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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
|
|
25 | //+GPL |
|
|
26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
28 | #include <sproto.h> |
28 | #include <sounds.h> |
29 | #include <sounds.h> |
29 | #include <living.h> |
30 | #include <living.h> |
30 | #include <object.h> |
31 | #include <object.h> |
31 | #include <spells.h> |
32 | #include <spells.h> |
… | |
… | |
34 | #include <algorithm> |
35 | #include <algorithm> |
35 | #include <functional> |
36 | #include <functional> |
36 | |
37 | |
37 | playervec players; |
38 | playervec players; |
38 | |
39 | |
39 | void |
|
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40 | display_motd (const object *op) |
|
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41 | { |
|
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42 | char buf[MAX_BUF]; |
|
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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) |
|
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50 | return; |
|
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51 | |
|
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52 | motd[0] = '\0'; |
|
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53 | size = 0; |
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54 | |
|
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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); |
|
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62 | } |
|
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63 | |
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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 | |
|
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81 | rules[0] = '\0'; |
|
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82 | size = 0; |
|
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83 | |
|
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84 | while (fgets (buf, MAX_BUF, fp)) |
|
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85 | { |
|
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86 | if (*buf == '#') |
|
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87 | continue; |
|
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88 | |
|
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89 | if (size + strlen (buf) >= HUGE_BUF) |
|
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90 | { |
|
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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); |
|
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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'; |
|
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119 | size = 0; |
|
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120 | |
|
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121 | while (fgets (buf, MAX_BUF, fp)) |
|
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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", (char *)"%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 | } |
|
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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", (char *)"%s\n%s", subject, news); |
|
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150 | close_and_delete (fp, comp); |
|
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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 | } |
|
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161 | |
|
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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; |
|
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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 (); |
|
|
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 | { |
… | |
… | |
199 | |
72 | |
200 | if (ob->map) |
73 | if (ob->map) |
201 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
202 | |
75 | |
203 | ob->remove (); |
76 | ob->remove (); |
|
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
204 | ob->map = 0; |
78 | ob->map = 0; |
205 | party = 0; |
79 | party = 0; |
206 | |
80 | |
207 | // 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 |
208 | ranges [range_skill] = 0; |
|
|
209 | |
82 | |
210 | players.erase (this); |
83 | players.erase (this); |
211 | } |
84 | } |
212 | |
85 | |
213 | // connect the player with a specific client |
86 | // connect the player with a specific client |
214 | // also changed, rationalises, and fixes some incorrect settings |
87 | // also changes, rationalises, and fixes some incorrect settings |
215 | void |
88 | void |
216 | player::connect (client *ns) |
89 | player::connect (client *ns) |
217 | { |
90 | { |
218 | this->ns = ns; |
91 | this->ns = ns; |
219 | ns->pl = this; |
92 | ns->pl = this; |
… | |
… | |
223 | ob->close_container (); //TODO: client-specific |
96 | ob->close_container (); //TODO: client-specific |
224 | |
97 | |
225 | ns->update_look = 0; |
98 | ns->update_look = 0; |
226 | ns->look_position = 0; |
99 | ns->look_position = 0; |
227 | |
100 | |
228 | clear_los (ob); |
101 | clear_los (); |
229 | |
102 | |
230 | ns->reset_stats (); |
103 | ns->reset_stats (); |
231 | |
104 | |
232 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
233 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
234 | ob->race = ob->arch->clone.race; |
107 | ob->race = ob->arch->race; |
235 | |
108 | |
236 | if (!legal_range (ob, shoottype)) |
109 | ob->update_weight (); |
237 | shoottype = range_none; |
|
|
238 | |
|
|
239 | ob->carrying = sum_weight (ob); |
|
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240 | link_player_skills (ob); |
110 | link_skills (); |
241 | |
111 | |
242 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
|
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243 | |
|
|
244 | assign (title, ob->arch->clone.name); |
112 | assign (title, ob->arch->object::name); |
245 | |
113 | |
246 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
247 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
248 | { |
116 | { |
249 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
250 | |
|
|
251 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
252 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
253 | |
118 | |
254 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
255 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
256 | if (tmp->arch->name == dragon_ability_force) |
121 | if (tmp->arch->archname == shstr_dragon_ability_force) |
257 | abil = tmp; |
122 | abil = tmp; |
258 | else if (tmp->arch->name == dragon_skin_force) |
123 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
259 | skin = tmp; |
124 | skin = tmp; |
260 | |
125 | |
261 | set_dragon_name (ob, abil, skin); |
126 | set_dragon_name (ob, abil, skin); |
262 | } |
127 | } |
263 | |
128 | |
264 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
265 | |
130 | |
266 | esrv_new_player (this, ob->weight + ob->carrying); |
131 | esrv_new_player (this); |
267 | |
132 | |
268 | ob->update_stats (); |
133 | ob->update_stats (); |
|
|
134 | |
269 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
270 | |
|
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271 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
272 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
273 | |
138 | |
|
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139 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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140 | ob->flag [FLAG_READY_SKILL] = false; |
|
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141 | ob->flag [FLAG_READY_RANGE] = false; |
|
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142 | ob->flag [FLAG_READY_BOW] = false; |
|
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143 | |
|
|
144 | for (object *op = ob->inv; op; op = op->below) |
|
|
145 | if (op->flag [FLAG_APPLIED]) |
|
|
146 | switch (op->type) |
|
|
147 | { |
|
|
148 | case SKILL: |
|
|
149 | op->flag [FLAG_APPLIED] = false; |
|
|
150 | break; |
|
|
151 | |
|
|
152 | case SPELL: |
|
|
153 | case WAND: |
|
|
154 | case ROD: |
|
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155 | case HORN: |
|
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156 | case BOW: |
|
|
157 | case RANGED: |
|
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158 | ranged_ob = op; |
|
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159 | op->flag [FLAG_APPLIED] = false; |
|
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160 | break; |
|
|
161 | |
|
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162 | case WEAPON: |
|
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163 | combat_ob = op; |
|
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164 | op->flag [FLAG_APPLIED] = false; |
|
|
165 | break; |
|
|
166 | } |
|
|
167 | |
|
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168 | ob->update_stats (); // we unapplied stuff above |
|
|
169 | |
|
|
170 | ob->current_weapon = 0; |
|
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171 | if (object *item = combat_ob ? combat_ob : ranged_ob) |
|
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172 | ob->apply (item); |
|
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173 | |
274 | activate (); |
174 | activate (); |
275 | |
|
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276 | send_rules (ob); |
|
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277 | send_news (ob); |
|
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278 | display_motd (ob); |
|
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279 | |
175 | |
280 | INVOKE_PLAYER (CONNECT, this); |
176 | INVOKE_PLAYER (CONNECT, this); |
281 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
282 | } |
178 | } |
283 | |
179 | |
284 | void |
180 | void |
285 | player::disconnect () |
181 | player::disconnect () |
286 | { |
182 | { |
|
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183 | if (ob) |
|
|
184 | { |
|
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185 | ob->close_container (); //TODO: client-specific |
|
|
186 | ob->drop_unpaid_items (); |
|
|
187 | } |
|
|
188 | |
287 | if (ns) |
189 | if (ns) |
288 | { |
190 | { |
289 | if (active) |
191 | if (active) |
290 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
192 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
291 | |
193 | |
292 | INVOKE_PLAYER (DISCONNECT, this); |
194 | INVOKE_PLAYER (DISCONNECT, this); |
293 | |
195 | |
294 | ns->reset_stats (); |
196 | ns->reset_stats (); |
295 | ns->pl = 0; |
197 | ns->pl = 0; |
296 | this->ns = 0; |
198 | ns = 0; |
297 | } |
199 | } |
298 | |
200 | |
299 | if (ob) |
201 | // this is important for the player scheduler to get the correct refcount |
300 | ob->close_container (); //TODO: client-specific |
202 | // when ns = 0 |
|
|
203 | observe = viewpoint = ob; |
301 | |
204 | |
302 | deactivate (); |
205 | deactivate (); |
303 | } |
206 | } |
|
|
207 | |
|
|
208 | //-GPL |
304 | |
209 | |
305 | // the need for this function can be explained |
210 | // the need for this function can be explained |
306 | // by load_object not returning the object |
211 | // by load_object not returning the object |
307 | void |
212 | void |
308 | player::set_object (object *op) |
213 | player::set_object (object *op) |
309 | { |
214 | { |
310 | ob = op; |
215 | ob = observe = viewpoint = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
216 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
217 | |
313 | ob->speed_left = 0.5; |
|
|
314 | ob->speed = 1.0; |
218 | ob->speed = 1.0f; |
|
|
219 | ob->speed_left = 0.5f; |
|
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220 | |
315 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
316 | } |
222 | } |
|
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223 | |
|
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224 | void |
|
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225 | player::set_observe (object *op) |
|
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226 | { |
|
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227 | observe = viewpoint = op ? op : ob; |
|
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228 | do_los = 1; |
|
|
229 | } |
|
|
230 | |
|
|
231 | void |
|
|
232 | player::set_viewpoint (object *op) |
|
|
233 | { |
|
|
234 | viewpoint = op ? op : (object *)observe; |
|
|
235 | do_los = 1; |
|
|
236 | } |
|
|
237 | |
|
|
238 | //+GPL |
317 | |
239 | |
318 | player::player () |
240 | player::player () |
319 | { |
