702 | arrow->move_type = MOVE_FLY_LOW; |
1515 | arrow->move_type = MOVE_FLY_LOW; |
1703 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1516 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1704 | |
1517 | |
1705 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1518 | op->play_sound (sound_find ("fire_arrow")); |
1706 | m->insert (arrow, sx, sy, op); |
1519 | m->insert (arrow, sx, sy, op); |
1707 | |
1520 | |
1708 | if (!arrow->destroyed ()) |
1521 | if (!arrow->destroyed ()) |
1709 | move_arrow (arrow); |
1522 | move_arrow (arrow); |
1710 | |
|
|
1711 | if (op->type == PLAYER) |
|
|
1712 | { |
|
|
1713 | if (left->destroyed ()) |
|
|
1714 | esrv_del_item (op->contr, left->count); |
|
|
1715 | else |
|
|
1716 | esrv_send_item (op, left); |
|
|
1717 | } |
|
|
1718 | |
1523 | |
1719 | return 1; |
1524 | return 1; |
1720 | } |
1525 | } |
1721 | |
1526 | |
1722 | /* Special fire code for players - this takes into |
1527 | /* Special fire code for players - this takes into |
… | |
… | |
1724 | * but monsters can't. Putting that code here |
1529 | * but monsters can't. Putting that code here |
1725 | * makes the fire_bow code much cleaner. |
1530 | * makes the fire_bow code much cleaner. |
1726 | * this function should only be called if 'op' is a player, |
1531 | * this function should only be called if 'op' is a player, |
1727 | * hence the function name. |
1532 | * hence the function name. |
1728 | */ |
1533 | */ |
1729 | int |
1534 | static int |
1730 | player_fire_bow (object *op, int dir) |
1535 | player_fire_bow (object *op, int dir) |
1731 | { |
1536 | { |
1732 | int ret = 0, wcmod = 0; |
1537 | int ret; |
1733 | |
1538 | |
1734 | if (op->contr->bowtype == bow_bestarrow) |
1539 | if (op->contr->bowtype == bow_bestarrow) |
1735 | { |
1540 | { |
1736 | 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); |
1737 | } |
1542 | } |
1738 | 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) |
1739 | { |
1544 | { |
1740 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1545 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1741 | wcmod = -1; |
|
|
1742 | |
|
|
1743 | 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); |
1744 | } |
1547 | } |
1745 | else if (op->contr->bowtype == bow_threewide) |
1548 | else if (op->contr->bowtype == bow_threewide) |
1746 | { |
1549 | { |
1747 | 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); |
1748 | 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)]); |
1749 | 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)]); |
1750 | } |
1553 | } |
1751 | else if (op->contr->bowtype == bow_spreadshot) |
1554 | else if (op->contr->bowtype == bow_spreadshot) |
1752 | { |
1555 | { |
1753 | 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); |
1754 | 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); |
1755 | 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); |
1756 | |
|
|
1757 | } |
1559 | } |
1758 | else |
1560 | else |
1759 | { |
1561 | { |
1760 | /* Simple case */ |
1562 | /* Simple case */ |
1761 | 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); |
1762 | } |
1564 | } |
|
|
1565 | |
1763 | return ret; |
1566 | return ret; |
1764 | } |
1567 | } |
1765 | |
|
|
1766 | |
1568 | |
1767 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1569 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1768 | * Broken apart from 'fire' to keep it more readable. |
1570 | * Broken apart from 'fire' to keep it more readable. |
1769 | */ |
1571 | */ |
1770 | void |
1572 | static void |
1771 | fire_misc_object (object *op, int dir) |
1573 | fire_misc_object (object *op, int dir) |
1772 | { |
1574 | { |
1773 | object *item; |
1575 | object *item = op->contr->ranged_ob; |
1774 | |
1576 | |
1775 | if (!op->contr->ranges[range_misc]) |
1577 | if (!item) |
1776 | { |
1578 | { |
1777 | 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."); |
1778 | return; |
1580 | return; |
1779 | } |
1581 | } |
1780 | |
1582 | |
1781 | item = op->contr->ranges[range_misc]; |
|
|
1782 | if (!item->inv) |
1583 | if (!item->inv) |
1783 | { |
1584 | { |
1784 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1585 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1785 | return; |
1586 | return; |
1786 | } |
1587 | } |
|
|
1588 | |
|
|
1589 | if (!op->change_weapon (item)) |
|
|
1590 | return; |
|
|
1591 | |
1787 | if (item->type == WAND) |
1592 | if (item->type == WAND) |
1788 | { |
1593 | { |
1789 | if (item->stats.food <= 0) |
1594 | if (item->stats.food <= 0) |
1790 | { |
1595 | { |
1791 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1596 | op->contr->play_sound (sound_find ("wand_poof")); |
1792 | 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 | |
1793 | return; |
1599 | return; |
1794 | } |
1600 | } |
1795 | } |
1601 | } |
1796 | else if (item->type == ROD || item->type == HORN) |
1602 | else if (item->type == ROD || item->type == HORN) |
1797 | { |
1603 | { |
1798 | 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)) |
1799 | { |
1609 | { |
1800 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1610 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1611 | |
1801 | if (item->type == ROD) |
1612 | if (item->type == ROD) |
1802 | 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)); |
1803 | else |
1614 | else |
1804 | 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 | |
1805 | return; |
1617 | return; |
1806 | } |
1618 | } |
1807 | } |
1619 | } |
1808 | |
1620 | |
1809 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1621 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1810 | { |
1622 | { |
1811 | 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 | |
1812 | if (item->type == WAND) |
1625 | if (item->type == WAND) |
1813 | { |
1626 | { |
1814 | if (!(--item->stats.food)) |
1627 | if (!(--item->stats.food)) |
1815 | { |
1628 | { |
1816 | object *tmp; |
1629 | object *tmp; |
1817 | |
1630 | |
1818 | if (item->arch) |
1631 | if (item->arch) |
1819 | { |
1632 | { |
1820 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1633 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1821 | item->face = item->arch->clone.face; |
1634 | item->face = item->arch->face; |
1822 | item->set_speed (0); |
1635 | item->set_speed (0); |
1823 | } |
1636 | } |
1824 | |
1637 | |
1825 | if ((tmp = item->in_player ())) |
1638 | if (object *pl = item->visible_to ()) |
1826 | esrv_update_item (UPD_ANIM, tmp, item); |
1639 | esrv_update_item (UPD_ANIM, pl, item); |
1827 | } |
1640 | } |
1828 | } |
1641 | } |
1829 | else if (item->type == ROD || item->type == HORN) |
1642 | else if (item->type == ROD || item->type == HORN) |
1830 | drain_rod_charge (item); |
1643 | drain_rod_charge (item); |
1831 | } |
1644 | } |
1832 | } |
1645 | } |
1833 | |
1646 | |
1834 | /* Received a fire command for the player - go and do it. |
1647 | /* Received a fire command for the player - go and do it. |
1835 | */ |
1648 | */ |
1836 | void |
1649 | bool |
1837 | fire (object *op, int dir) |
1650 | fire (object *op, int dir) |
1838 | { |
1651 | { |
1839 | 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; |
1840 | |
1674 | |
1841 | /* check for loss of invisiblity/hide */ |
1675 | /* check for loss of invisiblity/hide */ |
1842 | if (action_makes_visible (op)) |
1676 | if (action_makes_visible (op)) |
1843 | make_visible (op); |
1677 | make_visible (op); |
1844 | |
1678 | |
1845 | switch (op->contr->shoottype) |
1679 | switch (ob->type) |
1846 | { |
1680 | { |
1847 | case range_none: |
1681 | case BOW: |
1848 | return; |
|
|
1849 | |
|
|
1850 | case range_bow: |
|
|
1851 | player_fire_bow (op, dir); |
1682 | player_fire_bow (op, dir); |
1852 | return; |
1683 | break; |
1853 | |
1684 | |
1854 | case range_magic: /* Casting spells */ |
1685 | case SPELL: |
1855 | 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); |
1856 | return; |
1687 | break; |
1857 | |
1688 | |
1858 | 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: |
1859 | fire_misc_object (op, dir); |
1698 | fire_misc_object (op, dir); |
1860 | return; |
1699 | break; |
1861 | |
|
|
1862 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1863 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1864 | { |
|
|
1865 | op->contr->ranges[range_golem] = 0; |
|
|
1866 | op->contr->shoottype = range_none; |
|
|
1867 | } |
|
|
1868 | else |
|
|
1869 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1870 | return; |
|
|
1871 | |
|
|
1872 | case range_skill: |
|
|
1873 | if (!op->chosen_skill) |
|
|
1874 | { |
|
|
1875 | if (op->type == PLAYER) |
|
|
1876 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1877 | return; |
|
|
1878 | } |
|
|
1879 | |
|
|
1880 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1881 | return; |
|
|
1882 | case range_builder: |
|
|
1883 | apply_map_builder (op, dir); |
|
|
1884 | return; |
|
|
1885 | default: |
|
|
1886 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
|
|
1887 | return; |
|
|
1888 | } |
1700 | } |
1889 | } |
|
|
1890 | |
1701 | |
|
|
1702 | return true; |
|
|
1703 | } |
1891 | |
1704 | |
1892 | |
1705 | static object * |
1893 | /* find_key |
|
|
1894 | * We try to find a key for the door as passed. If we find a key |
|
|
1895 | * and successfully use it, we return the key, otherwise NULL |
|
|
1896 | * This function merges both normal and locked door, since the logic |
|
|
1897 | * for both is the same - just the specific key is different. |
|
|
1898 | * pl is the player, |
|
|
1899 | * inv is the objects inventory to searched |
|
|
1900 | * door is the door we are trying to match against. |
|
|
1901 | * This function can be called recursively to search containers. |
|
|
1902 | */ |
|
|
1903 | |
|
|
1904 | object * |
|
|
1905 | find_key (object *pl, object *container, object *door) |
1706 | find_key_ (object *pl, object *container, object *door) |
1906 | { |
1707 | { |
1907 | object *tmp, *key; |
1708 | object *tmp, *key; |
1908 | |
1709 | |
1909 | /* Should not happen, but sanity checking is never bad */ |
1710 | /* Should not happen, but sanity checking is never bad */ |
1910 | if (container->inv == NULL) |
1711 | if (!container->inv) |
1911 | return NULL; |
1712 | return 0; |
1912 | |
1713 | |
1913 | /* 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 */ |
1914 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1715 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1915 | { |
1716 | { |
1916 | if (door->type == DOOR && tmp->type == KEY) |
1717 | if (door->type == DOOR && tmp->type == KEY) |
1917 | break; |
1718 | break; |
|
|
1719 | |
1918 | /* For sanity, we should really check door type, but other stuff |
1720 | /* For sanity, we should really check door type, but other stuff |
1919 | * (like containers) can be locked with special keys |
1721 | * (like containers) can be locked with special keys |
1920 | */ |
1722 | */ |
1921 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1723 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1922 | break; |
1724 | break; |
1923 | } |
1725 | } |
|
|
1726 | |
1924 | /* No key found - lets search inventories now */ |
1727 | /* No key found - lets search inventories now */ |
1925 | /* 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. |
1926 | * 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 |
1927 | * a key, return |
1730 | * a key, return |
1928 | */ |
1731 | */ |
1929 | if (!tmp) |
1732 | if (!tmp) |
1930 | { |
1733 | { |
1931 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1734 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1932 | { |
|
|
1933 | /* No reason to search empty containers */ |
1735 | /* No reason to search empty containers */ |
1934 | if (tmp->type == CONTAINER && tmp->inv) |
1736 | if (tmp->type == CONTAINER && tmp->inv) |
1935 | { |
|
|
1936 | if ((key = find_key (pl, tmp, door)) != NULL) |
1737 | if ((key = find_key_ (pl, tmp, door))) |
1937 | return key; |
1738 | return key; |
1938 | } |
1739 | |
1939 | } |
|
|
1940 | if (!tmp) |
1740 | if (!tmp) |
1941 | return NULL; |
1741 | return 0; |
1942 | } |
1742 | } |
|
|
1743 | |
1943 | /* 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, |
1944 | * see if we actually want to use it |
1745 | * see if we actually want to use it |
1945 | */ |
1746 | */ |
1946 | if (pl != container) |
1747 | if (pl != container) |
1947 | { |
1748 | { |
1948 | /* Only let players use keys in containers */ |
1749 | /* Only let players use keys in containers */ |
1949 | if (!pl->contr) |
1750 | if (!pl->contr) |
1950 | return NULL; |
1751 | return 0; |
|
|
1752 | |
1951 | /* cases where this fails: |
1753 | /* cases where this fails: |
1952 | * If we only search the player inventory, return now since we |
1754 | * If we only search the player inventory, return now since we |
1953 | * are not in the players inventory. |
1755 | * are not in the players inventory. |
1954 | * If the container is not active, return now since only active |
1756 | * If the container is not active, return now since only active |
1955 | * containers can be used. |
1757 | * containers can be used. |
… | |
… | |
1959 | * inv must have been an container and must have been active. |
1761 | * inv must have been an container and must have been active. |
1960 | * |
1762 | * |
1961 | * Change the color so that the message doesn't disappear with |
1763 | * Change the color so that the message doesn't disappear with |
1962 | * all the others. |
1764 | * all the others. |
1963 | */ |
1765 | */ |
1964 | if (pl->contr->usekeys == key_inventory || |
1766 | if (pl->contr->usekeys == key_inventory |
1965 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1767 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1966 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1768 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1967 | { |
1769 | { |
1968 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1770 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1969 | "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)); |
1970 | return NULL; |
1772 | return NULL; |
1971 | } |
1773 | } |
1972 | } |
1774 | } |
|
|
1775 | |
1973 | 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); |
1974 | } |
1802 | } |
1975 | |
1803 | |
1976 | /* moved door processing out of move_player_attack. |
1804 | /* moved door processing out of move_player_attack. |
1977 | * returns 1 if player has opened the door with a key |
1805 | * returns 1 if player has opened the door with a key |
1978 | * such that the caller should not do anything more, |
1806 | * such that the caller should not do anything more, |
1979 | * 0 otherwise |
1807 | * 0 otherwise |
1980 | */ |
1808 | */ |
1981 | static int |
1809 | static int |
1982 | player_attack_door (object *op, object *door) |
1810 | player_attack_door (object *op, object *door) |
1983 | { |
1811 | { |
1984 | /* 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, |
1985 | * 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 - |
1986 | * otherwise, we fall through to the rest of the code. |
1814 | * otherwise, we fall through to the rest of the code. |
1987 | */ |
1815 | */ |
1988 | object *key = find_key (op, op, door); |
1816 | object *key = find_key (op, op, door); |
1989 | |
1817 | |
1990 | /* IF we found a key, do some extra work */ |
1818 | /* If we found a key, do some extra work */ |
1991 | if (key) |
1819 | if (key) |
1992 | { |
1820 | { |
1993 | object *container = key->env; |
1821 | object *container = key->env; |
1994 | |
1822 | |
1995 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1996 | if (action_makes_visible (op)) |
1823 | if (action_makes_visible (op)) |
1997 | make_visible (op); |
1824 | make_visible (op); |
|
|
1825 | |
1998 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1826 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1999 | spring_trap (door->inv, op); |
1827 | spring_trap (door->inv, op); |
|
|
1828 | |
2000 | if (door->type == DOOR) |
1829 | if (door->type == DOOR) |
2001 | { |
|
|
2002 | 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 */ |
2003 | } |
|
|
2004 | else if (door->type == LOCKED_DOOR) |
1831 | else if (door->type == LOCKED_DOOR) |
2005 | { |
1832 | { |
2006 | 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); |
2007 | remove_door2 (door); /* remove door without violence ;-) */ |
1834 | remove_door2 (door); /* remove door without violence ;-) */ |
2008 | } |
1835 | } |
|
|
1836 | |
2009 | /* Do this after we print the message */ |
1837 | /* Do this after we print the message */ |
2010 | decrease_ob (key); /* Use up one of the keys */ |
1838 | key->decrease (); /* Use up one of the keys */ |
2011 | /* Need to update the weight the container the key was in */ |
1839 | |
2012 | if (container != op) |
|
|
2013 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2014 | return 1; /* Nothing more to do below */ |
1840 | return 1; /* Nothing more to do below */ |
2015 | } |
1841 | } |
2016 | else if (door->type == LOCKED_DOOR) |
1842 | else if (door->type == LOCKED_DOOR) |
2017 | { |
1843 | { |
2018 | /* Might as well return now - no other way to open this */ |
1844 | /* Might as well return now - no other way to open this */ |
2019 | 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..."); |
2020 | return 1; |
1846 | return 1; |
2021 | } |
1847 | } |
|
|
1848 | |
2022 | return 0; |
1849 | return 0; |
2023 | } |
1850 | } |
2024 | |
1851 | |
2025 | /* This function is just part of a breakup from move_player. |
1852 | /* This function is just part of a breakup from move_player. |
2026 | * It should keep the code cleaner. |
1853 | * It should keep the code cleaner. |
2027 | * When this is called, the players direction has been updated |
1854 | * When this is called, the players direction has been updated |
2028 | * (taking into account confusion.) The player is also actually |
1855 | * (taking into account confusion.) The player is also actually |
2029 | * going to try and move (not fire weapons). |
1856 | * going to try and move (not fire weapons). |
2030 | */ |
1857 | */ |
2031 | void |
1858 | bool |
2032 | move_player_attack (object *op, int dir) |
1859 | move_player_attack (object *op, int dir) |
2033 | { |
1860 | { |
2034 | object *tmp, *mon; |
1861 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2035 | sint16 nx, ny; |
1862 | { |
2036 | int on_battleground; |
1863 | --op->speed_left; |
2037 | maptile *m; |
1864 | return true; |
|
|
1865 | } |
2038 | |
1866 | |
2039 | nx = freearr_x[dir] + op->x; |
1867 | sint16 nx = freearr_x[dir] + op->x; |
2040 | ny = freearr_y[dir] + op->y; |
1868 | sint16 ny = freearr_y[dir] + op->y; |
2041 | |
1869 | |
2042 | on_battleground = op_on_battleground (op, 0, 0); |
1870 | if (out_of_map (op->map, nx, ny)) |
|
|
1871 | return false; |
2043 | |
1872 | |
2044 | /* 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 |
2045 | * 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 |
2046 | * 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 |
2047 | * player. This is a pretty nasty hack, because if we could |
1876 | * player. This is a pretty nasty hack, because if we could |
2048 | * 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 |
2049 | * 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 |
2050 | * 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 |
2051 | * move_ob uses. |
1880 | * move_ob uses. |
2052 | */ |