241 | { |
320 | /* There are some elements we want initialised to non zero value - |
242 | /* There are some elements we want initialised to non zero value - |
321 | * we deal with that below this point. |
243 | * we deal with that below this point. |
322 | */ |
244 | */ |
323 | outputs_sync = 6; /* Every 2 seconds */ |
245 | outputs_sync = 4; |
324 | outputs_count = 10; /* Keeps present behaviour */ |
246 | outputs_count = 4; |
325 | unapply = unapply_nochoice; |
247 | unapply = unapply_nochoice; |
326 | |
248 | |
327 | savebed_map = first_map_path; /* Init. respawn position */ |
249 | savebed_map = first_map_path; /* Init. respawn position */ |
328 | |
250 | |
329 | gen_sp_armour = 10; |
251 | gen_sp_armour = 10; |
330 | shoottype = range_none; |
|
|
331 | bowtype = bow_normal; |
252 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
253 | petmode = pet_normal; |
333 | listening = 10; |
|
|
334 | usekeys = containers; |
254 | usekeys = containers; |
335 | peaceful = 1; /* default peaceful */ |
255 | peaceful = 1; /* default peaceful */ |
336 | do_los = 1; |
256 | do_los = 1; |
|
|
257 | |
|
|
258 | weapon_sp = 1.0f; |
|
|
259 | weapon_sp_left = 0.5f; |
337 | } |
260 | } |
338 | |
261 | |
339 | void |
262 | void |
340 | player::do_destroy () |
263 | player::do_destroy () |
341 | { |
264 | { |
… | |
… | |
346 | if (ob) |
269 | if (ob) |
347 | { |
270 | { |
348 | ob->destroy_inv (false); |
271 | ob->destroy_inv (false); |
349 | ob->destroy (); |
272 | ob->destroy (); |
350 | } |
273 | } |
|
|
274 | |
|
|
275 | ob = observe = viewpoint = 0; |
351 | } |
276 | } |
352 | |
277 | |
353 | player::~player () |
278 | player::~player () |
354 | { |
279 | { |
355 | /* Clear item stack */ |
280 | /* Clear item stack */ |
356 | free (stack_items); |
281 | free (stack_items); |
|
|
282 | } |
|
|
283 | |
|
|
284 | /* |
|
|
285 | * get_player_archetype() return next player archetype from archetype |
|
|
286 | * list. Not very efficient routine, but used only creating new players. |
|
|
287 | * Note: there MUST be at least one player archetype! |
|
|
288 | */ |
|
|
289 | static archetype * |
|
|
290 | get_player_archetype (archetype *at) |
|
|
291 | { |
|
|
292 | // archetypes could have been reloaded |
|
|
293 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
294 | |
|
|
295 | if (!nat) |
|
|
296 | return at; |
|
|
297 | |
|
|
298 | archvec::iterator i = archetypes.find (nat); |
|
|
299 | |
|
|
300 | for (;;) |
|
|
301 | { |
|
|
302 | if (++i == archetypes.end ()) |
|
|
303 | i = archetypes.begin (); |
|
|
304 | else if (*i == at) |
|
|
305 | cleanup ("not a single player archetype found"); |
|
|
306 | |
|
|
307 | if ((*i)->type == PLAYER) |
|
|
308 | return *i; |
|
|
309 | } |
357 | } |
310 | } |
358 | |
311 | |
359 | /* Tries to add player on the connection passed in ns. |
312 | /* Tries to add player on the connection passed in ns. |
360 | * All we can really get in this is some settings like host and display |
313 | * All we can really get in this is some settings like host and display |
361 | * mode. |
314 | * mode. |
… | |
… | |
363 | player * |
316 | player * |
364 | player::create () |
317 | player::create () |
365 | { |
318 | { |
366 | player *pl = new player; |
319 | player *pl = new player; |
367 | |
320 | |
368 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
369 | |
322 | |
370 | pl->ob->roll_stats (); |
323 | pl->ob->roll_stats (); |
371 | pl->ob->stats.wc = 2; |
324 | pl->ob->stats.wc = 2; |
372 | pl->ob->run_away = 25; /* Then we panick... */ |
325 | pl->ob->run_away = 25; /* Then we panick... */ |
373 | |
326 | |
374 | set_first_map (pl->ob); |
327 | set_first_map (pl->ob); |
375 | |
328 | |
376 | return pl; |
329 | return pl; |
377 | } |
|
|
378 | |
|
|
379 | /* |
|
|
380 | * get_player_archetype() return next player archetype from archetype |
|
|
381 | * list. Not very efficient routine, but used only creating new players. |
|
|
382 | * Note: there MUST be at least one player archetype! |
|
|
383 | */ |
|
|
384 | archetype * |
|
|
385 | get_player_archetype (archetype *at) |
|
|
386 | { |
|
|
387 | archetype *start = at; |
|
|
388 | |
|
|
389 | for (;;) |
|
|
390 | { |
|
|
391 | if (at == NULL || at->next == NULL) |
|
|
392 | at = first_archetype; |
|
|
393 | else |
|
|
394 | at = at->next; |
|
|
395 | |
|
|
396 | if (at->clone.type == PLAYER) |
|
|
397 | return at; |
|
|
398 | |
|
|
399 | if (at == start) |
|
|
400 | { |
|
|
401 | LOG (llevError, "No Player archetypes\n"); |
|
|
402 | exit (-1); |
|
|
403 | } |
|
|
404 | } |
|
|
405 | } |
330 | } |
406 | |
331 | |
407 | object * |
332 | object * |
408 | get_nearest_player (object *mon) |
333 | get_nearest_player (object *mon) |
409 | { |
334 | { |
… | |
… | |
412 | unsigned lastdist; |
337 | unsigned lastdist; |
413 | rv_vector rv; |
338 | rv_vector rv; |
414 | |
339 | |
415 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
340 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
416 | { |
341 | { |
417 | /* We should not find free objects on this friendly list, but it |
|
|
418 | * does periodically happen. Given that, lets deal with it. |
|
|
419 | * While unlikely, it is possible the next object on the friendly |
|
|
420 | * list is also free, so encapsulate this in a while loop. |
|
|
421 | */ |
|
|
422 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
423 | { |
|
|
424 | object *tmp = ol->ob; |
|
|
425 | |
|
|
426 | /* Can't do much more other than log the fact, because the object |
|
|
427 | * itself will have been cleared. |
|
|
428 | */ |
|
|
429 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
430 | tmp->debug_desc ()); |
|
|
431 | ol = ol->next; |
|
|
432 | remove_friendly_object (tmp); |
|
|
433 | if (!ol) |
|
|
434 | return op; |
|
|
435 | } |
|
|
436 | |
|
|
437 | /* Remove special check for player from this. First, it looks to cause |
|
|
438 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
439 | * complicated method of state checking would be needed in any case - |
|
|
440 | * as it was, a clever player could type quit, and the function would |
|
|
441 | * skip them over while waiting for confirmation. Remove |
|
|
442 | * on_same_map check, as can_detect_enemy also does this |
|
|
443 | */ |
|
|
444 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
342 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
445 | continue; |
343 | continue; |
446 | |
344 | |
447 | if (lastdist > rv.distance) |
345 | if (lastdist > rv.distance) |
448 | { |
346 | { |
… | |
… | |
643 | |
541 | |
644 | return firstdir; |
542 | return firstdir; |
645 | } |
543 | } |
646 | |
544 | |
647 | void |
545 | void |
648 | give_initial_items (object *pl, treasurelist * items) |
546 | give_initial_items (object *pl, treasurelist *items) |
649 | { |
547 | { |
650 | object *op, *next = NULL; |
|
|
651 | |
|
|
652 | if (pl->randomitems != NULL) |
548 | if (pl->randomitems) |
653 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
549 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
654 | |
550 | |
655 | for (op = pl->inv; op; op = next) |
551 | for (object *next, *op = pl->inv; op; op = next) |
656 | { |
552 | { |
657 | next = op->below; |
553 | next = op->below; |
658 | |
554 | |
659 | /* Forces get applied per default, unless they have the |
555 | /* Forces get applied per default, unless they have the |
660 | * flag "neutral" set. Sorry but I can't think of a better way |
556 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
665 | /* we never give weapons/armour if these cannot be used |
561 | /* we never give weapons/armour if these cannot be used |
666 | * by this player due to race restrictions |
562 | * by this player due to race restrictions |
667 | */ |
563 | */ |
668 | if (pl->type == PLAYER) |
564 | if (pl->type == PLAYER) |
669 | { |
565 | { |
670 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
566 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
567 | && |
671 | (op->type == ARMOUR || op->type == BOOTS || |
568 | (op->type == ARMOUR || op->type == BOOTS |
672 | op->type == CLOAK || op->type == HELMET || |
569 | || op->type == CLOAK || op->type == HELMET |
673 | op->type == SHIELD || op->type == GLOVES || |
570 | || op->type == SHIELD || op->type == GLOVES |
|
|
571 | || op->type == BRACERS || op->type == GIRDLE)) |
674 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
572 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
675 | { |
573 | { |
676 | op->destroy (); |
574 | op->destroy (); |
677 | continue; |
575 | continue; |
678 | } |
576 | } |
679 | } |
577 | } |
680 | |
578 | |
681 | /* This really needs to be better - we should really give |
579 | /* Here we remove duplicated skills (as duplicated spell objects have |
682 | * a substitute spellbook. The problem is that we don't really |
580 | * _very_ confusing effects for players), which could for instance be |
683 | * have a good idea what to replace it with (need something like |
581 | * generated by bad treasurelists. - elmex |
684 | * a first level treasurelist for each skill.) |
|
|
685 | * remove duplicate skills also |
|
|
686 | */ |
582 | */ |
687 | if (op->type == SPELLBOOK || op->type == SKILL) |
583 | if (op->type == SKILL) |
688 | { |
584 | { |
689 | object *tmp; |
|
|
690 | |
|
|
691 | for (tmp = op->below; tmp; tmp = tmp->below) |
585 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
692 | if (tmp->type == op->type && tmp->name == op->name) |
586 | if (tmp->type == op->type && tmp->name == op->name) |
693 | break; |
|
|
694 | |
|
|
695 | if (tmp) |
|
|
696 | { |
587 | { |
697 | op->destroy (); |
588 | op->destroy (); |
|
|
589 | LOG (llevError, |
698 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
590 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
699 | continue; |
591 | break; |
700 | } |
592 | } |
701 | |
593 | |
702 | if (op->nrof > 1) |
594 | if (op->nrof > 1) |
703 | op->nrof = 1; |
595 | op->nrof = 1; |
704 | } |
596 | } |
705 | |
597 | |
706 | if (op->type == SPELLBOOK && op->inv) |
598 | if (op->type == SPELLBOOK && op->inv) |
707 | { |
|
|
708 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
599 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
709 | } |
|
|
710 | |
600 | |
711 | /* Give starting characters identified, uncursed, and undamned |
601 | /* Give starting characters identified, uncursed, and undamned |
712 | * items. Just don't identify gold or silver, or it won't be |
602 | * items. Just don't identify gold or silver, or it won't be |
713 | * merged properly. |
603 | * merged properly. |
714 | */ |
604 | */ |
715 | if (need_identify (op)) |
605 | if (need_identify (op)) |
716 | { |
606 | { |
717 | SET_FLAG (op, FLAG_IDENTIFIED); |
607 | SET_FLAG (op, FLAG_IDENTIFIED); |
718 | CLEAR_FLAG (op, FLAG_CURSED); |
608 | CLEAR_FLAG (op, FLAG_CURSED); |
719 | CLEAR_FLAG (op, FLAG_DAMNED); |
609 | CLEAR_FLAG (op, FLAG_DAMNED); |
720 | } |
610 | } |
|
|
611 | |
721 | if (op->type == SPELL) |
612 | if (op->type == SPELL) |
722 | { |
613 | { |
723 | op->destroy (); |
614 | op->destroy (); |
724 | continue; |
615 | continue; |
725 | } |
616 | } |
… | |
… | |
727 | { |
618 | { |
728 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
619 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
729 | op->stats.exp = 0; |
620 | op->stats.exp = 0; |
730 | op->level = 1; |
621 | op->level = 1; |
731 | } |
622 | } |
732 | /* lock all 'normal items by default */ |
623 | else /* lock all 'normal items by default */ |
733 | else |
|
|
734 | SET_FLAG (op, FLAG_INV_LOCKED); |
624 | SET_FLAG (op, FLAG_INV_LOCKED); |
735 | } /* for loop of objects in player inv */ |
625 | } /* for loop of objects in player inv */ |
736 | |
626 | |
737 | /* Need to set up the skill pointers */ |
627 | /* Need to set up the skill pointers */ |
738 | link_player_skills (pl); |
628 | pl->contr->link_skills (); |
739 | } |
629 | } |
740 | |
630 | |
741 | void |
631 | void |
742 | get_party_password (object *op, partylist *party) |
632 | get_party_password (object *op, partylist *party) |
743 | { |
633 | { |
… | |
… | |
753 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
643 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
754 | } |
644 | } |
755 | |
645 | |
756 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
646 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
757 | static int |
647 | static int |
758 | roll_stat (void) |
648 | roll_stat () |
759 | { |
649 | { |
760 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
761 | |
651 | |
762 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