1881 | */ |
2053 | 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; |
2054 | { |
1897 | } |
2055 | 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; |
2056 | { |
1910 | } |
2057 | m = op->map->xy_find (nx, ny); |
1911 | |
2058 | if (!m) |
1912 | /* The following deals with possibly attacking peaceful |
2059 | 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; |
2060 | } |
1945 | } |
2061 | else |
1946 | else |
2062 | m = op->map; |
|
|
2063 | |
|
|
2064 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2065 | return; |
1947 | return false; |
|
|
1948 | } |
2066 | |
1949 | |
2067 | mon = 0; |
1950 | bool on_battleground = op_on_battleground (op, 0, 0); |
2068 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2069 | * we find a monster - that is something we know we want to attack. |
|
|
2070 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2071 | * on the space |
|
|
2072 | */ |
|
|
2073 | while (tmp) |
|
|
2074 | { |
|
|
2075 | if (tmp == op) |
|
|
2076 | { |
|
|
2077 | tmp = tmp->above; |
|
|
2078 | continue; |
|
|
2079 | } |
|
|
2080 | |
1951 | |
2081 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2082 | { |
|
|
2083 | mon = tmp; |
|
|
2084 | break; |
|
|
2085 | } |
|
|
2086 | |
|
|
2087 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2088 | mon = tmp; |
|
|
2089 | |
|
|
2090 | tmp = tmp->above; |
|
|
2091 | } |
|
|
2092 | |
|
|
2093 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2094 | return; /* into a wall */ |
|
|
2095 | |
|
|
2096 | if (mon->head) |
|
|
2097 | mon = mon->head; |
|
|
2098 | |
|
|
2099 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2100 | if (player_attack_door (op, mon)) |
|
|
2101 | return; |
|
|
2102 | |
|
|
2103 | /* The following deals with possibly attacking peaceful |
|
|
2104 | * or frienddly creatures. Basically, all players are considered |
|
|
2105 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2106 | * object should be pushed instead of attacked. It is assumed that |
|
|
2107 | * if you are braced, you will not attack friends accidently, |
|
|
2108 | * and thus will not push them. |
|
|
2109 | */ |
|
|
2110 | |
|
|
2111 | /* If the creature is a pet, push it even if the player is not |
|
|
2112 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2113 | * player owns it and it is either friendly or unagressive. |
|
|
2114 | */ |
|
|
2115 | if ((op->type == PLAYER) |
|
|
2116 | #if COZY_SERVER |
|
|
2117 | && |
|
|
2118 | ((mon->owner && mon->owner->contr |
|
|
2119 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2120 | #else |
|
|
2121 | && mon->owner == op |
|
|
2122 | #endif |
|
|
2123 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2124 | { |
|
|
2125 | /* If we're braced, we don't want to switch places with it */ |
|
|
2126 | if (op->contr->braced) |
|
|
2127 | return; |
|
|
2128 | |
|
|
2129 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2130 | (void) push_ob (mon, dir, op); |
|
|
2131 | if (op->contr->tmp_invis || op->hide) |
|
|
2132 | make_visible (op); |
|
|
2133 | |
|
|
2134 | return; |
|
|
2135 | } |
|
|
2136 | |
|
|
2137 | /* in certain circumstances, you shouldn't attack friendly |
1952 | /* in certain circumstances, you shouldn't attack friendly |
2138 | * creatures. Note that if you are braced, you can't push |
1953 | * creatures. Note that if you are braced, you can't push |
2139 | * 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 |
2140 | * attack them either. |
1955 | * attack them either. |
2141 | */ |
1956 | */ |
2142 | if ((mon->type == PLAYER || mon->enemy != op) && |
1957 | if ((mon->type == PLAYER || mon->enemy != op) |
2143 | (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)) |
2144 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2145 | (op->contr->peaceful |
1959 | && ((op->contr->peaceful |
2146 | || (mon->type == PLAYER |
1960 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2147 | && mon->contr-> |
|
|
2148 | peaceful)) && |
|
|
2149 | #else |
|
|
2150 | op->contr->peaceful && |
|
|
2151 | #endif |
|
|
2152 | !on_battleground)) |
1961 | && !on_battleground)) |
|
|
1962 | { |
|
|
1963 | if (op->speed_left > 0.f) |
2153 | { |
1964 | { |
|
|
1965 | --op->speed_left; |
|
|
1966 | |
2154 | if (!op->contr->braced) |
1967 | if (!op->contr->braced) |
2155 | { |
1968 | { |
2156 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1969 | op->play_sound (sound_find ("push_player")); |
2157 | push_ob (mon, dir, op); |
1970 | push_ob (mon, dir, op); |
2158 | } |
1971 | } |
2159 | else |
1972 | else |
2160 | new_draw_info (0, 0, op, "You withhold your attack"); |
1973 | op->statusmsg ("You withhold your attack"); |
2161 | |
1974 | |
2162 | if (op->contr->tmp_invis || op->hide) |
1975 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2163 | make_visible (op); |
1976 | make_visible (op); |
2164 | } |
|
|
2165 | |
1977 | |
|
|
1978 | return true; |
|
|
1979 | } |
|
|
1980 | } |
2166 | /* If the object is a boulder or other rollable object, then |
1981 | /* If the object is a boulder or other rollable object, then |
2167 | * 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. |
2168 | */ |
1983 | */ |
2169 | 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) |
2170 | { |
1987 | { |
|
|
1988 | --op->speed_left; |
|
|
1989 | |
2171 | recursive_roll (mon, dir, op); |
1990 | recursive_roll (mon, dir, op); |
2172 | if (action_makes_visible (op)) |
1991 | if (action_makes_visible (op)) |
2173 | make_visible (op); |
1992 | make_visible (op); |
2174 | } |
|
|
2175 | |
1993 | |
|
|
1994 | return true; |
|
|
1995 | } |
|
|
1996 | } |
2176 | /* Any generic living creature. Including things like doors. |
1997 | /* Any generic living creature. Including things like doors. |
2177 | * 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 |
2178 | * and be living. Then, it must be one of the following: |
1999 | * and be living. Then, it must be one of the following: |
2179 | * 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 |
2180 | * 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. |
2181 | */ |
2002 | */ |
2182 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2003 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2183 | ((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))) |
2184 | { |
2005 | { |
2185 | |
2006 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2186 | /* If the player hasn't hit something this tick, and does |
|
|
2187 | * so, give them speed boost based on weapon speed. Doing |
|
|
2188 | * it here is better than process_players2, which basically |
|
|
2189 | * incurred a 1 tick offset. |
|
|
2190 | */ |
|
|
2191 | if (!op->contr->has_hit) |
|
|
2192 | { |
2007 | { |
2193 | op->speed_left += op->speed / op->contr->weapon_sp; |
2008 | --op->contr->weapon_sp_left; |
2194 | |
|
|
2195 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2196 | } |
|
|
2197 | |
2009 | |
2198 | skill_attack (mon, op, 0, 0, 0); |
2010 | skill_attack (mon, op, 0, 0, 0); |
2199 | |
|
|
2200 | /* If attacking another player, that player gets automatic |
|
|
2201 | * hitback, and doesn't loose luck either. |
|
|
2202 | * Disable hitback on the battleground or if the target is |
|
|
2203 | * the wiz. |
|
|
2204 | */ |
|
|
2205 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2206 | { |
|
|
2207 | short luck = mon->stats.luck; |
|
|
2208 | |
|
|
2209 | mon->contr->has_hit = 1; |
|
|
2210 | skill_attack (op, mon, 0, 0, 0); |
|
|
2211 | mon->stats.luck = luck; |
|
|
2212 | } |
|
|
2213 | |
2011 | |
2214 | if (action_makes_visible (op)) |
2012 | if (action_makes_visible (op)) |
2215 | make_visible (op); |
2013 | make_visible (op); |
2216 | } |
|
|
2217 | } /* if player should attack something */ |
|
|
2218 | } |
|
|
2219 | |
2014 | |
2220 | int |
2015 | return true; |
|
|
2016 | } |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | return false; |
|
|
2020 | } |
|
|
2021 | |
|
|
2022 | bool |
2221 | move_player (object *op, int dir) |
2023 | move_player (object *op, int dir) |
2222 | { |
2024 | { |
2223 | int pick; |
|
|
2224 | |
|
|
2225 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2226 | return 0; |
2026 | return 0; |
2227 | |
2027 | |
2228 | /* Sanity check: make sure dir is valid */ |
2028 | /* Sanity check: make sure dir is valid */ |
2229 | if ((dir < 0) || (dir >= 9)) |
2029 | if (dir < 0 || dir >= 9) |
2230 | { |
2030 | { |
2231 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2232 | return 0; |
2032 | return 0; |
2233 | } |
2033 | } |
2234 | |
2034 | |
2235 | /* peterm: added following line */ |
2035 | /* peterm: added following line */ |
2236 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2036 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2237 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2037 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2238 | |
2038 | |
2239 | op->facing = dir; |
2039 | op->facing = dir; |
2240 | |
2040 | |
2241 | if (op->hide) |
2041 | if (op->flag [FLAG_HIDDEN]) |
2242 | do_hidden_move (op); |
2042 | do_hidden_move (op); |
2243 | |
2043 | |
|
|
2044 | bool retval; |
|
|
2045 | int pick = 0; |
|
|
2046 | |
2244 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2047 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2245 | /*nop */ ; |
2048 | retval = RESULT_INT (0); |
2246 | else if (op->contr->fire_on) |
2049 | else if (op->contr->fire_on) |
2247 | fire (op, dir); |
2050 | retval = fire (op, dir); |
2248 | else |
2051 | else |
2249 | { |
2052 | { |
2250 | move_player_attack (op, dir); |
2053 | retval = move_player_attack (op, dir); |
2251 | pick = check_pick (op); |
2054 | pick = check_pick (op); |
2252 | } |
2055 | } |
2253 | |
2056 | |
2254 | /* 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 |
2255 | * server can handle repeat firing. |
2058 | * server can handle repeat firing. |
… | |
… | |
2262 | /* Update how the player looks. Use the facing, so direction may |
2065 | /* Update how the player looks. Use the facing, so direction may |
2263 | * get reset to zero. This allows for full animation capabilities |
2066 | * get reset to zero. This allows for full animation capabilities |
2264 | * for players. |
2067 | * for players. |
2265 | */ |
2068 | */ |
2266 | animate_object (op, op->facing); |
2069 | animate_object (op, op->facing); |
2267 | return 0; |
2070 | |
|
|
2071 | return retval; |
2268 | } |
2072 | } |
2269 | |
2073 | |
2270 | /* 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 |
2271 | * new client/server stuff. |
2075 | * new client/server stuff. |
2272 | * 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 |
2273 | * the new speed values for commands. |
2077 | * the new speed values for commands. |
2274 | * |
2078 | * |
2275 | * 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. |
2276 | */ |
2082 | */ |
2277 | int |
2083 | bool |
2278 | handle_newcs_player (object *op) |
2084 | handle_newcs_player (object *op) |
2279 | { |
2085 | { |
2280 | if (op->contr->hidden) |
|
|
2281 | { |
|
|
2282 | op->invisible = 1000; |
|
|
2283 | /* the socket code flashes the player visible/invisible |
|
|
2284 | * depending on the value of invisible, so we need to |
|
|
2285 | * alternate it here for it to work correctly. |
|
|
2286 | */ |
|
|
2287 | if (pticks & 2) |
|
|
2288 | op->invisible--; |
|
|
2289 | } |
|
|
2290 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2291 | { |
|
|
2292 | op->invisible--; |
|
|
2293 | if (!op->invisible) |
|
|
2294 | { |
|
|
2295 | make_visible (op); |
|
|
2296 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2297 | } |
|
|
2298 | } |
|
|
2299 | |
|
|
2300 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2086 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2301 | { |
2087 | { |
2302 | flee_player (op); |
2088 | if (op->speed_left > 0.f) |
2303 | /* If player is still scared, that is his action for this tick */ |
|
|
2304 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2305 | { |
2089 | { |
2306 | op->speed_left--; |
2090 | --op->speed_left; |
|
|
2091 | flee_player (op); |
|
|
2092 | |
2307 | return 0; |
2093 | return true; |
2308 | } |
2094 | } |
|
|
2095 | else |
|
|
2096 | return false; |
2309 | } |
2097 | } |
2310 | |
|
|
2311 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2312 | * the player object still points to the defunct golem. The code that |
|
|
2313 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2314 | * put this in a a workaround to clean up the golem pointer. |
|
|
2315 | */ |
|
|
2316 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2317 | op->contr->ranges[range_golem] = 0; |
|
|
2318 | |
2098 | |
2319 | /* 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 |
2320 | * the players time has been increased when doericserver has been |
2100 | * the players time has been increased when doericserver has been |
2321 | * called, so we recheck it here. |
2101 | * called, so we recheck it here. |
2322 | */ |
2102 | */ |
2323 | if (op->contr->ns->handle_command ()) |
2103 | if (op->contr->ns->handle_command ()) |
2324 | return 1; |
2104 | return true; |
2325 | |
2105 | |
2326 | if (op->speed_left > 0) |
|
|
2327 | { |
|
|
2328 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2106 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2329 | { |
|
|
2330 | /* All move commands take 1 tick, at least for now */ |
|
|
2331 | op->speed_left--; |
|
|
2332 | |
|
|
2333 | /* Instead of all the stuff below, let move_player take care |
|
|
2334 | * of it. Also, some of the skill stuff is only put in |
|
|
2335 | * there, as well as the confusion stuff. |
|
|
2336 | */ |
|
|
2337 | move_player (op, op->direction); |
2107 | return move_player (op, op->direction); |
2338 | |
2108 | |
2339 | return op->speed_left > 0; |
|
|
2340 | } |
|
|
2341 | } |
|
|
2342 | |
|
|
2343 | return 0; |
2109 | return false; |
2344 | } |
2110 | } |
2345 | |
2111 | |
2346 | int |
2112 | static int |
2347 | save_life (object *op) |
2113 | save_life (object *op) |
2348 | { |
2114 | { |
2349 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2115 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2350 | return 0; |
2116 | return 0; |
2351 | |
2117 | |
2352 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2118 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2353 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2119 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2354 | { |
2120 | { |
2355 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2121 | op->play_sound (sound_find ("ob_evaporate")); |
2356 | 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)); |
2357 | |
|
|
2358 | if (op->contr) |
|
|
2359 | esrv_del_item (op->contr, tmp->count); |
|
|
2360 | |
2123 | |
2361 | tmp->destroy (); |
2124 | tmp->destroy (); |
2362 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2125 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2363 | |
2126 | |
2364 | if (op->stats.hp < 0) |
2127 | if (op->stats.hp < 0) |
… | |
… | |
2377 | return 0; |
2140 | return 0; |
2378 | } |
2141 | } |
2379 | |
2142 | |
2380 | /* 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 |
2381 | * 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 |
2382 | * 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 |
2383 | * from. |
2146 | * from. |
2384 | */ |
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 | |
2385 | void |
2164 | void |
2386 | remove_unpaid_objects (object *op, object *env) |
2165 | object::drop_unpaid_items () |
2387 | { |
2166 | { |
2388 | object *next; |
2167 | if (!flag [FLAG_REMOVED]) |
2389 | |
2168 | ::drop_unpaid_items (inv, this); |
2390 | while (op) |
|
|
2391 | { |
|
|
2392 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2393 | |
|
|
2394 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2395 | { |
|
|
2396 | if (env->type == PLAYER) |
|
|
2397 | esrv_del_item (env->contr, op->count); |
|
|
2398 | |
|
|
2399 | op->insert_at (env); |
|
|
2400 | } |
|
|
2401 | else if (op->inv) |
|
|
2402 | remove_unpaid_objects (op->inv, env); |
|
|
2403 | |
|
|
2404 | op = next; |
|
|
2405 | } |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | /* |
|
|
2409 | * Returns pointer a static string containing gravestone text |
|
|
2410 | * Moved from apply.c to player.c - player.c is what |
|
|
2411 | * actually uses this function. player.c may not be quite the |
|
|
2412 | * best, a misc file for object actions is probably better, |
|
|
2413 | * but there isn't one in the server directory. |
|
|
2414 | */ |
|
|
2415 | char * |
|
|
2416 | gravestone_text (object *op) |
|
|
2417 | { |
|
|
2418 | static char buf2[MAX_BUF]; |
|
|
2419 | char buf[MAX_BUF]; |
|
|
2420 | time_t now = time (NULL); |
|
|
2421 | |
|
|
2422 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2423 | if (op->type == PLAYER) |
|
|
2424 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2425 | else |
|
|
2426 | sprintf (buf, "%s\n", &op->name); |
|
|
2427 | |
|
|
2428 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2429 | strcat (buf2, buf); |
|
|
2430 | if (op->type == PLAYER) |
|
|
2431 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2432 | else |
|
|
2433 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2434 | |
|
|
2435 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2436 | strcat (buf2, buf); |
|
|
2437 | if (op->type == PLAYER) |
|
|
2438 | { |
|
|
2439 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2440 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2441 | strcat (buf2, buf); |
|
|
2442 | } |
|
|
2443 | |
|
|
2444 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2445 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2446 | strcat (buf2, buf); |
|
|
2447 | |
|
|
2448 | return buf2; |
|
|
2449 | } |
2169 | } |
2450 | |
2170 | |
2451 | void |
2171 | void |
2452 | do_some_living (object *op) |
2172 | do_some_living (object *op) |
2453 | { |
2173 | { |
… | |
… | |
2460 | int rate_grace = 2000; |
2180 | int rate_grace = 2000; |
2461 | const int max_hp = 1; |
2181 | const int max_hp = 1; |
2462 | const int max_sp = 1; |
2182 | const int max_sp = 1; |
2463 | const int max_grace = 1; |
2183 | const int max_grace = 1; |
2464 | |
2184 | |
2465 | 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--; |
2466 | { |
2194 | } |
2467 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2195 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2468 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2196 | { |
2469 | 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 | } |
2470 | } |
2202 | } |
2471 | |
2203 | |
2472 | if (op->contr->ns->state == ST_PLAYING) |
2204 | if (op->contr->ns->state == ST_PLAYING) |
2473 | { |
2205 | { |
2474 | /* these next three if clauses make it possible to SLOW DOWN |
2206 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2493 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2225 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2494 | else |
2226 | else |
2495 | { |
2227 | { |
2496 | gen_grace = op->stats.maxgrace; |
2228 | gen_grace = op->stats.maxgrace; |
2497 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2229 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2498 | } |
|
|
2499 | |
|
|
2500 | /* Regenerate Spell Points */ |
|
|
2501 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2502 | { |
|
|