763 | a[i] = (int) rndm (6) + 1; |
653 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
774 | } |
664 | } |
775 | |
665 | |
776 | void |
666 | void |
777 | object::roll_stats () |
667 | object::roll_stats () |
778 | { |
668 | { |
779 | int statsort [7]; |
669 | int statsort [NUM_STATS]; |
780 | |
670 | |
781 | for (;;) |
671 | for (;;) |
782 | { |
672 | { |
783 | int sum = 0; |
673 | int sum = 0; |
784 | for (int i = 7; i--; ) |
674 | for (int i = NUM_STATS; i--; ) |
785 | sum += statsort [i] = roll_stat (); |
675 | sum += statsort [i] = roll_stat (); |
786 | |
676 | |
787 | if (sum >= 82 && sum <= 116) |
677 | if (sum >= 82 && sum <= 116) |
788 | break; |
678 | break; |
789 | } |
679 | } |
790 | |
680 | |
791 | // Sort the stats so that rerolling is easier... |
681 | // Sort the stats so that rerolling is easier... |
792 | std::sort (statsort, statsort + 7, std::greater<int>()); |
682 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
793 | |
683 | |
|
|
684 | for (int i = 0; i < NUM_STATS; ++i) |
794 | stats.Str = statsort[0]; |
685 | stats.stat (i) = statsort [i]; |
795 | stats.Dex = statsort[1]; |
|
|
796 | stats.Con = statsort[2]; |
|
|
797 | stats.Int = statsort[3]; |
|
|
798 | stats.Wis = statsort[4]; |
|
|
799 | stats.Pow = statsort[5]; |
|
|
800 | stats.Cha = statsort[6]; |
|
|
801 | |
686 | |
802 | stats.exp = 0; |
687 | stats.exp = 0; |
803 | stats.ac = 0; |
688 | stats.ac = 0; |
804 | |
689 | |
805 | stats.hp = stats.maxhp; |
690 | stats.hp = stats.maxhp; |
… | |
… | |
817 | } |
702 | } |
818 | |
703 | |
819 | void |
704 | void |
820 | object::swap_stats (int a, int b) |
705 | object::swap_stats (int a, int b) |
821 | { |
706 | { |
822 | int tmp = get_attr_value (&contr->orig_stats, a); |
707 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
823 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
824 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
825 | |
708 | |
|
|
709 | for (int i = 0; i < NUM_STATS; ++i) |
826 | stats.Str = contr->orig_stats.Str; |
710 | stats.stat (i) = contr->orig_stats.stat (i); |
827 | stats.Dex = contr->orig_stats.Dex; |
|
|
828 | stats.Con = contr->orig_stats.Con; |
|
|
829 | stats.Int = contr->orig_stats.Int; |
|
|
830 | stats.Wis = contr->orig_stats.Wis; |
|
|
831 | stats.Pow = contr->orig_stats.Pow; |
|
|
832 | stats.Cha = contr->orig_stats.Cha; |
|
|
833 | |
711 | |
834 | //TODO: the following code looks so borked and should, at the very least, |
712 | //TODO: the following code looks so borked and should, at the very least, |
835 | // be merged with the similar code in roll_stats |
713 | // be merged with the similar code in roll_stats |
836 | stats.ac = 0; |
714 | stats.ac = 0; |
837 | |
715 | |
… | |
… | |
856 | static void |
734 | static void |
857 | start_info (object *op) |
735 | start_info (object *op) |
858 | { |
736 | { |
859 | char buf[MAX_BUF]; |
737 | char buf[MAX_BUF]; |
860 | |
738 | |
861 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
739 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
862 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
740 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
863 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
864 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
865 | } |
741 | } |
866 | |
742 | |
867 | /* This function takes the key that is passed, and does the |
743 | /* This function takes the key that is passed, and does the |
868 | * appropriate action with it (change race, or other things). |
744 | * appropriate action with it (change race, or other things). |
869 | * The function name is for historical reasons - now we have |
745 | * The function name is for historical reasons - now we have |
… | |
… | |
872 | */ |
748 | */ |
873 | void |
749 | void |
874 | player::chargen_race_done () |
750 | player::chargen_race_done () |
875 | { |
751 | { |
876 | /* this must before then initial items are given */ |
752 | /* this must before then initial items are given */ |
877 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
753 | esrv_new_player (ob->contr); |
878 | |
754 | |
879 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
880 | if (tl) |
756 | if (tl) |
881 | create_treasure (tl, ob, 0, 0, 0); |
757 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
758 | |
883 | INVOKE_PLAYER (BIRTH, ob->contr); |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
884 | INVOKE_PLAYER (LOGIN, ob->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
885 | |
761 | |
886 | ob->contr->ns->state = ST_PLAYING; |
762 | ob->contr->ns->state = ST_PLAYING; |
887 | |
763 | |
888 | if (ob->msg) |
764 | if (ob->msg) |
889 | ob->msg = 0; |
765 | ob->msg = 0; |
890 | |
|
|
891 | /* We create this now because some of the unique maps will need it |
|
|
892 | * to save here. |
|
|
893 | */ |
|
|
894 | { |
|
|
895 | char buf[MAX_BUF]; |
|
|
896 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
897 | make_path_to_file (buf); |
|
|
898 | } |
|
|
899 | |
766 | |
900 | start_info (ob); |
767 | start_info (ob); |
901 | CLEAR_FLAG (ob, FLAG_WIZ); |
768 | CLEAR_FLAG (ob, FLAG_WIZ); |
902 | give_initial_items (ob, ob->randomitems); |
769 | give_initial_items (ob, ob->randomitems); |
903 | link_player_skills (ob); |
|
|
904 | esrv_send_inventory (ob, ob); |
770 | esrv_send_inventory (ob, ob); |
905 | ob->update_stats (); |
771 | ob->update_stats (); |
906 | |
772 | |
907 | /* This moves the player to a different start map, if there |
773 | /* This moves the player to a different start map, if there |
908 | * is one for this race |
774 | * is one for this race |
909 | */ |
775 | */ |
910 | if (*first_map_ext_path) |
776 | if (*first_map_ext_path) |
911 | { |
777 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
912 | object *tmp; |
|
|
913 | char mapname[MAX_BUF]; |
|
|
914 | |
|
|
915 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
916 | tmp = object::create (); |
|
|
917 | EXIT_PATH (tmp) = mapname; |
|
|
918 | EXIT_X (tmp) = ob->x; |
|
|
919 | EXIT_Y (tmp) = ob->y; |
|
|
920 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
921 | * if the map isn't there, then stay on the |
|
|
922 | * default initial map */ |
|
|
923 | tmp->destroy (); |
|
|
924 | } |
|
|
925 | else |
778 | else |
926 | LOG (llevDebug, "first_map_ext_path not set\n"); |
779 | LOG (llevDebug, "first_map_ext_path not set\n"); |
927 | } |
780 | } |
928 | |
781 | |
929 | void |
782 | void |
… | |
… | |
939 | int x = ob->x, y = ob->y; |
792 | int x = ob->x, y = ob->y; |
940 | |
793 | |
941 | ob->remove_statbonus (); |
794 | ob->remove_statbonus (); |
942 | ob->remove (); |
795 | ob->remove (); |
943 | ob->arch = get_player_archetype (ob->arch); |
796 | ob->arch = get_player_archetype (ob->arch); |
944 | ob->arch->clone.copy_to (ob); |
797 | ob->arch->copy_to (ob); |
945 | ob->instantiate (); |
798 | ob->instantiate (); |
946 | ob->stats = ob->contr->orig_stats; |
799 | ob->stats = ob->contr->orig_stats; |
947 | ob->name = ob->name_pl = name; |
800 | ob->name = ob->name_pl = name; |
948 | ob->x = x; |
801 | ob->x = x; |
949 | ob->y = y; |
802 | ob->y = y; |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
803 | SET_ANIMATION (ob, 2); /* So player faces south */ |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
804 | insert_ob_in_map (ob, ob->map, ob, 0); |
952 | assign (ob->contr->title, ob->arch->clone.name); |
805 | assign (ob->contr->title, ob->arch->object::name); |
953 | ob->add_statbonus (); |
806 | ob->add_statbonus (); |
954 | } |
807 | } |
955 | while (!allowed_class (ob)); |
808 | while (!allowed_class (ob)); |
956 | |
809 | |
957 | update_object (ob, UP_OBJ_FACE); |
810 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
960 | ob->stats.hp = ob->stats.maxhp; |
813 | ob->stats.hp = ob->stats.maxhp; |
961 | ob->stats.sp = ob->stats.maxsp; |
814 | ob->stats.sp = ob->stats.maxsp; |
962 | ob->stats.grace = 0; |
815 | ob->stats.grace = 0; |
963 | } |
816 | } |
964 | |
817 | |
965 | void |
818 | static void |
966 | flee_player (object *op) |
819 | flee_player (object *op) |
967 | { |
820 | { |
968 | int dir, diff; |
821 | int dir, diff; |
969 | rv_vector rv; |
822 | rv_vector rv; |
970 | |
823 | |
… | |
… | |
973 | LOG (llevDebug, "Fleeing player is dead.\n"); |
826 | LOG (llevDebug, "Fleeing player is dead.\n"); |
974 | CLEAR_FLAG (op, FLAG_SCARED); |
827 | CLEAR_FLAG (op, FLAG_SCARED); |
975 | return; |
828 | return; |
976 | } |
829 | } |
977 | |
830 | |
978 | if (op->enemy == NULL) |
831 | if (!op->enemy) |
979 | { |
832 | { |
980 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
833 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
981 | CLEAR_FLAG (op, FLAG_SCARED); |
834 | CLEAR_FLAG (op, FLAG_SCARED); |
982 | return; |
835 | return; |
983 | } |
836 | } |
984 | |
837 | |
985 | /* Seen some crashes here. Since we don't store an |
|
|
986 | * op->enemy_count, it is possible that something destroys the |
|
|
987 | * actual enemy, and the object is recycled. |
|
|
988 | */ |
|
|
989 | if (op->enemy->map == NULL) |
|
|
990 | { |
|
|
991 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
992 | op->enemy = NULL; |
|
|
993 | return; |
|
|
994 | } |
|
|
995 | |
|
|
996 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
838 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
997 | { |
839 | { |
998 | op->enemy = NULL; |
840 | op->enemy = NULL; |
999 | CLEAR_FLAG (op, FLAG_SCARED); |
841 | CLEAR_FLAG (op, FLAG_SCARED); |
1000 | return; |
842 | return; |
… | |
… | |
1003 | get_rangevector (op, op->enemy, &rv, 0); |
845 | get_rangevector (op, op->enemy, &rv, 0); |
1004 | |
846 | |
1005 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
1006 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
1007 | { |
849 | { |
1008 | int m = 1 - (RANDOM () & 2); |
850 | int m = 1 - rndm (2) * 2; |
1009 | |
851 | |
1010 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
852 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1011 | return; |
853 | return; |
1012 | } |
854 | } |
1013 | |
855 | |
1014 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | op->enemy = NULL; |
858 | op->enemy = NULL; |
1017 | } |
859 | } |
1018 | |
860 | |
1019 | |
|
|
1020 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
861 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1021 | * IT returns 1 if the player should keep on moving, 0 if he should |
862 | * It returns 1 if the player should keep on moving, 0 if he should |
1022 | * stop. |
863 | * stop. |
1023 | */ |
864 | */ |
1024 | int |
865 | int |
1025 | check_pick (object *op) |
866 | check_pick (object *op) |
1026 | { |
867 | { |
1027 | object *tmp, *next; |
868 | object *tmp, *next; |
1028 | int stop = 0; |
869 | int stop = 0; |
1029 | int wvratio; |
870 | int wvratio; |
1030 | char putstring[128]; |
|
|
1031 | |
871 | |
1032 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
1033 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
1034 | return 1; |
874 | return 1; |
1035 | |
875 | |
1036 | next = op->below; |
876 | next = op->below; |
|
|
877 | |
|
|
878 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
879 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1037 | |
880 | |
1038 | /* loop while there are items on the floor that are not marked as |
881 | /* loop while there are items on the floor that are not marked as |
1039 | * destroyed */ |
882 | * destroyed */ |
1040 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
1041 | { |
884 | { |
1042 | tmp = next; |
885 | tmp = next; |
1043 | next = tmp->below; |
886 | next = tmp->below; |
1044 | |
887 | |
|
|
888 | if (cnt <= 0) |
|
|
889 | { |
|
|
890 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
891 | return 0; |
|
|
892 | } |
|
|
893 | |
1045 | if (op->destroyed ()) |
894 | if (op->destroyed ()) |
1046 | return 0; |
895 | return 0; |
1047 | |
896 | |
1048 | if (!can_pick (op, tmp)) |
897 | if (!can_pick (op, tmp)) |
1049 | continue; |
898 | continue; |
1050 | |
899 | |
1051 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
900 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1052 | { |
901 | { |
1053 | if (item_matched_string (op, tmp, op->contr->search_str)) |
902 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1054 | pick_up (op, tmp); |
903 | CHK_PICK_PICKUP; |
|
|
904 | |
1055 | continue; |
905 | continue; |
1056 | } |
906 | } |
1057 | |
907 | |
1058 | /* high not bit set? We're using the old autopickup model */ |
908 | /* pickup handling */ |
|
|
909 | if (op->contr->mode & PU_DEBUG) |
|
|
910 | { |
|
|
911 | /* some debugging code to figure out item information */ |