2503 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2504 | if (op->stats.sp < op->stats.maxsp) |
|
|
2505 | { |
|
|
2506 | op->stats.sp++; |
|
|
2507 | /* dms do not consume food */ |
|
|
2508 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2509 | { |
|
|
2510 | op->stats.food--; |
|
|
2511 | if (op->contr->digestion < 0) |
|
|
2512 | op->stats.food += op->contr->digestion; |
|
|
2513 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2514 | op->stats.food = last_food; |
|
|
2515 | } |
|
|
2516 | } |
|
|
2517 | |
|
|
2518 | if (max_sp > 1) |
|
|
2519 | { |
|
|
2520 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2521 | if (over_sp > 0) |
|
|
2522 | { |
|
|
2523 | if (op->stats.sp < op->stats.maxsp) |
|
|
2524 | { |
|
|
2525 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2526 | |
|
|
2527 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2528 | op->stats.sp--; |
|
|
2529 | |
|
|
2530 | if (op->stats.sp > op->stats.maxsp) |
|
|
2531 | op->stats.sp = op->stats.maxsp; |
|
|
2532 | } |
|
|
2533 | op->last_sp = 0; |
|
|
2534 | } |
|
|
2535 | else |
|
|
2536 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2537 | } |
|
|
2538 | else |
|
|
2539 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2540 | } |
2230 | } |
2541 | |
2231 | |
2542 | /* Regenerate Grace */ |
2232 | /* Regenerate Grace */ |
2543 | /* 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. */ |
2544 | if (--op->last_grace < 0) |
2234 | if (--op->last_grace < 0) |
… | |
… | |
2565 | 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); |
2566 | } |
2256 | } |
2567 | /* wearing stuff doesn't detract from grace generation. */ |
2257 | /* wearing stuff doesn't detract from grace generation. */ |
2568 | } |
2258 | } |
2569 | |
2259 | |
|
|
2260 | if (op->stats.food > 0) |
|
|
2261 | { |
2570 | /* Regenerate Hit Points */ |
2262 | /* Regenerate Spell Points */ |
2571 | if (--op->last_heal < 0) |
2263 | if (!op->contr->golem && --op->last_sp < 0) |
2572 | { |
|
|
2573 | if (op->stats.hp < op->stats.maxhp) |
|
|
2574 | { |
2264 | { |
2575 | op->stats.hp++; |
2265 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2576 | /* dms do not consume food */ |
2266 | |
2577 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2267 | if (op->stats.sp < op->stats.maxsp) |
2578 | { |
2268 | { |
|
|
2269 | op->stats.sp++; |
|
|
2270 | |
|
|
2271 | /* dms do not consume food */ |
|
|
2272 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2273 | { |
2579 | op->stats.food--; |
2274 | op->stats.food--; |
|
|
2275 | |
2580 | if (op->contr->digestion < 0) |
2276 | if (op->contr->digestion < 0) |
2581 | op->stats.food += op->contr->digestion; |
2277 | op->stats.food += op->contr->digestion; |
2582 | 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)) |
2583 | op->stats.food = last_food; |
2279 | op->stats.food = last_food; |
|
|
2280 | } |
2584 | } |
2281 | } |
2585 | } |
|
|
2586 | |
2282 | |
2587 | if (max_hp > 1) |
2283 | if (max_sp > 1) |
2588 | { |
|
|
2589 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2590 | if (over_hp > 0) |
|
|
2591 | { |
2284 | { |
2592 | 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 | |
2593 | 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); |
2594 | } |
2303 | } |
2595 | 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) |
2596 | { |
2312 | { |
2597 | 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 | } |
2598 | } |
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); |
2599 | } |
2338 | } |
2600 | else |
2339 | else |
2601 | { |
|
|
2602 | 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); |
2603 | } |
2341 | } |
2604 | } |
2342 | } |
2605 | |
2343 | |
2606 | /* Digestion */ |
2344 | /* Digestion */ |
2607 | if (--op->last_eat < 0) |
2345 | if (--op->last_eat < 0) |
2608 | { |
2346 | { |
2609 | #ifdef COZY_SERVER |
2347 | int bonus = max (0, op->contr->digestion), |
2610 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2348 | penalty = max (0, -op->contr->digestion); |
2611 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2612 | #else |
|
|
2613 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2614 | #endif |
|
|
2615 | |
2349 | |
2616 | if (op->contr->gen_hp > 0) |
|
|
2617 | 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); |
2618 | else |
|
|
2619 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2620 | |
2351 | |
2621 | /* dms do not consume food */ |
2352 | /* dms do not consume food */ |
2622 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2353 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2623 | op->stats.food--; |
2354 | op->stats.food--; |
2624 | } |
2355 | } |
2625 | |
2356 | |
2626 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2357 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2627 | { |
2358 | { |
2628 | object *tmp, *flesh = 0; |
2359 | object *flesh = 0; |
2629 | |
2360 | |
2630 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2361 | for_inv_removable (op, tmp) |
2631 | { |
2362 | { |
2632 | 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) |
2633 | { |
2367 | { |
2634 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2368 | op->statusmsg ("You blindly grab for a bite of food. " |
2635 | { |
2369 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2636 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
|
|
2637 | manual_apply (op, tmp, 0); |
2370 | manual_apply (op, tmp, 0); |
|
|
2371 | |
2638 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2372 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2639 | break; |
2373 | break; |
2640 | } |
2374 | } |
2641 | else if (tmp->type == FLESH) |
2375 | else if (tmp->type == FLESH) |
2642 | flesh = tmp; |
2376 | flesh = tmp; |
2643 | } /* End if paid for object */ |
2377 | } |
2644 | } /* end of for loop */ |
|
|
2645 | |
2378 | |
2646 | /* 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 |
2647 | * eat flesh instead. |
2380 | * eat flesh instead. |
2648 | */ |
2381 | */ |
2649 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2382 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2650 | { |
2383 | { |
2651 | 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.>"); |
2652 | manual_apply (op, flesh, 0); |
2386 | manual_apply (op, flesh, 0); |
2653 | } |
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) |
2654 | } |
2396 | { |
|
|
2397 | op->stats.hp += op->stats.food; |
|
|
2398 | op->stats.food = 0; |
2655 | |
2399 | |
2656 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2400 | if (op->stats.hp < 0) |
2657 | op->stats.food++, op->stats.hp--; |
2401 | { |
|
|
2402 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2403 | op->contr->killer->destroy (); |
|
|
2404 | } |
|
|
2405 | } |
2658 | |
2406 | |
|
|
2407 | /* killer should be set here already */ |
2659 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2408 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2660 | kill_player (op); |
2409 | kill_player (op); |
2661 | } |
2410 | } |
2662 | } |
2411 | } |
2663 | |
2412 | |
… | |
… | |
2667 | * file. |
2416 | * file. |
2668 | */ |
2417 | */ |
2669 | void |
2418 | void |
2670 | kill_player (object *op) |
2419 | kill_player (object *op) |
2671 | { |
2420 | { |
2672 | char buf[MAX_BUF]; |
|
|
2673 | int x, y; |
2421 | int x, y; |
2674 | |
|
|
2675 | //int i; |
|
|
2676 | maptile *map; /* this is for resurrection */ |
2422 | maptile *map; /* this is for resurrection */ |
2677 | |
|
|
2678 | /* int z; |
|
|
2679 | int num_stats_lose; |
|
|
2680 | int lost_a_stat; |
|
|
2681 | int lose_this_stat; |
|
|
2682 | int this_stat; */ |
|
|
2683 | int will_kill_again; |
2423 | int will_kill_again; |
2684 | archetype *at; |
2424 | archetype *at; |
2685 | object *tmp; |
2425 | object *tmp; |
2686 | |
2426 | |
2687 | if (save_life (op)) |
2427 | if (save_life (op)) |
2688 | return; |
2428 | return; |
2689 | |
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 | } |
2690 | |
2467 | |
2691 | /* 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 |
2692 | * 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. |
2693 | * Look at op_on_battleground() for more info --AndreasV |
2470 | * Look at op_on_battleground() for more info --AndreasV |
2694 | */ |
2471 | */ |
2695 | if (op_on_battleground (op, &x, &y)) |
2472 | if (op_on_battleground (op, &x, &y)) |
2696 | { |
2473 | { |
2697 | 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"; |
2698 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2699 | |
|
|
2700 | /* restore player */ |
|
|
2701 | at = archetype::find ("poisoning"); |
|
|
2702 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2703 | { |
|
|
2704 | tmp->destroy (); |
|
|
2705 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2706 | } |
|
|
2707 | |
|
|
2708 | at = archetype::find ("confusion"); |
|
|
2709 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2710 | { |
|
|
2711 | tmp->destroy (); |
|
|
2712 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2713 | } |
|
|
2714 | |
|
|
2715 | cure_disease (op, 0); /* remove any disease */ |
|
|
2716 | op->stats.hp = op->stats.maxhp; |
|
|
2717 | if (op->stats.food <= 0) |
|
|
2718 | op->stats.food = 999; |
|
|
2719 | |
2475 | |
2720 | /* create a bodypart-trophy to make the winner happy */ |
2476 | /* create a bodypart-trophy to make the winner happy */ |
2721 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2477 | object *tmp = archetype::find (shstr_finger)->instance (); |
2722 | { |
2478 | |
2723 | sprintf (buf, "%s's finger", &op->name); |
2479 | tmp->name = format ("%s's finger" , &op->name); |
2724 | tmp->name = buf; |
2480 | tmp->name_pl = format ("%s's fingers", &op->name); |
2725 | sprintf (buf, " This finger has been cut off %s\n" |