|
|
912 | const char *str = tmp->name |
|
|
913 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
914 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
915 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
916 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
917 | |
|
|
918 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
919 | } |
|
|
920 | |
|
|
921 | if (op->contr->mode & PU_INHIBIT) |
|
|
922 | return 1; |
|
|
923 | |
|
|
924 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
925 | return 1; |
|
|
926 | |
|
|
927 | /* philosophy: |
|
|
928 | * It's easy to grab an item type from a pile, as long as it's |
|
|
929 | * generic. This takes no game-time. For more detailed pickups |
|
|
930 | * and selections, select-items should be used. This is a |
|
|
931 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
932 | * example. |
|
|
933 | * The drawback: right now it has no frontend, so you need to |
|
|
934 | * stick the bits you want into a calculator in hex mode and then |
|
|
935 | * convert to decimal and then 'pickup <#> |
|
|
936 | */ |
|
|
937 | |
|
|
938 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
939 | * STOP then we stop. All the rest are applied sequentially, |
|
|
940 | * meaning if any test passes, the item gets picked up. */ |
|
|
941 | |
|
|
942 | /* if mode is set to pick nothing up, return */ |
|
|
943 | if (op->contr->mode == PU_NOTHING) |
|
|
944 | return 1; |
|
|
945 | |
|
|
946 | /* if mode is set to stop when encountering objects, return */ |
|
|
947 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
948 | * anything up */ |
|
|
949 | if (op->contr->mode & PU_STOP) |
|
|
950 | return 0; |
|
|
951 | |
|
|
952 | /* useful for going into stores and not losing your settings... */ |
|
|
953 | /* and for battles wher you don't want to get loaded down while |
|
|
954 | * fighting */ |
|
|
955 | if (op->contr->mode & PU_INHIBIT) |
|
|
956 | return 1; |
|
|
957 | |
|
|
958 | /* prevent us from turning into auto-thieves :) */ |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
960 | continue; |
|
|
961 | |
|
|
962 | /* ignore known cursed objects */ |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
964 | continue; |
|
|
965 | |
|
|
966 | /* all food and drink if desired */ |
|
|
967 | /* question: don't pick up known-poisonous stuff? */ |
1059 | if (!(op->contr->mode & PU_NEWMODE)) |
968 | if (op->contr->mode & PU_FOOD) |
|
|
969 | if (tmp->type == FOOD) |
1060 | { |
970 | { |
1061 | switch (op->contr->mode) |
971 | CHK_PICK_PICKUP; |
|
|
972 | continue; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (op->contr->mode & PU_DRINK) |
|
|
976 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
977 | { |
|
|
978 | CHK_PICK_PICKUP; |
|
|
979 | continue; |
|
|
980 | } |
|
|
981 | |
|
|
982 | if (op->contr->mode & PU_POTION) |
|
|
983 | if (tmp->type == POTION) |
|
|
984 | { |
|
|
985 | CHK_PICK_PICKUP; |
|
|
986 | continue; |
|
|
987 | } |
|
|
988 | |
|
|
989 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
990 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
991 | if (tmp->type == SPELLBOOK) |
|
|
992 | { |
|
|
993 | CHK_PICK_PICKUP; |
|
|
994 | continue; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
998 | if (tmp->type == SKILLSCROLL) |
|
|
999 | { |
|
|
1000 | CHK_PICK_PICKUP; |
|
|
1001 | continue; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->contr->mode & PU_READABLES) |
|
|
1005 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1006 | { |
|
|
1007 | CHK_PICK_PICKUP; |
|
|
1008 | continue; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | /* wands/staves/rods/horns */ |
|
|
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1013 | if (tmp->type == WAND |
|
|
1014 | || tmp->type == ROD |
|
|
1015 | || tmp->type == HORN |
|
|
1016 | || tmp->type == POWER_CRYSTAL) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
|
|
1021 | |
|
|
1022 | /* pick up all magical items */ |
|
|
1023 | if (op->contr->mode & PU_MAGICAL) |
|
|
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1026 | { |
|
|
1027 | CHK_PICK_PICKUP; |
|
|
1028 | continue; |
|
|
1029 | } |
|
|
1030 | |
|
|
1031 | if (op->contr->mode & PU_VALUABLES) |
|
|
1032 | { |
|
|
1033 | if (tmp->type == MONEY || tmp->type == GEM) |
1062 | { |
1034 | { |
1063 | case 0: |
1035 | CHK_PICK_PICKUP; |
1064 | return 1; /* don't pick up */ |
1036 | continue; |
1065 | case 1: |
|
|
1066 | pick_up (op, tmp); |
|
|
1067 | return 1; |
|
|
1068 | case 2: |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | return 0; |
|
|
1071 | case 3: |
|
|
1072 | return 0; /* stop before pickup */ |
|
|
1073 | case 4: |
|
|
1074 | pick_up (op, tmp); |
|
|
1075 | break; |
|
|
1076 | case 5: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | stop = 1; |
|
|
1079 | break; |
|
|
1080 | case 6: |
|
|
1081 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1082 | pick_up (op, tmp); |
|
|
1083 | break; |
|
|
1084 | |
|
|
1085 | case 7: |
|
|
1086 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1087 | pick_up (op, tmp); |
|
|
1088 | break; |
|
|
1089 | |
|
|
1090 | default: |
|
|
1091 | /* use value density */ |
|
|
1092 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1093 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1094 | pick_up (op, tmp); |
|
|
1095 | } |
1037 | } |
1096 | } |
1038 | } |
1097 | else |
1039 | |
1098 | { /* old model */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1099 | /* NEW pickup handling */ |
|
|
1100 | if (op->contr->mode & PU_DEBUG) |
1041 | if (op->contr->mode & PU_JEWELS) |
|
|
1042 | if (tmp->type == RING |
|
|
1043 | || tmp->type == AMULET |
|
|
1044 | || tmp->type == GIRDLE |
|
|
1045 | || tmp->type == SKILL_TOOL) |
1101 | { |
1046 | { |
1102 | /* some debugging code to figure out item information */ |
1047 | CHK_PICK_PICKUP; |
1103 | if (tmp->name != NULL) |
|
|
1104 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1105 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1106 | else |
|
|
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1108 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1109 | |
|
|
1110 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1111 | } |
|
|
1112 | |
|
|
1113 | /* philosophy: |
|
|
1114 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1115 | * generic. This takes no game-time. For more detailed pickups |
|
|
1116 | * and selections, select-items should be used. This is a |
|
|
1117 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1118 | * example. |
|
|
1119 | * The drawback: right now it has no frontend, so you need to |
|
|
1120 | * stick the bits you want into a calculator in hex mode and then |
|
|
1121 | * convert to decimal and then 'pickup <#> |
|
|
1122 | */ |
|
|
1123 | |
|
|
1124 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1125 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1126 | * meaning if any test passes, the item gets picked up. */ |
|
|
1127 | |
|
|
1128 | /* if mode is set to pick nothing up, return */ |
|
|
1129 | |
|
|
1130 | if (op->contr->mode & PU_NOTHING) |
|
|
1131 | return 1; |
|
|
1132 | |
|
|
1133 | /* if mode is set to stop when encountering objects, return */ |
|
|
1134 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1135 | * anything up */ |
|
|
1136 | |
|
|
1137 | if (op->contr->mode & PU_STOP) |
|
|
1138 | return 0; |
|
|
1139 | |
|
|
1140 | /* useful for going into stores and not losing your settings... */ |
|
|
1141 | /* and for battles wher you don't want to get loaded down while |
|
|
1142 | * fighting */ |
|
|
1143 | if (op->contr->mode & PU_INHIBIT) |
|
|
1144 | return 1; |
|
|
1145 | |
|
|
1146 | /* prevent us from turning into auto-thieves :) */ |
|
|
1147 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1148 | continue; |
1048 | continue; |
|
|
1049 | } |
1149 | |
1050 | |
1150 | /* ignore known cursed objects */ |
1051 | /* we don't forget dragon food */ |
1151 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1052 | if (op->contr->mode & PU_FLESH) |
|
|
1053 | if (tmp->type == FLESH) |
|
|
1054 | { |
|
|
1055 | CHK_PICK_PICKUP; |
1152 | continue; |
1056 | continue; |
|
|
1057 | } |
1153 | |
1058 | |
1154 | /* all food and drink if desired */ |
1059 | /* bows and arrows. Bows are good for selling! */ |
1155 | /* question: don't pick up known-poisonous stuff? */ |
1060 | if (op->contr->mode & PU_BOW) |
|
|
1061 | if (tmp->type == BOW) |
|
|
1062 | { |
|
|
1063 | CHK_PICK_PICKUP; |
|
|
1064 | continue; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | if (op->contr->mode & PU_ARROW) |
|
|
1068 | if (tmp->type == ARROW) |
|
|
1069 | { |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | /* all kinds of armor etc. */ |
|
|
1075 | if (op->contr->mode & PU_ARMOUR) |
|
|
1076 | if (tmp->type == ARMOUR) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_HELMET) |
|
|
1083 | if (tmp->type == HELMET) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | if (op->contr->mode & PU_SHIELD) |
|
|
1090 | if (tmp->type == SHIELD) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
1156 | if (op->contr->mode & PU_FOOD) |
1096 | if (op->contr->mode & PU_BOOTS) |
1157 | if (tmp->type == FOOD) |
1097 | if (tmp->type == BOOTS) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_GLOVES) |
|
|
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | if (op->contr->mode & PU_CLOAK) |
|
|
1111 | if (tmp->type == CLOAK) |
|
|
1112 | { |
|
|
1113 | CHK_PICK_PICKUP; |
|
|
1114 | continue; |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | /* hoping to catch throwing daggers here */ |
|
|
1118 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1119 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1120 | { |
|
|
1121 | CHK_PICK_PICKUP; |
|
|
1122 | continue; |
|
|
1123 | } |
|
|
1124 | |
|
|
1125 | /* careful: chairs and tables are weapons! */ |
|
|
1126 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == WEAPON) |
|
|
1129 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1158 | { |
1130 | { |
1159 | pick_up (op, tmp); |
1131 | CHK_PICK_PICKUP; |
1160 | continue; |
1132 | continue; |
1161 | } |
1133 | } |
|
|
1134 | } |
1162 | |
1135 | |
|
|
1136 | /* misc stuff that's useful */ |
1163 | if (op->contr->mode & PU_DRINK) |
1137 | if (op->contr->mode & PU_KEY) |
1164 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1138 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1165 | { |
1139 | { |
1166 | pick_up (op, tmp); |
1140 | CHK_PICK_PICKUP; |
1167 | continue; |
1141 | continue; |
1168 | } |
1142 | } |
1169 | |
1143 | |
|
|
1144 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1145 | * pickups */ |
1170 | if (op->contr->mode & PU_POTION) |
1146 | if (op->contr->mode & PU_RATIO) |
1171 | if (tmp->type == POTION) |
1147 | { |
|
|
1148 | /* use value density to decide what else to grab */ |
|
|
1149 | /* >=7 was >= op->contr->mode */ |
|
|
1150 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1172 | { |
1151 | */ |
1173 | pick_up (op, tmp); |
|
|
1174 | continue; |
|
|
1175 | } |
|
|
1176 | |
|
|
1177 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1178 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1179 | if (tmp->type == SPELLBOOK) |
|
|
1180 | { |
|
|
1181 | pick_up (op, tmp); |
|
|
1182 | continue; |
|
|
1183 | } |
|
|
1184 | |
|
|
1185 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1186 | if (tmp->type == SKILLSCROLL) |
|
|
1187 | { |
|
|
1188 | pick_up (op, tmp); |
|
|
1189 | continue; |
|
|
1190 | } |
|
|
1191 | |
|
|
1192 | if (op->contr->mode & PU_READABLES) |
|
|
1193 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1194 | { |
|
|
1195 | pick_up (op, tmp); |
|
|
1196 | continue; |
|
|
1197 | } |
|
|
1198 | |
|
|
1199 | /* wands/staves/rods/horns */ |
|
|
1200 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1201 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1202 | { |
|
|
1203 | pick_up (op, tmp); |
|
|
1204 | continue; |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | /* pick up all magical items */ |
|
|
1208 | if (op->contr->mode & PU_MAGICAL) |
1152 | wvratio = op->contr->mode & PU_RATIO; |
1209 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1153 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1210 | { |
|
|
1211 | pick_up (op, tmp); |
|
|
1212 | continue; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (op->contr->mode & PU_VALUABLES) |
|
|
1216 | { |
1154 | { |
1217 | if (tmp->type == MONEY || tmp->type == GEM) |
1155 | #if 0 |
|
|
1156 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1157 | if (tmp->name != NULL) |
1218 | { |
1158 | { |
1219 | pick_up (op, tmp); |
1159 | fprintf (stderr, "%s", tmp->name); |
1220 | continue; |
|
|
1221 | } |
1160 | } |
1222 | } |
|
|
1223 | |
|
|
1224 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1225 | if (op->contr->mode & PU_JEWELS) |
|
|
1226 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1227 | { |
|
|
1228 | pick_up (op, tmp); |
|
|
1229 | continue; |
|
|
1230 | } |
|
|
1231 | |
|
|
1232 | /* we don't forget dragon food */ |
|
|
1233 | if (op->contr->mode & PU_FLESH) |
|
|
1234 | if (tmp->type == FLESH) |
|
|
1235 | { |
|
|
1236 | pick_up (op, tmp); |
|
|
1237 | continue; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* bows and arrows. Bows are good for selling! */ |
|
|
1241 | if (op->contr->mode & PU_BOW) |
|
|
1242 | if (tmp->type == BOW) |
|
|
1243 | { |
|
|
1244 | pick_up (op, tmp); |
|
|
1245 | continue; |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | if (op->contr->mode & PU_ARROW) |
|
|
1249 | if (tmp->type == ARROW) |
|
|
1250 | { |
|
|
1251 | pick_up (op, tmp); |
|
|
1252 | continue; |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | /* all kinds of armor etc. */ |
|
|
1256 | if (op->contr->mode & PU_ARMOUR) |
|
|
1257 | if (tmp->type == ARMOUR) |
|
|
1258 | { |
|
|
1259 | pick_up (op, tmp); |
|
|
1260 | continue; |
|
|
1261 | } |
|
|
1262 | |
|
|
1263 | if (op->contr->mode & PU_HELMET) |
|
|
1264 | if (tmp->type == HELMET) |
|
|
1265 | { |
|
|
1266 | pick_up (op, tmp); |
|
|
1267 | continue; |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | if (op->contr->mode & PU_SHIELD) |
|
|
1271 | if (tmp->type == SHIELD) |
|
|
1272 | { |
|
|
1273 | pick_up (op, tmp); |
|
|
1274 | continue; |
|
|
1275 | } |
|
|
1276 | |
|
|
1277 | if (op->contr->mode & PU_BOOTS) |
|
|
1278 | if (tmp->type == BOOTS) |
|
|
1279 | { |
|
|
1280 | pick_up (op, tmp); |
|
|
1281 | continue; |
|
|
1282 | } |
|
|
1283 | |
|
|
1284 | if (op->contr->mode & PU_GLOVES) |
|
|
1285 | if (tmp->type == GLOVES) |
|
|
1286 | { |
|
|
1287 | pick_up (op, tmp); |
|
|
1288 | continue; |
|
|
1289 | } |
|
|
1290 | |
|
|
1291 | if (op->contr->mode & PU_CLOAK) |
|
|
1292 | if (tmp->type == CLOAK) |
|
|
1293 | { |
|
|
1294 | pick_up (op, tmp); |
|
|
1295 | continue; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | /* hoping to catch throwing daggers here */ |
|
|
1299 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1300 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1301 | { |
|
|
1302 | pick_up (op, tmp); |
|
|
1303 | continue; |
|
|
1304 | } |
|
|
1305 | |
|
|
1306 | /* careful: chairs and tables are weapons! */ |
|
|
1307 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1308 | { |
|
|
1309 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1310 | { |
|
|
1311 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1312 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1313 | { |
|
|
1314 | pick_up (op, tmp); |
|
|
1315 | continue; |
|
|
1316 | } |
|
|
1317 | } |
|
|
1318 | |
|
|
1319 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1320 | { |
|
|
1321 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | continue; |
|
|
1325 | } |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | /* misc stuff that's useful */ |
|
|
1330 | if (op->contr->mode & PU_KEY) |
|
|
1331 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1332 | { |
|
|
1333 | pick_up (op, tmp); |
|
|
1334 | continue; |
|
|
1335 | } |
|
|
1336 | |
|
|
1337 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1338 | * pickups */ |
|
|
1339 | if (op->contr->mode & PU_RATIO) |
|
|
1340 | { |
|
|
1341 | /* use value density to decide what else to grab */ |
|
|
1342 | /* >=7 was >= op->contr->mode */ |
|
|
1343 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1344 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1345 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1346 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1347 | { |
|
|
1348 | pick_up (op, tmp); |
|
|
1349 | #if 0 |
|
|
1350 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1351 | if (tmp->name != NULL) |
|
|
1352 | { |
|
|
1353 | fprintf (stderr, "%s", tmp->name); |
|
|
1354 | } |
|
|
1355 | else |
1161 | else |
1356 | fprintf (stderr, "%s", tmp->arch->name); |
1162 | fprintf (stderr, "%s", tmp->arch->archname); |
1357 | fprintf (stderr, ",%d] = ", tmp->type); |
1163 | fprintf (stderr, ",%d] = ", tmp->type); |
1358 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1164 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1359 | #endif |
1165 | #endif |
|
|
1166 | CHK_PICK_PICKUP; |
1360 | continue; |
1167 | continue; |
1361 | } |
|
|
1362 | } |
1168 | } |
1363 | } /* the new pickup model */ |
1169 | } /* the new pickup model */ |
1364 | } |
1170 | } |
1365 | |
1171 | |
1366 | return !stop; |
1172 | return !stop; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* routine for both players and monsters. We call this when |
|
|
1176 | * there is a possibility for our action distrubing our hiding |
|
|
1177 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1178 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1179 | * return 0. |
|
|
1180 | */ |
|
|
1181 | static int |
|
|
1182 | action_makes_visible (object *op) |
|
|
1183 | { |
|
|
1184 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1185 | { |
|
|
1186 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1187 | { |
|
|
1188 | // artefact invisibility is permanent, but we still make noise |
|
|
1189 | // this is important for game-balance. |
|
|
1190 | if (op->contr) |
|
|
1191 | op->make_noise (); |
|
|
1192 | |
|
|
1193 | return 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1197 | return 0; |
|
|
1198 | |
|
|
1199 | /* If monsters, they should become visible */ |
|
|
1200 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1201 | { |
|
|
1202 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1203 | return 1; |
|
|
1204 | } |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | return 0; |
1367 | } |
1208 | } |
1368 | |
1209 | |
1369 | /* |
1210 | /* |
1370 | * Find an arrow in the inventory and after that |
1211 | * Find an arrow in the inventory and after that |
1371 | * in the right type container (quiver). Pointer to the |
1212 | * in the right type container (quiver). Pointer to the |
1372 | * found object is returned. |
1213 | * found object is returned. |
1373 | */ |
1214 | */ |
1374 | object * |
1215 | static object * |
1375 | find_arrow (object *op, const char *type) |
1216 | find_arrow (object *op, const char *type) |
1376 | { |
1217 | { |
1377 | object *tmp = 0; |
|
|
1378 | |
|
|
1379 | for (op = op->inv; op; op = op->below) |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1380 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1381 | tmp = find_arrow (op, type); |
|
|
1382 | else if (op->type == ARROW && op->race == type) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1220 | return splay (tmp); |
|
|
1221 | |
|
|
1222 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1223 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1224 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1225 | { |
|
|
1226 | splay (tmp); |
1383 | return op; |
1227 | return arrow; |
|
|
1228 | } |
1384 | |
1229 | |
1385 | return tmp; |
1230 | return 0; |
1386 | } |
1231 | } |
1387 | |
1232 | |
1388 | /* |
1233 | /* |
1389 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1234 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1390 | * against the target. A full test is not performed, simply a basic test |
1235 | * against the target. A full test is not performed, simply a basic test |
1391 | * of resistances. The archer is making a quick guess at what he sees down |
1236 | * of resistances. The archer is making a quick guess at what he sees down |
1392 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1237 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1393 | */ |
1238 | */ |
1394 | object * |
1239 | static object * |
1395 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1240 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1396 | { |
1241 | { |
1397 | object *tmp = NULL, *arrow, *ntmp; |
1242 | object *tmp = NULL, *arrow, *ntmp; |
1398 | int attacknum, attacktype, betterby = 0, i; |
1243 | int attacknum, attacktype, betterby = 0, i; |
1399 | |
1244 | |
1400 | if (!type) |
1245 | if (!type) |
… | |
… | |
1404 | { |
1249 | { |
1405 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1250 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1406 | { |
1251 | { |
1407 | i = 0; |
1252 | i = 0; |
1408 | ntmp = find_better_arrow (arrow, target, type, &i); |
1253 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1254 | |
1409 | if (i > betterby) |
1255 | if (i > betterby) |
1410 | { |
1256 | { |
1411 | tmp = ntmp; |
1257 | tmp = ntmp; |
1412 | betterby = i; |
1258 | betterby = i; |
1413 | } |
1259 | } |
1414 | } |
1260 | } |
1415 | else if (arrow->type == ARROW && arrow->race == type) |
1261 | else if (arrow->type == ARROW && arrow->race == type) |
1416 | { |
1262 | { |
1417 | /* allways prefer assasination/slaying */ |
1263 | /* allways prefer assasination/slaying */ |
1418 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1264 | if (target->race && arrow->slaying.contains (target->race)) |
1419 | { |
1265 | { |
1420 | if (arrow->attacktype & AT_DEATH) |
1266 | if (arrow->attacktype & AT_DEATH) |
1421 | { |
1267 | { |
1422 | *better = 100; |
1268 | *better = 100; |
1423 | return arrow; |
1269 | return arrow; |
… | |
… | |
1431 | else |
1277 | else |
1432 | { |
1278 | { |
1433 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1279 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1434 | { |
1280 | { |
1435 | attacktype = 1 << attacknum; |
1281 | attacktype = 1 << attacknum; |
1436 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1282 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1437 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1283 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1438 | { |
1284 | { |
1439 | tmp = arrow; |
1285 | tmp = arrow; |
1440 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1286 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1441 | } |
1287 | } |
1442 | } |
1288 | } |
|
|
1289 | |
1443 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1290 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1444 | { |
1291 | { |
1445 | tmp = arrow; |
1292 | tmp = arrow; |
1446 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1293 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1447 | } |
1294 | } |
|
|
1295 | |
1448 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1296 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1449 | { |
1297 | { |
1450 | tmp = arrow; |
1298 | tmp = arrow; |
1451 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1299 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1452 | } |
1300 | } |
1453 | } |
1301 | } |
1454 | } |
1302 | } |
1455 | } |
1303 | } |
|
|
1304 | |
1456 | if (tmp == NULL && arrow == NULL) |
1305 | if (tmp == NULL && arrow == NULL) |
1457 | return find_arrow (op, type); |
1306 | return find_arrow (op, type); |
1458 | |
1307 | |
1459 | *better = betterby; |
1308 | *better = betterby; |
1460 | return tmp; |
1309 | return tmp; |
… | |
… | |
1464 | * find_better_arrow to find a decent arrow to use. |
1313 | * find_better_arrow to find a decent arrow to use. |
1465 | * op = the shooter |
1314 | * op = the shooter |
1466 | * type = bow->race |
1315 | * type = bow->race |
1467 | * dir = fire direction |
1316 | * dir = fire direction |
1468 | */ |
1317 | */ |
1469 | |
1318 | static object * |
1470 | object * |
|
|
1471 | pick_arrow_target (object *op, const char *type, int dir) |
1319 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1472 | { |
1320 | { |
1473 | object *tmp = NULL; |
1321 | object *tmp = NULL; |
1474 | maptile *m; |
1322 | maptile *m; |
1475 | int i, mflags, found, number; |
1323 | int i, mflags, found, number; |
1476 | sint16 x, y; |
1324 | sint16 x, y; |
… | |
… | |
1491 | for (i = 0, found = 0; i < 20; i++) |
1339 | for (i = 0, found = 0; i < 20; i++) |
1492 | { |
1340 | { |
1493 | x += freearr_x[dir]; |
1341 | x += freearr_x[dir]; |
1494 | y += freearr_y[dir]; |
1342 | y += freearr_y[dir]; |
1495 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1343 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1344 | |
1496 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1345 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1497 | { |