2481 | tmp->msg = format ( |
2726 | " 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", |
2727 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2483 | &op->name, op->contr->title, |
2728 | tmp->msg = buf; |
2484 | (int)op->level, |
|
|
2485 | op->contr->killer_name () |
|
|
2486 | ); |
2729 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2487 | tmp->value = 0, tmp->type = 0; |
2730 | tmp->materialname = NULL; |
2488 | tmp->material = name_to_material (shstr_organic); |
2731 | tmp->insert_at (op, tmp); |
2489 | tmp->insert_at (op, tmp); |
2732 | } |
|
|
2733 | |
2490 | |
2734 | /* teleport defeated player to new destination */ |
2491 | /* teleport defeated player to new destination */ |
2735 | transfer_ob (op, x, y, 0, NULL); |
2492 | transfer_ob (op, x, y, 0, NULL); |
2736 | op->contr->braced = 0; |
2493 | op->contr->braced = 0; |
|
|
2494 | |
|
|
2495 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2737 | return; |
2496 | return; |
2738 | } |
2497 | } |
2739 | |
2498 | |
|
|
2499 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2500 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2501 | |
2740 | INVOKE_PLAYER (DEATH, op->contr); |
2502 | INVOKE_PLAYER (DEATH, op->contr); |
2741 | |
2503 | |
2742 | command_kill_pets (op, 0); |
2504 | command_kill_pets (op, 0); |
2743 | |
2505 | |
2744 | if (op->stats.food < 0) |
2506 | op->contr->play_sound (sound_find ("player_dies")); |
2745 | { |
|
|
2746 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2747 | strcpy (op->contr->killer, "starvation"); |
|
|
2748 | } |
|
|
2749 | else |
|
|
2750 | sprintf (buf, "%s died.", &op->name); |
|
|
2751 | |
|
|
2752 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2753 | |
2507 | |
2754 | /* save the map location for corpse, gravestone */ |
2508 | /* save the map location for corpse, gravestone */ |
2755 | x = op->x; |
2509 | x = op->x; |
2756 | y = op->y; |
2510 | y = op->y; |
2757 | map = op->map; |
2511 | map = op->map; |
… | |
… | |
2785 | |
2539 | |
2786 | lost_a_stat = 0; |
2540 | lost_a_stat = 0; |
2787 | |
2541 | |
2788 | for (z = 0; z < num_stats_lose; z++) |
2542 | for (z = 0; z < num_stats_lose; z++) |
2789 | { |
2543 | { |
2790 | i = RANDOM () % NUM_STATS; |
2544 | i = rndm (NUM_STATS); |
2791 | |
2545 | |
2792 | if (settings.stat_loss_on_death) |
2546 | if (settings.stat_loss_on_death) |
2793 | { |
2547 | { |
2794 | /* 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 |
2795 | * what he lost. |
2549 | * what he lost. |
… | |
… | |
2802 | lost_a_stat = 1; |
2556 | lost_a_stat = 1; |
2803 | } |
2557 | } |
2804 | else |
2558 | else |
2805 | { |
2559 | { |
2806 | /* deplete a stat */ |
2560 | /* deplete a stat */ |
2807 | archetype *deparch = archetype::find ("depletion"); |
2561 | archetype *deparch = archetype::find (shstr_depletion); |
2808 | object *dep; |
2562 | object *dep; |
2809 | |
2563 | |
2810 | dep = present_arch_in_ob (deparch, op); |
2564 | dep = present_arch_in_ob (deparch, op); |
2811 | if (!dep) |
2565 | if (!dep) |
2812 | { |
2566 | { |
2813 | dep = arch_to_object (deparch); |
2567 | dep = deparch->instance (); |
2814 | insert_ob_in_ob (dep, op); |
2568 | insert_ob_in_ob (dep, op); |
2815 | } |
2569 | } |
2816 | lose_this_stat = 1; |
2570 | lose_this_stat = 1; |
2817 | if (settings.balanced_stat_loss) |
2571 | if (settings.balanced_stat_loss) |
2818 | { |
2572 | { |
… | |
… | |
2846 | } |
2600 | } |
2847 | } |
2601 | } |
2848 | |
2602 | |
2849 | if (lose_this_stat) |
2603 | if (lose_this_stat) |
2850 | { |
2604 | { |
2851 | this_stat = get_attr_value (&(dep->stats), i); |
2605 | this_stat = get_attr_value (&dep->stats, i); |
2852 | /* We could try to do something clever like find another |
2606 | /* We could try to do something clever like find another |
2853 | * stat to reduce if this fails. But chances are, if |
2607 | * stat to reduce if this fails. But chances are, if |
2854 | * stats have been depleted to -50, all are pretty low |
2608 | * stats have been depleted to -50, all are pretty low |
2855 | * 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 |
2856 | * difference. |
2610 | * difference. |
… | |
… | |
2864 | lost_a_stat = 1; |
2618 | lost_a_stat = 1; |
2865 | } |
2619 | } |
2866 | } |
2620 | } |
2867 | } |
2621 | } |
2868 | } |
2622 | } |
|
|
2623 | |
2869 | /* If no stat lost, tell the player. */ |
2624 | /* If no stat lost, tell the player. */ |
2870 | if (!lost_a_stat) |
2625 | if (!lost_a_stat) |
2871 | { |
2626 | { |
2872 | /* determine_god() seems to not work sometimes... why is this? |
2627 | /* determine_god() seems to not work sometimes... why is this? |
2873 | Should I be using something else? GD */ |
2628 | Should I be using something else? GD */ |
2874 | const char *god = determine_god (op); |
2629 | shstr_tmp god = determine_god (op); |
2875 | |
2630 | |
2876 | if (god && (strcmp (god, "none"))) |
2631 | if (god != shstr_none) |
2877 | 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"; |
2878 | else |
2633 | else |
2879 | 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"; |
2880 | } |
2635 | } |
2881 | #else |
2636 | #else |
2882 | 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."; |
2883 | #endif |
2638 | #endif |
2884 | |
2639 | |
2885 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | /* Put a gravestone up where the character 'almost' died. List the |
2886 | * exp loss on the stone. |
2641 | * exp loss on the stone. |
2887 | */ |
2642 | */ |
2888 | tmp = arch_to_object (archetype::find ("gravestone")); |
2643 | tmp = archetype::find (shstr_gravestone)->instance (); |
2889 | sprintf (buf, "%s's gravestone", &op->name); |
2644 | tmp->name = format ("%s's gravestone", &op->name); |
2890 | tmp->name = buf; |
2645 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2891 | 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", |
2892 | tmp->name_pl = buf; |
2647 | &op->name, op->contr->title, op->contr->killer_name ()); |
2893 | 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); |
|
|
2894 | tmp->msg = buf; |
|
|
2895 | tmp->x = op->x, tmp->y = op->y; |
2648 | tmp->x = op->x, tmp->y = op->y; |
2896 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2649 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2897 | |
2650 | |
2898 | /**************************************/ |
2651 | /**************************************/ |
2899 | /* */ |
2652 | /* */ |
2900 | /* Subtract the experience points, */ |
2653 | /* Subtract the experience points, */ |
2901 | /* if we died cause of food, give us */ |
|
|
2902 | /* food, and reset HP's... */ |
|
|
2903 | /* */ |
2654 | /* */ |
2904 | /**************************************/ |
2655 | /**************************************/ |
2905 | |
2656 | |
2906 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2907 | /* restore player */ |
|
|
2908 | at = archetype::find ("poisoning"); |
|
|
2909 | tmp = present_arch_in_ob (at, op); |
|
|
2910 | |
|
|
2911 | if (tmp) |
|
|
2912 | { |
|
|
2913 | tmp->destroy (); |
|
|
2914 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2915 | } |
|
|
2916 | |
|
|
2917 | at = archetype::find ("confusion"); |
|
|
2918 | tmp = present_arch_in_ob (at, op); |
|
|
2919 | if (tmp) |
|
|
2920 | { |
|
|
2921 | tmp->destroy (); |
|
|
2922 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2923 | } |
|
|
2924 | |
|
|
2925 | cure_disease (op, 0); /* remove any disease */ |
|
|
2926 | |
|
|
2927 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2657 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2928 | apply_death_exp_penalty (op); |
2658 | apply_death_exp_penalty (op); |
2929 | if (op->stats.food < 100) |
|
|
2930 | op->stats.food = 900; |
|
|
2931 | op->stats.hp = op->stats.maxhp; |
|
|
2932 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2933 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2934 | |
2659 | |
2935 | /* |
2660 | /* |
2936 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2937 | * 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 |
2938 | * in the map. |
2662 | * and put them back in the map. |
2939 | */ |
2663 | */ |
2940 | |
2664 | op->drop_unpaid_items (); |
2941 | if (is_in_shop (op)) |
|
|
2942 | remove_unpaid_objects (op->inv, op); |
|
|
2943 | |
2665 | |
2944 | /****************************************/ |
2666 | /****************************************/ |
2945 | /* */ |
2667 | /* */ |
2946 | /* Move player to his current respawn- */ |
2668 | /* Move player to his current respawn- */ |
2947 | /* position (usually last savebed) */ |
2669 | /* position (usually last savebed) */ |
… | |
… | |
2967 | object *force; |
2689 | object *force; |
2968 | int at; |
2690 | int at; |
2969 | |
2691 | |
2970 | force = get_archetype (FORCE_NAME); |
2692 | force = get_archetype (FORCE_NAME); |
2971 | /* 50 ticks should be enough time for the spell to abate */ |
2693 | /* 50 ticks should be enough time for the spell to abate */ |
2972 | force->speed = 0.1; |
2694 | force->speed = 0.1f; |
2973 | force->speed_left = -5.0; |
2695 | force->speed_left = -5.f; |
2974 | SET_FLAG (force, FLAG_APPLIED); |
2696 | SET_FLAG (force, FLAG_APPLIED); |
2975 | for (at = 0; at < NROFATTACKS; at++) |
2697 | for (at = 0; at < NROFATTACKS; at++) |
2976 | if (will_kill_again & (1 << at)) |
2698 | if (will_kill_again & (1 << at)) |
2977 | force->resist[at] = 100; |
2699 | force->resist[at] = 100; |
2978 | |
2700 | |
2979 | insert_ob_in_ob (force, op); |
2701 | insert_ob_in_ob (force, op); |
2980 | op->update_stats (); |
2702 | op->update_stats (); |
2981 | |
|
|
2982 | } |
2703 | } |
2983 | |
2704 | |
2984 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2705 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2985 | } |