1346 | { |
1498 | tmp = NULL; |
1347 | tmp = 0; |
1499 | break; |
1348 | break; |
1500 | } |
1349 | } |
1501 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1350 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1502 | { |
1351 | { |
1503 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1352 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1504 | * perhaps a bad assumption. |
1353 | * perhaps a bad assumption. |
1505 | */ |
1354 | */ |
1506 | tmp = NULL; |
1355 | tmp = 0; |
1507 | break; |
1356 | break; |
1508 | } |
1357 | } |
|
|
1358 | |
1509 | if (mflags & P_IS_ALIVE) |
1359 | if (mflags & P_IS_ALIVE) |
1510 | { |
|
|
1511 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1360 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1512 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1513 | { |
|
|
1514 | found++; |
|
|
1515 | break; |
|
|
1516 | } |
|
|
1517 | if (found) |
|
|
1518 | break; |
1362 | break; |
1519 | } |
|
|
1520 | } |
1363 | } |
1521 | if (tmp == NULL) |
1364 | |
|
|
1365 | if (!tmp) |
1522 | return find_arrow (op, type); |
1366 | return find_arrow (op, type); |
1523 | |
1367 | |
1524 | if (tmp->head) |
1368 | if (tmp->head) |
1525 | tmp = tmp->head; |
1369 | tmp = tmp->head; |
1526 | |
1370 | |
… | |
… | |
1539 | */ |
1383 | */ |
1540 | int |
1384 | int |
1541 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1385 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1542 | { |
1386 | { |
1543 | object *left, *bow; |
1387 | object *left, *bow; |
1544 | int bowspeed, mflags; |
1388 | int mflags; |
1545 | maptile *m; |
1389 | maptile *m; |
1546 | |
1390 | |
1547 | if (!dir) |
1391 | if (!dir) |
1548 | { |
1392 | { |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1393 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1550 | return 0; |
1394 | return 0; |
1551 | } |
1395 | } |
1552 | |
1396 | |
1553 | if (op->type == PLAYER) |
1397 | if (op->contr) |
1554 | bow = op->contr->ranges[range_bow]; |
1398 | bow = op->current_weapon; |
1555 | else |
1399 | else |
1556 | { |
1400 | { |
1557 | for (bow = op->inv; bow; bow = bow->below) |
1401 | for (bow = op->inv; bow; bow = bow->below) |
1558 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1402 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1559 | * don't need to switch back and forth between bows and weapons. |
1403 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1564 | if (!bow) |
1408 | if (!bow) |
1565 | { |
1409 | { |
1566 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1410 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1567 | return 0; |
1411 | return 0; |
1568 | } |
1412 | } |
|
|
1413 | |
|
|
1414 | // optimisation: move object to top so we will find it quickly again |
|
|
1415 | splay (bow); |
1569 | } |
1416 | } |
1570 | |
1417 | |
1571 | if (!bow->race || !bow->skill) |
1418 | if (!bow->race || !bow->skill) |
1572 | { |
1419 | { |
1573 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1574 | return 0; |
1421 | return 0; |
1575 | } |
1422 | } |
1576 | |
|
|
1577 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1578 | |
|
|
1579 | /* penalize ROF for bestarrow */ |
|
|
1580 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1581 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1582 | |
|
|
1583 | if (bowspeed < 1) |
|
|
1584 | bowspeed = 1; |
|
|
1585 | |
1423 | |
1586 | if (arrow == NULL) |
1424 | if (arrow == NULL) |
1587 | { |
1425 | { |
1588 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1426 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1589 | { |
1427 | { |
1590 | if (op->type == PLAYER) |
1428 | if (op->type == PLAYER) |
1591 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1429 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1592 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1430 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1593 | else |
1431 | else |
1594 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1432 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1433 | |
1595 | return 0; |
1434 | return 0; |
1596 | } |
1435 | } |
1597 | } |
1436 | } |
1598 | |
1437 | |
1599 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1438 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1607 | } |
1446 | } |
1608 | |
1447 | |
1609 | /* this should not happen, but sometimes does */ |
1448 | /* this should not happen, but sometimes does */ |
1610 | if (arrow->nrof == 0) |
1449 | if (arrow->nrof == 0) |
1611 | { |
1450 | { |
|
|
1451 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1612 | arrow->destroy (); |
1452 | arrow->destroy (); |
1613 | return 0; |
1453 | return 0; |
1614 | } |
1454 | } |
1615 | |
1455 | |
1616 | left = arrow; /* these are arrows left to the player */ |
1456 | left = arrow; /* these are arrows left to the player */ |
1617 | arrow = get_split_ob (arrow, 1); |
1457 | arrow = arrow->split (); |
1618 | if (!arrow) |
1458 | if (!arrow) |
1619 | { |
1459 | { |
1620 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1460 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1621 | return 0; |
1461 | return 0; |
1622 | } |
1462 | } |
1623 | |
1463 | |
1624 | arrow->set_owner (op); |
1464 | arrow->set_owner (op); |
1625 | arrow->skill = bow->skill; |
1465 | arrow->skill = bow->skill; |
1626 | arrow->direction = dir; |
1466 | arrow->direction = dir; |
1627 | |
1467 | |
|
|
1468 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1469 | arrow->stats.hp = arrow->stats.dam; |
|
|
1470 | arrow->stats.grace = arrow->attacktype; |
|
|
1471 | arrow->custom_name = arrow->slaying; |
|
|
1472 | |
|
|
1473 | #if 0 |
|
|
1474 | if (player *pl = op->contr) |
|
|
1475 | { |
|
|
1476 | float speed = pl->weapon_sp; |
|
|
1477 | |
|
|
1478 | /* penalize ROF for bestarrow */ |
|
|
1479 | if (pl->bowtype == bow_bestarrow) |
|
|
1480 | speed *= .9f; |
|
|
1481 | else |
|
|
1482 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1483 | |
|
|
1484 | op->speed_left += speed - op->speed; |
|
|
1485 | } |
|
|
1486 | #endif |
|
|
1487 | |
|
|
1488 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1489 | |
|
|
1490 | /* update the speed */ |
|
|
1491 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1492 | + bow->stats.dam / 7.f; |
|
|
1493 | |
|
|
1494 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1495 | arrow->speed_left = 0; |
|
|
1496 | |
|
|
1497 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1498 | |
1628 | if (op->type == PLAYER) |
1499 | if (op->type == PLAYER) |
1629 | { |
1500 | { |
1630 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1631 | op->update_stats (); |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1635 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1636 | arrow->stats.hp = arrow->stats.dam; |
|
|
1637 | arrow->stats.grace = arrow->attacktype; |
|
|
1638 | if (arrow->slaying != NULL) |
|
|
1639 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1640 | |
|
|
1641 | /* Note that this was different for monsters - they got their level |
|
|
1642 | * added to the damage. I think the strength bonus is more proper. |
|
|
1643 | */ |
|
|
1644 | |
|
|
1645 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1646 | |
|
|
1647 | /* update the speed */ |
|
|
1648 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1649 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1650 | |
|
|
1651 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1652 | arrow->speed_left = 0; |
|
|
1653 | |
|
|
1654 | if (op->type == PLAYER) |
|
|
1655 | { |
|
|
1656 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1657 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1658 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1659 | |
|
|
1660 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1501 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1502 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1503 | |
|
|
1504 | if (!arrow->slaying) |
|
|
1505 | arrow->slaying = op->slaying; |
|
|
1506 | |
|
|
1507 | arrow->attacktype |= op->attacktype; |
1661 | } |
1508 | } |
1662 | else |
1509 | else |
1663 | { |
1510 | { |
1664 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1665 | arrow->level = op->level; |
1511 | arrow->level = op->level; |
1666 | } |
1512 | arrow->stats.wc -= bow->magic; |
1667 | |
1513 | |
1668 | if (arrow->attacktype == AT_PHYSICAL) |
1514 | if (!arrow->slaying) |
|
|
1515 | arrow->slaying = bow->slaying; |
|
|
1516 | |
1669 | arrow->attacktype |= bow->attacktype; |
1517 | arrow->attacktype |= bow->attacktype; |
|
|
1518 | } |
1670 | |
1519 | |
1671 | if (bow->slaying) |
1520 | wc -= arrow->level; |
1672 | arrow->slaying = bow->slaying; |
1521 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1673 | |
1522 | |
|
|
1523 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1674 | arrow->move_type = MOVE_FLY_LOW; |
1524 | arrow->move_type = MOVE_FLY_LOW; |
1675 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1525 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1676 | |
1526 | |
1677 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1527 | op->play_sound (sound_find ("fire_arrow")); |
1678 | m->insert (arrow, sx, sy, op); |
1528 | m->insert (arrow, sx, sy, op); |
1679 | |
1529 | |
1680 | if (!arrow->destroyed ()) |
1530 | if (!arrow->destroyed ()) |
1681 | move_arrow (arrow); |
1531 | move_arrow (arrow); |
1682 | |
|
|
1683 | if (op->type == PLAYER) |
|
|
1684 | { |
|
|
1685 | if (left->destroyed ()) |
|
|
1686 | esrv_del_item (op->contr, left->count); |
|
|
1687 | else |
|
|
1688 | esrv_send_item (op, left); |
|
|
1689 | } |
|
|
1690 | |
1532 | |
1691 | return 1; |
1533 | return 1; |
1692 | } |
1534 | } |
1693 | |
1535 | |
1694 | /* Special fire code for players - this takes into |
1536 | /* Special fire code for players - this takes into |
… | |
… | |
1696 | * but monsters can't. Putting that code here |
1538 | * but monsters can't. Putting that code here |
1697 | * makes the fire_bow code much cleaner. |
1539 | * makes the fire_bow code much cleaner. |
1698 | * this function should only be called if 'op' is a player, |
1540 | * this function should only be called if 'op' is a player, |
1699 | * hence the function name. |
1541 | * hence the function name. |
1700 | */ |
1542 | */ |
1701 | int |
1543 | static int |
1702 | player_fire_bow (object *op, int dir) |
1544 | player_fire_bow (object *op, int dir) |
1703 | { |
1545 | { |
1704 | int ret = 0, wcmod = 0; |
1546 | int ret; |
1705 | |
1547 | |
1706 | if (op->contr->bowtype == bow_bestarrow) |
1548 | if (op->contr->bowtype == bow_bestarrow) |
1707 | { |
1549 | { |
1708 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1550 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1709 | } |
1551 | } |
1710 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1552 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1711 | { |
1553 | { |
1712 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1554 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1713 | wcmod = -1; |
|
|
1714 | |
|
|
1715 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1555 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1716 | } |
1556 | } |
1717 | else if (op->contr->bowtype == bow_threewide) |
1557 | else if (op->contr->bowtype == bow_threewide) |
1718 | { |
1558 | { |
1719 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1559 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1720 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1560 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1721 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1561 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1722 | } |
1562 | } |
1723 | else if (op->contr->bowtype == bow_spreadshot) |
1563 | else if (op->contr->bowtype == bow_spreadshot) |
1724 | { |
1564 | { |
1725 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1565 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1726 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1566 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1727 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1567 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1728 | |
|
|
1729 | } |
1568 | } |
1730 | else |
1569 | else |
1731 | { |
1570 | { |
1732 | /* Simple case */ |
1571 | /* Simple case */ |
1733 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1572 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1734 | } |
1573 | } |
|
|
1574 | |
1735 | return ret; |
1575 | return ret; |
1736 | } |
1576 | } |
1737 | |
|
|
1738 | |
1577 | |
1739 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1578 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1740 | * Broken apart from 'fire' to keep it more readable. |
1579 | * Broken apart from 'fire' to keep it more readable. |
1741 | */ |
1580 | */ |
1742 | void |
1581 | static void |
1743 | fire_misc_object (object *op, int dir) |
1582 | fire_misc_object (object *op, int dir) |
1744 | { |
1583 | { |
1745 | object *item; |
1584 | object *item = op->contr->ranged_ob; |
1746 | |
1585 | |
1747 | if (!op->contr->ranges[range_misc]) |
1586 | if (!item) |
1748 | { |
1587 | { |
1749 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1588 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1750 | return; |
1589 | return; |
1751 | } |
1590 | } |
1752 | |
1591 | |
1753 | item = op->contr->ranges[range_misc]; |
|
|
1754 | if (!item->inv) |
1592 | if (!item->inv) |
1755 | { |
1593 | { |
1756 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1757 | return; |
1595 | return; |
1758 | } |
1596 | } |
|
|
1597 | |
|
|
1598 | if (!op->apply (item)) |
|
|
1599 | return; |
|
|
1600 | |
1759 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1760 | { |
1602 | { |
1761 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
1762 | { |
1604 | { |
1763 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1605 | op->contr->play_sound (sound_find ("wand_poof")); |
1764 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1606 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1607 | |
1765 | return; |
1608 | return; |
1766 | } |
1609 | } |
1767 | } |
1610 | } |
1768 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1769 | { |
1612 | { |
1770 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1613 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1614 | |
|
|
1615 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1616 | // for a rod or horn, this fixes some broken rods. |
|
|
1617 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1771 | { |
1618 | { |
1772 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1619 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1620 | |
1773 | if (item->type == ROD) |
1621 | if (item->type == ROD) |
1774 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1622 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1775 | else |
1623 | else |
1776 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1624 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1625 | |
1777 | return; |
1626 | return; |
1778 | } |
1627 | } |
1779 | } |
1628 | } |
1780 | |
1629 | |
1781 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1630 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1782 | { |
1631 | { |
1783 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1632 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1633 | |
1784 | if (item->type == WAND) |
1634 | if (item->type == WAND) |
1785 | { |
1635 | { |
1786 | if (!(--item->stats.food)) |
1636 | if (!(--item->stats.food)) |
1787 | { |
1637 | { |
1788 | object *tmp; |
1638 | object *tmp; |
1789 | |
1639 | |
1790 | if (item->arch) |
1640 | if (item->arch) |
1791 | { |
1641 | { |
1792 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1642 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1793 | item->face = item->arch->clone.face; |
1643 | item->face = item->arch->face; |
1794 | item->set_speed (0); |
1644 | item->set_speed (0); |
1795 | } |
1645 | } |
1796 | |
1646 | |
1797 | if ((tmp = item->in_player ())) |
1647 | if (object *pl = item->visible_to ()) |
1798 | esrv_update_item (UPD_ANIM, tmp, item); |
1648 | esrv_update_item (UPD_ANIM, pl, item); |
1799 | } |
1649 | } |
1800 | } |
1650 | } |
1801 | else if (item->type == ROD || item->type == HORN) |
1651 | else if (item->type == ROD || item->type == HORN) |
1802 | drain_rod_charge (item); |
1652 | drain_rod_charge (item); |
1803 | } |
1653 | } |
1804 | } |
1654 | } |
1805 | |
1655 | |
1806 | /* Received a fire command for the player - go and do it. |
1656 | /* Received a fire command for the player - go and do it. |
1807 | */ |
1657 | */ |
1808 | void |
1658 | bool |
1809 | fire (object *op, int dir) |
1659 | fire (object *who, int dir) |
1810 | { |
1660 | { |
1811 | int spellcost = 0; |
1661 | int spellcost = 0; |
1812 | |
1662 | |
|
|
1663 | player *pl = who->contr; |
|
|
1664 | |
|
|
1665 | if (pl->golem) |
|
|
1666 | { |
|
|
1667 | control_golem (who->contr->golem, dir); |
|
|
1668 | return false; |
|
|
1669 | } |
|
|
1670 | |
|
|
1671 | object *ob = pl->ranged_ob; |
|
|
1672 | |
|
|
1673 | if (!ob) |
|
|
1674 | return false; |
|
|
1675 | |
|
|
1676 | if (who->speed_left > 0.f) |
|
|
1677 | --who->speed_left; |
|
|
1678 | else |
|
|
1679 | return false; |
|
|
1680 | |
|
|
1681 | if (!who->apply (ob)) |
|
|
1682 | return false; |
|
|
1683 | |
1813 | /* check for loss of invisiblity/hide */ |
1684 | /* check for loss of invisiblity/hide */ |
1814 | if (action_makes_visible (op)) |
1685 | if (action_makes_visible (who)) |
1815 | make_visible (op); |
1686 | make_visible (who); |
1816 | |
1687 | |
1817 | switch (op->contr->shoottype) |
1688 | switch (ob->type) |
1818 | { |
1689 | { |
1819 | case range_none: |
1690 | case BOW: |
1820 | return; |
|
|
1821 | |
|
|
1822 | case range_bow: |
|
|
1823 | player_fire_bow (op, dir); |
1691 | player_fire_bow (who, dir); |
1824 | return; |
1692 | break; |
1825 | |
1693 | |
1826 | case range_magic: /* Casting spells */ |
1694 | case SPELL: |
1827 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1695 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1828 | return; |
1696 | break; |
1829 | |
1697 | |
1830 | case range_misc: |
1698 | case BUILDER: |
1831 | fire_misc_object (op, dir); |
|
|
1832 | return; |
|
|
1833 | |
|
|
1834 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1835 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1836 | return; |
|
|
1837 | |
|
|
1838 | case range_skill: |
|
|
1839 | if (!op->chosen_skill) |
|
|
1840 | { |
|
|
1841 | if (op->type == PLAYER) |
|
|
1842 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1843 | |
|
|
1844 | return; |
|
|
1845 | } |
|
|
1846 | |
|
|
1847 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1848 | return; |
|
|
1849 | case range_builder: |
|
|
1850 | apply_map_builder (op, dir); |
1699 | apply_map_builder (who, dir); |
1851 | return; |
1700 | break; |
|
|
1701 | |
|
|
1702 | case SKILL: |
|
|
1703 | do_skill (who, who, ob, dir, 0); |
|
|
1704 | break; |
|
|
1705 | |
|
|
1706 | case RANGED: |
|
|
1707 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1708 | break; |
|
|
1709 | |
1852 | default: |
1710 | default: |
1853 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1711 | fire_misc_object (who, dir); |
1854 | return; |
1712 | break; |
1855 | } |
1713 | } |
1856 | } |
|
|
1857 | |
1714 | |
1858 | /* find_key |
1715 | return true; |
1859 | * We try to find a key for the door as passed. If we find a key |
1716 | } |
1860 | * and successfully use it, we return the key, otherwise NULL |
1717 | |
1861 | * This function merges both normal and locked door, since the logic |
1718 | static object * |
1862 | * for both is the same - just the specific key is different. |
|
|
1863 | * pl is the player, |
|
|
1864 | * inv is the objects inventory to searched |
|
|
1865 | * door is the door we are trying to match against. |
|
|
1866 | * This function can be called recursively to search containers. |
|
|
1867 | */ |
|
|
1868 | object * |
|
|
1869 | find_key (object *pl, object *container, object *door) |
1719 | find_key_ (object *pl, object *container, object *door) |
1870 | { |
1720 | { |
1871 | object *tmp, *key; |
1721 | object *tmp, *key; |
1872 | |
1722 | |
1873 | /* Should not happen, but sanity checking is never bad */ |
1723 | /* Should not happen, but sanity checking is never bad */ |
1874 | if (!container->inv) |
1724 | if (!container->inv) |
… | |
… | |
1877 | /* First, lets try to find a key in the top level inventory */ |
1727 | /* First, lets try to find a key in the top level inventory */ |
1878 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1728 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1879 | { |
1729 | { |
1880 | if (door->type == DOOR && tmp->type == KEY) |
1730 | if (door->type == DOOR && tmp->type == KEY) |
1881 | break; |
1731 | break; |
|
|
1732 | |
1882 | /* For sanity, we should really check door type, but other stuff |
1733 | /* For sanity, we should really check door type, but other stuff |
1883 | * (like containers) can be locked with special keys |
1734 | * (like containers) can be locked with special keys |
1884 | */ |
1735 | */ |
1885 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1736 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1886 | break; |
1737 | break; |
… | |
… | |
1892 | * a key, return |
1743 | * a key, return |
1893 | */ |
1744 | */ |
1894 | if (!tmp) |
1745 | if (!tmp) |
1895 | { |
1746 | { |
1896 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1747 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1897 | { |
|
|
1898 | /* No reason to search empty containers */ |
1748 | /* No reason to search empty containers */ |
1899 | if (tmp->type == CONTAINER && tmp->inv) |
1749 | if (tmp->type == CONTAINER && tmp->inv) |
1900 | { |
|
|
1901 | if ((key = find_key (pl, tmp, door))) |
1750 | if ((key = find_key_ (pl, tmp, door))) |
1902 | return key; |
1751 | return key; |
1903 | } |
|
|
1904 | } |
|
|
1905 | |
1752 | |
1906 | if (!tmp) |
1753 | if (!tmp) |
1907 | return NULL; |
1754 | return 0; |
1908 | } |
1755 | } |
1909 | |
1756 | |
1910 | /* We get down here if we have found a key. Now if its in a container, |
1757 | /* We get down here if we have found a key. Now if its in a container, |
1911 | * see if we actually want to use it |
1758 | * see if we actually want to use it |
1912 | */ |
1759 | */ |
1913 | if (pl != container) |
1760 | if (pl != container) |
1914 | { |
1761 | { |
1915 | /* Only let players use keys in containers */ |
1762 | /* Only let players use keys in containers */ |
1916 | if (!pl->contr) |
1763 | if (!pl->contr) |
1917 | return NULL; |
1764 | return 0; |
|
|
1765 | |
1918 | /* cases where this fails: |
1766 | /* cases where this fails: |
1919 | * If we only search the player inventory, return now since we |
1767 | * If we only search the player inventory, return now since we |
1920 | * are not in the players inventory. |
1768 | * are not in the players inventory. |
1921 | * If the container is not active, return now since only active |
1769 | * If the container is not active, return now since only active |
1922 | * containers can be used. |
1770 | * containers can be used. |
… | |
… | |
1926 | * inv must have been an container and must have been active. |
1774 | * inv must have been an container and must have been active. |
1927 | * |
1775 | * |
1928 | * Change the color so that the message doesn't disappear with |
1776 | * Change the color so that the message doesn't disappear with |
1929 | * all the others. |
1777 | * all the others. |
1930 | */ |
1778 | */ |
1931 | if (pl->contr->usekeys == key_inventory || |
1779 | if (pl->contr->usekeys == key_inventory |
1932 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1780 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1933 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1781 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1934 | { |
1782 | { |
1935 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1783 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1936 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1784 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1937 | return NULL; |
1785 | return NULL; |
1938 | } |
1786 | } |
1939 | } |
1787 | } |
1940 | |
1788 | |
1941 | return tmp; |
1789 | return tmp; |
|
|
1790 | } |
|
|
1791 | |
|
|
1792 | /* find_key |
|
|
1793 | * We try to find a key for the door as passed. If we find a key |
|
|
1794 | * and successfully use it, we return the key, otherwise NULL |
|
|
1795 | * This function merges both normal and locked door, since the logic |
|
|
1796 | * for both is the same - just the specific key is different. |
|
|
1797 | * pl is the player, |
|
|
1798 | * inv is the objects inventory to searched |
|
|
1799 | * door is the door we are trying to match against. |
|
|
1800 | * This function can be called recursively to search containers. |
|
|
1801 | */ |
|
|
1802 | object * |
|
|
1803 | find_key (object *pl, object *container, object *door) |
|
|
1804 | { |
|
|
1805 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1806 | { |
|
|