2706 | } |
2986 | |
2707 | |
2987 | void |
2708 | static void |
2988 | loot_object (object *op) |
2709 | loot_object (object *op) |
2989 | { /* Grab and destroy some treasure */ |
2710 | { /* Grab and destroy some treasure */ |
2990 | object *tmp, *tmp2, *next; |
2711 | object *tmp, *tmp2, *next; |
2991 | |
2712 | |
2992 | if (op->container) |
2713 | op->close_container (); /* close open sack first */ |
2993 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2994 | |
2714 | |
2995 | for (tmp = op->inv; tmp; tmp = next) |
2715 | for (tmp = op->inv; tmp; tmp = next) |
2996 | { |
2716 | { |
2997 | next = tmp->below; |
2717 | next = tmp->below; |
2998 | |
2718 | |
2999 | if (tmp->invisible) |
2719 | if (tmp->invisible) |
3000 | continue; |
2720 | continue; |
3001 | |
2721 | |
3002 | tmp->remove (); |
2722 | tmp->remove (); |
3003 | tmp->x = op->x, tmp->y = op->y; |
2723 | tmp->x = op->x, tmp->y = op->y; |
|
|
2724 | |
3004 | if (tmp->type == CONTAINER) |
2725 | if (tmp->type == CONTAINER) |
3005 | { /* empty container to ground */ |
2726 | loot_object (tmp); /* empty container to ground */ |
3006 | loot_object (tmp); |
2727 | |
3007 | } |
|
|
3008 | 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)))) |
3009 | { |
2729 | { |
3010 | if (tmp->nrof > 1) |
2730 | if (tmp->nrof > 1) |
3011 | { |
2731 | { |
3012 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2732 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3013 | tmp2->destroy (); |
|
|
3014 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2733 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3015 | } |
2734 | } |
3016 | else |
2735 | else |
3017 | tmp->destroy (); |
2736 | tmp->destroy (); |
3018 | } |
2737 | } |
… | |
… | |
3024 | /* |
2743 | /* |
3025 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * fix_weight(): Check recursively the weight of all players, and fix |
3026 | * 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 |
3027 | * was changed. |
2746 | * was changed. |
3028 | */ |
2747 | */ |
3029 | |
|
|
3030 | void |
2748 | void |
3031 | fix_weight (void) |
2749 | fix_weight () |
3032 | { |
2750 | { |
3033 | for_all_players (pl) |
2751 | for_all_players (pl) |
3034 | { |
2752 | { |
3035 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2753 | sint32 old = pl->ob->carrying; |
3036 | |
2754 | |
3037 | if (old == sum) |
2755 | pl->ob->update_weight (); |
3038 | continue; |
2756 | |
|
|
2757 | if (old != pl->ob->carrying) |
|
|
2758 | { |
3039 | pl->ob->update_stats (); |
2759 | pl->ob->update_stats (); |
3040 | 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 | } |
3041 | } |
2762 | } |
3042 | } |
2763 | } |
3043 | |
2764 | |
3044 | void |
2765 | void |
3045 | fix_luck (void) |
2766 | fix_luck () |
3046 | { |
2767 | { |
3047 | for_all_players (pl) |
2768 | for_all_players (pl) |
3048 | if (!pl->ob->contr->ns->state) |
2769 | if (!pl->ob->contr->ns->state) |
3049 | pl->ob->change_luck (0); |
2770 | pl->ob->change_luck (0); |
3050 | } |
2771 | } |
… | |
… | |
3087 | } |
2808 | } |
3088 | |
2809 | |
3089 | void |
2810 | void |
3090 | make_visible (object *op) |
2811 | make_visible (object *op) |
3091 | { |
2812 | { |
3092 | op->hide = 0; |
2813 | op->flag [FLAG_HIDDEN] = 0; |
3093 | op->invisible = 0; |
2814 | op->invisible = 0; |
|
|
2815 | |
3094 | if (op->type == PLAYER) |
2816 | if (op->type == PLAYER) |
3095 | { |
2817 | { |
3096 | op->contr->tmp_invis = 0; |
2818 | op->contr->tmp_invis = 0; |
3097 | op->contr->invis_race = 0; |
2819 | op->contr->invis_race = 0; |
3098 | } |
2820 | } |
|
|
2821 | |
3099 | update_object (op, UP_OBJ_FACE); |
2822 | update_object (op, UP_OBJ_CHANGE); |
3100 | } |
2823 | } |
3101 | |
2824 | |
3102 | int |
2825 | int |
3103 | is_true_undead (object *op) |
2826 | is_true_undead (object *op) |
3104 | { |
2827 | { |
3105 | object *tmp = NULL; |
|
|
3106 | |
|
|
3107 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2828 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3108 | return 1; |
2829 | return 1; |
3109 | |
2830 | |
3110 | return 0; |
2831 | return 0; |
3111 | } |
2832 | } |
3112 | |
2833 | |
3113 | /* look at the surrounding terrain to determine |
2834 | /* look at the surrounding terrain to determine |
3114 | * the hideability of this object. Positive levels |
2835 | * the hideability of this object. Positive levels |
3115 | * indicate greater hideability. |
2836 | * indicate greater hideability. |
3116 | */ |
2837 | */ |
3117 | |
|
|
3118 | int |
2838 | int |
3119 | hideability (object *ob) |
2839 | hideability (object *ob) |
3120 | { |
2840 | { |
3121 | int i, level = 0, mflag; |
2841 | int i, level = 0, mflag; |
3122 | sint16 x, y; |
2842 | sint16 x, y; |
3123 | |
2843 | |
3124 | if (!ob || !ob->map) |
2844 | if (!ob || !ob->map) |
3125 | return 0; |
2845 | return 0; |
3126 | |
2846 | |
3127 | /* so, on normal lighted maps, its hard to hide */ |
2847 | /* so, on normal lighted maps, its hard to hide */ |
3128 | level = ob->map->darkness - 2; |
2848 | level = ob->map->darklevel () - 2; |
3129 | |
2849 | |
3130 | /* this also picks up whether the object is glowing. |
2850 | /* this also picks up whether the object is glowing. |
3131 | * 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 |
3132 | * as bad as carrying a light on a pitch dark map */ |
2852 | * as bad as carrying a light on a pitch dark map */ |
3133 | if (has_carried_lights (ob)) |
2853 | if (ob->has_carried_lights ()) |
3134 | level = -(10 + (2 * ob->map->darkness)); |
2854 | level = -(10 + (2 * ob->map->darklevel ())); |
3135 | |
2855 | |
3136 | /* scan through all nearby squares for terrain to hide in */ |
2856 | /* scan through all nearby squares for terrain to hide in */ |
3137 | 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]) |
3138 | { |
2860 | { |
3139 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2861 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3140 | if (mflag & P_OUT_OF_MAP) |
2862 | if (mflag & P_OUT_OF_MAP) |
3141 | { |
|
|
3142 | continue; |
2863 | continue; |
3143 | } |
2864 | |
3144 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2865 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3145 | level += 2; |
2866 | level += 2; |
3146 | else /* open terrain! */ |
2867 | else /* open terrain! */ |
3147 | level -= 1; |
2868 | level -= 1; |
3148 | } |
2869 | } |
… | |
… | |
3156 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2877 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3157 | * every time they move - as we subtract off 'invisibility' |
2878 | * every time they move - as we subtract off 'invisibility' |
3158 | * AND, for players, if they move into a ridiculously unhideable |
2879 | * AND, for players, if they move into a ridiculously unhideable |
3159 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2880 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3160 | */ |
2881 | */ |
3161 | |
|
|
3162 | void |
2882 | void |
3163 | do_hidden_move (object *op) |
2883 | do_hidden_move (object *op) |
3164 | { |
2884 | { |
3165 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2885 | int hide = 0; |
3166 | object *skop; |
|
|
3167 | |
2886 | |
3168 | if (!op || !op->map) |
2887 | if (!op || !op->map) |
3169 | return; |
2888 | return; |
3170 | |
2889 | |
3171 | 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); |
3172 | |
2892 | |
3173 | /* 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! */ |
3174 | if (op->type == PLAYER && op->contr->run_on) |
2894 | if (op->type == PLAYER && op->contr->run_on) |
3175 | if (!skop || num >= skop->level) |
2895 | if (!skop || num >= skop->level) |
3176 | { |
2896 | { |
… | |
… | |
3186 | num -= hide; |
2906 | num -= hide; |
3187 | |
2907 | |
3188 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2908 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3189 | { |
2909 | { |
3190 | make_visible (op); |
2910 | make_visible (op); |
|
|
2911 | |
3191 | if (op->type == PLAYER) |
2912 | if (op->type == PLAYER) |
3192 | 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!"); |
3193 | } |
2914 | } |
3194 | else if (op->type == PLAYER && skop) |
2915 | else if (op->type == PLAYER && skop) |
3195 | 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); |
… | |
… | |
3248 | * object op. This function works fine for monsters, |
2969 | * object op. This function works fine for monsters, |
3249 | * 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 |
3250 | * a pile (say a coin under a table would return "viewable" |
2971 | * a pile (say a coin under a table would return "viewable" |
3251 | * by this routine). Another question, should we be |
2972 | * by this routine). Another question, should we be |
3252 | * concerned with the direction the player is looking |
2973 | * concerned with the direction the player is looking |
3253 | * in? Realistically, most of use cant see stuff behind |
2974 | * in? Realistically, most of us can't see stuff behind |
3254 | * our backs...on the other hand, does the "facing" direction |
2975 | * our backs...on the other hand, does the "facing" direction |
3255 | * imply the way your head, or body is facing? Its possible |
2976 | * imply the way your head, or body is facing? It's possible |
3256 | * 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. |
3257 | * -b.t. |
2978 | * -b.t. |
3258 | * This function is now map tiling safe. |
2979 | * This function is now map tiling safe. |
3259 | */ |
2980 | */ |
3260 | |
|
|
3261 | int |
2981 | int |
3262 | player_can_view (object *pl, object *op) |
2982 | player_can_view (object *pl, object *op) |
3263 | { |
2983 | { |
3264 | rv_vector rv; |
2984 | rv_vector rv; |
3265 | int dx, dy; |
2985 | int dx, dy; |
… | |
… | |
3277 | |
2997 | |
3278 | get_rangevector (pl, op, &rv, 0x1); |
2998 | get_rangevector (pl, op, &rv, 0x1); |
3279 | |
2999 | |
3280 | /* starting with the 'head' part, lets loop |
3000 | /* starting with the 'head' part, lets loop |
3281 | * through the object and find if it has any |
3001 | * through the object and find if it has any |
3282 | * part that is in the los array but isnt on |
3002 | * part that is in the los array but isn't on |
3283 | * a blocked los square. |
3003 | * a blocked los square. |
3284 | * we use the archetype to figure out offsets. |
3004 | * we use the archetype to figure out offsets. |
3285 | */ |
3005 | */ |
3286 | while (op) |
3006 | while (op) |
3287 | { |
3007 | { |
3288 | dx = rv.distance_x + op->arch->clone.x; |
3008 | dx = rv.distance_x + op->arch->x; |
3289 | dy = rv.distance_y + op->arch->clone.y; |
3009 | dy = rv.distance_y + op->arch->y; |
3290 | |
3010 | |
3291 | /* only the viewable area the player sees is updated by LOS |
3011 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3292 | * code, so we need to restrict ourselves to that range of values |
|
|
3293 | * for any meaningful values. |
|
|
3294 | */ |
|
|
3295 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3296 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3297 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3298 | return 1; |
3012 | return 1; |
|
|
3013 | |
3299 | op = op->more; |
3014 | op = op->more; |
3300 | } |
3015 | } |
3301 | return 0; |
|
|
3302 | } |
|
|
3303 | |
3016 | |
3304 | /* routine for both players and monsters. We call this when |
|
|
3305 | * there is a possibility for our action distrubing our hiding |
|
|
3306 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3307 | * effected by this. If we arent invisible to begin with, we |
|
|
3308 | * return 0. |
|
|
3309 | */ |
|
|
3310 | int |
|
|
3311 | action_makes_visible (object *op) |
|
|
3312 | { |
|
|
3313 | |
|
|
3314 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3315 | { |
|
|
3316 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3317 | return 0; |
|
|
3318 | |
|
|
3319 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3320 | return 0; |
|
|
3321 | |
|
|
3322 | /* If monsters, they should become visible */ |
|
|
3323 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3324 | { |
|
|
3325 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3326 | return 1; |
|
|
3327 | } |
|
|
3328 | } |
|
|
3329 | return 0; |
3017 | return 0; |
3330 | } |
3018 | } |
3331 | |
3019 | |
3332 | /* op_on_battleground - checks if the given object op (usually |
3020 | /* op_on_battleground - checks if the given object op (usually |
3333 | * a player) is standing on a valid battleground-tile, |
3021 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3338 | * 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 |
3339 | */ |
3027 | */ |
3340 | int |
3028 | int |
3341 | op_on_battleground (object *op, int *x, int *y) |
3029 | op_on_battleground (object *op, int *x, int *y) |
3342 | { |
3030 | { |
3343 | object *tmp; |
|
|
3344 | |
|
|
3345 | /* A battleground-tile needs the following attributes to be valid: |
3031 | /* A battleground-tile needs the following attributes to be valid: |
3346 | * 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), |
3347 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3033 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3348 | * and the exit-coordinates sp/hp must both be > 0. |
3034 | * and the exit-coordinates sp/hp must both be > 0. |
3349 | * => The intention here is to prevent abuse of the battleground- |
3035 | * => The intention here is to prevent abuse of the battleground- |
3350 | * feature (like pickable or hidden battleground tiles). */ |
3036 | * feature (like pickable or hidden battleground tiles). */ |
3351 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3037 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3352 | { |
3038 | { |
3353 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3039 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3354 | { |
3040 | { |
3355 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3041 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3356 | 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)) |
3357 | { |
3045 | { |
3358 | /*before we assign the exit, check if this is a teambattle */ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3359 | 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)) |
3360 | { |
|
|
3361 | object *invtmp; |
|
|
3362 | |
|
|
3363 | 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) |
3364 | { |
3050 | { |
3365 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3366 | { |
|
|
3367 | if (x != NULL && y != NULL) |
3051 | if (x && y) |
3368 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3052 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3053 | |
3369 | return 1; |
3054 | return 1; |
3370 | } |
|
|
3371 | } |
3055 | } |
3372 | } |
3056 | |
3373 | if (x != NULL && y != NULL) |
3057 | if (x && y) |
3374 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3058 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3059 | |
3375 | return 1; |
3060 | return 1; |
3376 | } |
3061 | } |
3377 | } |
3062 | } |
3378 | } |
3063 | } |
|
|
3064 | |
3379 | /* If we got here, did not find a battleground */ |
3065 | /* If we got here, did not find a battleground */ |
3380 | return 0; |
3066 | return 0; |
3381 | } |
3067 | } |
3382 | |
3068 | |
3383 | /* |
3069 | /* |
… | |
… | |
3399 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3085 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3400 | int i = 0, j = 0; |
3086 | int i = 0, j = 0; |
3401 | |
3087 | |
3402 | /* get the appropriate treasurelist */ |
3088 | /* get the appropriate treasurelist */ |
3403 | if (atnr == ATNR_FIRE) |
3089 | if (atnr == ATNR_FIRE) |
3404 | trlist = find_treasurelist ("dragon_ability_fire"); |
3090 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3405 | else if (atnr == ATNR_COLD) |
3091 | else if (atnr == ATNR_COLD) |
3406 | trlist = find_treasurelist ("dragon_ability_cold"); |
3092 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3407 | else if (atnr == ATNR_ELECTRICITY) |
3093 | else if (atnr == ATNR_ELECTRICITY) |
3408 | trlist = find_treasurelist ("dragon_ability_elec"); |
3094 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3409 | else if (atnr == ATNR_POISON) |
3095 | else if (atnr == ATNR_POISON) |
3410 | trlist = find_treasurelist ("dragon_ability_poison"); |
3096 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3411 | |
3097 | |
3412 | if (trlist == NULL || who->type != PLAYER) |
3098 | if (trlist == NULL || who->type != PLAYER) |
3413 | return; |
3099 | return; |
3414 | |
3100 | |
3415 | 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++); |
… | |
… | |
3419 | /* 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]); */ |
3420 | return; |
3106 | return; |
3421 | } |
3107 | } |
3422 | |
3108 | |
3423 | /* everything seems okay - now bring on the gift: */ |
3109 | /* everything seems okay - now bring on the gift: */ |
3424 | item = &(tr->item->clone); |
3110 | item = tr->item; |
3425 | |
3111 | |
3426 | if (item->type == SPELL) |
3112 | if (item->type == SPELL) |
3427 | { |
3113 | { |
3428 | if (check_spell_known (who, item->name)) |
3114 | if (check_spell_known (who, item->name)) |
3429 | return; |
3115 | return; |
… | |
… | |
3488 | { |
3174 | { |
3489 | /* forces in the treasurelist can alter the player's stats */ |
3175 | /* forces in the treasurelist can alter the player's stats */ |
3490 | object *skin; |
3176 | object *skin; |
3491 | |
3177 | |
3492 | /* first get the dragon skin force */ |
3178 | /* first get the dragon skin force */ |
3493 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3494 | 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) |
3495 | ; |
3180 | ; |
3496 | |
3181 | |
3497 | if (!skin) |
3182 | if (!skin) |
3498 | return; |
3183 | return; |
3499 | |
3184 | |
… | |
… | |
3532 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3217 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3533 | } |
3218 | } |
3534 | else |
3219 | else |
3535 | { |
3220 | { |
3536 | /* generate misc. treasure */ |
3221 | /* generate misc. treasure */ |
3537 | tmp = arch_to_object (tr->item); |
3222 | tmp = tr->item->instance (); |
3538 | 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)); |
3539 | tmp = insert_ob_in_ob (tmp, who); |
3224 | who->insert (tmp); |
3540 | if (who->type == PLAYER) |
|
|
3541 | esrv_send_item (who, tmp); |
|
|
3542 | } |
3225 | } |
3543 | } |
3226 | } |
3544 | |
3227 | |
3545 | /** |
3228 | /** |
3546 | * 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 |
3547 | * not readied. |
3230 | * not readied. |
3548 | */ |
3231 | */ |
3549 | void |
3232 | void |
3550 | player_unready_range_ob (player *pl, object *ob) |
3233 | player_unready_range_ob (player *pl, object *ob) |
3551 | { |
3234 | { |
3552 | rangetype i; |
3235 | if (pl->ob->current_weapon == ob) |
|
|
3236 | pl->ob->current_weapon = 0; |
3553 | |
3237 | |
3554 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3238 | if (pl->combat_ob == ob) |
3555 | { |
3239 | pl->combat_ob = 0; |
|
|
3240 | |
3556 | if (pl->ranges[i] == ob) |
3241 | if (pl->ranged_ob == ob) |
3557 | { |
3242 | pl->ranged_ob = 0; |
3558 | pl->ranges[i] = NULL; |
|
|
3559 | if (pl->shoottype == i) |
|
|
3560 | { |
|
|
3561 | pl->shoottype = range_none; |
|
|
3562 | } |
|
|
3563 | } |
|
|
3564 | } |
|
|
3565 | } |
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 | |