1807 | // for match expressions, we try to find the key by applying the match |
|
|
1808 | // to the op itself, which is supposed to find the "key", instead |
|
|
1809 | // of searching through containers ourselves. |
|
|
1810 | |
|
|
1811 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1812 | } |
|
|
1813 | else |
|
|
1814 | return find_key_ (pl, container, door); |
1942 | } |
1815 | } |
1943 | |
1816 | |
1944 | /* moved door processing out of move_player_attack. |
1817 | /* moved door processing out of move_player_attack. |
1945 | * returns 1 if player has opened the door with a key |
1818 | * returns 1 if player has opened the door with a key |
1946 | * such that the caller should not do anything more, |
1819 | * such that the caller should not do anything more, |
1947 | * 0 otherwise |
1820 | * 0 otherwise |
1948 | */ |
1821 | */ |
1949 | static int |
1822 | static int |
1950 | player_attack_door (object *op, object *door) |
1823 | player_attack_door (object *op, object *door) |
1951 | { |
1824 | { |
1952 | /* If its a door, try to find a use a key. If we do destroy the door, |
1825 | /* If its a door, try to find a key. If we do destroy the door, |
1953 | * might as well return immediately as there is nothing more to do - |
1826 | * might as well return immediately as there is nothing more to do - |
1954 | * otherwise, we fall through to the rest of the code. |
1827 | * otherwise, we fall through to the rest of the code. |
1955 | */ |
1828 | */ |
1956 | object *key = find_key (op, op, door); |
1829 | object *key = find_key (op, op, door); |
1957 | |
1830 | |
1958 | /* IF we found a key, do some extra work */ |
1831 | /* If we found a key, do some extra work */ |
1959 | if (key) |
1832 | if (key) |
1960 | { |
1833 | { |
1961 | object *container = key->env; |
1834 | object *container = key->env; |
1962 | |
1835 | |
1963 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1964 | if (action_makes_visible (op)) |
1836 | if (action_makes_visible (op)) |
1965 | make_visible (op); |
1837 | make_visible (op); |
|
|
1838 | |
1966 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1839 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1967 | spring_trap (door->inv, op); |
1840 | spring_trap (door->inv, op); |
1968 | |
1841 | |
1969 | if (door->type == DOOR) |
1842 | if (door->type == DOOR) |
1970 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1843 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1971 | else if (door->type == LOCKED_DOOR) |
1844 | else if (door->type == LOCKED_DOOR) |
1972 | { |
1845 | { |
1973 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1846 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1974 | remove_door2 (door); /* remove door without violence ;-) */ |
1847 | remove_door2 (door); /* remove door without violence ;-) */ |
1975 | } |
1848 | } |
1976 | |
1849 | |
1977 | /* Do this after we print the message */ |
1850 | /* Do this after we print the message */ |
1978 | decrease_ob (key); /* Use up one of the keys */ |
1851 | key->decrease (); /* Use up one of the keys */ |
1979 | /* Need to update the weight the container the key was in */ |
|
|
1980 | if (container != op) |
|
|
1981 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1982 | |
1852 | |
1983 | return 1; /* Nothing more to do below */ |
1853 | return 1; /* Nothing more to do below */ |
1984 | } |
1854 | } |
1985 | else if (door->type == LOCKED_DOOR) |
1855 | else if (door->type == LOCKED_DOOR) |
1986 | { |
1856 | { |
1987 | /* Might as well return now - no other way to open this */ |
1857 | /* Might as well return now - no other way to open this */ |
1988 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1858 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1989 | return 1; |
1859 | return 1; |
1990 | } |
1860 | } |
1991 | |
1861 | |
1992 | return 0; |
1862 | return 0; |
1993 | } |
1863 | } |
… | |
… | |
1996 | * It should keep the code cleaner. |
1866 | * It should keep the code cleaner. |
1997 | * When this is called, the players direction has been updated |
1867 | * When this is called, the players direction has been updated |
1998 | * (taking into account confusion.) The player is also actually |
1868 | * (taking into account confusion.) The player is also actually |
1999 | * going to try and move (not fire weapons). |
1869 | * going to try and move (not fire weapons). |
2000 | */ |
1870 | */ |
2001 | void |
1871 | bool |
2002 | move_player_attack (object *op, int dir) |
1872 | move_player_attack (object *op, int dir) |
2003 | { |
1873 | { |
2004 | object *tmp, *mon; |
1874 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2005 | sint16 nx, ny; |
1875 | { |
2006 | int on_battleground; |
1876 | --op->speed_left; |
2007 | maptile *m; |
1877 | return true; |
|
|
1878 | } |
2008 | |
1879 | |
2009 | nx = freearr_x[dir] + op->x; |
1880 | sint16 nx = freearr_x[dir] + op->x; |
2010 | ny = freearr_y[dir] + op->y; |
1881 | sint16 ny = freearr_y[dir] + op->y; |
2011 | |
1882 | |
2012 | on_battleground = op_on_battleground (op, 0, 0); |
1883 | if (out_of_map (op->map, nx, ny)) |
|
|
1884 | return false; |
2013 | |
1885 | |
2014 | /* If braced, or can't move to the square, and it is not out of the |
1886 | /* If braced, or can't move to the square, and it is not out of the |
2015 | * map, attack it. Note order of if statement is important - don't |
1887 | * map, attack it. Note order of if statement is important - don't |
2016 | * want to be calling move_ob if braced, because move_ob will move the |
1888 | * want to be calling move_ob if braced, because move_ob will move the |
2017 | * player. This is a pretty nasty hack, because if we could |
1889 | * player. This is a pretty nasty hack, because if we could |
2018 | * move to some space, it then means that if we are braced, we should |
1890 | * move to some space, it then means that if we are braced, we should |
2019 | * do nothing at all. As it is, if we are braced, we go through |
1891 | * do nothing at all. As it is, if we are braced, we go through |
2020 | * quite a bit of processing. However, it probably is less than what |
1892 | * quite a bit of processing. However, it probably is less than what |
2021 | * move_ob uses. |
1893 | * move_ob uses. |
2022 | */ |
1894 | */ |
2023 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1895 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1896 | |
|
|
1897 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1898 | * we find a monster - that is something we know we want to attack. |
|
|
1899 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1900 | * on the space |
|
|
1901 | */ |
|
|
1902 | object *mon; |
|
|
1903 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1904 | { |
|
|
1905 | if ((mon->flag [FLAG_ALIVE] |
|
|
1906 | || mon->type == LOCKED_DOOR |
|
|
1907 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1908 | && mon != op) |
|
|
1909 | break; |
2024 | { |
1910 | } |
2025 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1911 | |
|
|
1912 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1913 | return false; /* into a wall */ |
|
|
1914 | |
|
|
1915 | mon = mon->head_ (); |
|
|
1916 | |
|
|
1917 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1918 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1919 | if (player_attack_door (op, mon)) |
|
|
1920 | { |
|
|
1921 | --op->contr->weapon_sp_left; |
|
|
1922 | return true; |
2026 | { |
1923 | } |
2027 | m = op->map->xy_find (nx, ny); |
1924 | |
2028 | if (!m) |
1925 | /* The following deals with possibly attacking peaceful |
2029 | return; /* Don't think this should happen */ |
1926 | * or friendly creatures. Basically, all players are considered |
|
|
1927 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1928 | * object should be pushed instead of attacked. It is assumed that |
|
|
1929 | * if you are braced, you will not attack friends accidently, |
|
|
1930 | * and thus will not push them. |
|
|
1931 | */ |
|
|
1932 | |
|
|
1933 | /* If the creature is a pet, push it even if the player is not |
|
|
1934 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1935 | * player owns it and it is either friendly or unagressive. |
|
|
1936 | */ |
|
|
1937 | if (op->type == PLAYER |
|
|
1938 | && ((mon->owner && mon->owner->contr |
|
|
1939 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1940 | || mon->owner == op) |
|
|
1941 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1942 | { |
|
|
1943 | /* If we're braced, we don't want to switch places with it */ |
|
|
1944 | if (op->contr->braced) |
|
|
1945 | return false; |
|
|
1946 | |
|
|
1947 | if (op->speed_left > 0.f) |
|
|
1948 | { |
|
|
1949 | --op->speed_left; |
|
|
1950 | |
|
|
1951 | op->play_sound (sound_find ("push_player")); |
|
|
1952 | push_ob (mon, dir, op); |
|
|
1953 | |
|
|
1954 | if (action_makes_visible (op)) |
|
|
1955 | make_visible (op); |
|
|
1956 | |
|
|
1957 | return true; |
2030 | } |
1958 | } |
2031 | else |
1959 | else |
2032 | m = op->map; |
|
|
2033 | |
|
|
2034 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2035 | return; |
1960 | return false; |
|
|
1961 | } |
2036 | |
1962 | |
2037 | mon = 0; |
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
2038 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2039 | * we find a monster - that is something we know we want to attack. |
|
|
2040 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2041 | * on the space |
|
|
2042 | */ |
|
|
2043 | while (tmp) |
|
|
2044 | { |
|
|
2045 | if (tmp == op) |
|
|
2046 | { |
|
|
2047 | tmp = tmp->above; |
|
|
2048 | continue; |
|
|
2049 | } |
|
|
2050 | |
1964 | |
2051 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2052 | { |
|
|
2053 | mon = tmp; |
|
|
2054 | break; |
|
|
2055 | } |
|
|
2056 | |
|
|
2057 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2058 | mon = tmp; |
|
|
2059 | |
|
|
2060 | tmp = tmp->above; |
|
|
2061 | } |
|
|
2062 | |
|
|
2063 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2064 | return; /* into a wall */ |
|
|
2065 | |
|
|
2066 | if (mon->head) |
|
|
2067 | mon = mon->head; |
|
|
2068 | |
|
|
2069 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2070 | if (player_attack_door (op, mon)) |
|
|
2071 | return; |
|
|
2072 | |
|
|
2073 | /* The following deals with possibly attacking peaceful |
|
|
2074 | * or frienddly creatures. Basically, all players are considered |
|
|
2075 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2076 | * object should be pushed instead of attacked. It is assumed that |
|
|
2077 | * if you are braced, you will not attack friends accidently, |
|
|
2078 | * and thus will not push them. |
|
|
2079 | */ |
|
|
2080 | |
|
|
2081 | /* If the creature is a pet, push it even if the player is not |
|
|
2082 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2083 | * player owns it and it is either friendly or unagressive. |
|
|
2084 | */ |
|
|
2085 | if ((op->type == PLAYER) |
|
|
2086 | #if COZY_SERVER |
|
|
2087 | && |
|
|
2088 | ((mon->owner && mon->owner->contr |
|
|
2089 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2090 | #else |
|
|
2091 | && mon->owner == op |
|
|
2092 | #endif |
|
|
2093 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2094 | { |
|
|
2095 | /* If we're braced, we don't want to switch places with it */ |
|
|
2096 | if (op->contr->braced) |
|
|
2097 | return; |
|
|
2098 | |
|
|
2099 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2100 | (void) push_ob (mon, dir, op); |
|
|
2101 | if (op->contr->tmp_invis || op->hide) |
|
|
2102 | make_visible (op); |
|
|
2103 | |
|
|
2104 | return; |
|
|
2105 | } |
|
|
2106 | |
|
|
2107 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
2108 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
2109 | * someone, but put it inside this loop so that you won't |
1967 | * someone, but put it inside this loop so that you won't |
2110 | * attack them either. |
1968 | * attack them either. |
2111 | */ |
1969 | */ |
2112 | if ((mon->type == PLAYER || mon->enemy != op) && |
1970 | if ((mon->type == PLAYER || mon->enemy != op) |
2113 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1971 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2114 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2115 | (op->contr->peaceful |
1972 | && ((op->contr->peaceful |
2116 | || (mon->type == PLAYER |
1973 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2117 | && mon->contr-> |
|
|
2118 | peaceful)) && |
|
|
2119 | #else |
|
|
2120 | op->contr->peaceful && |
|
|
2121 | #endif |
|
|
2122 | !on_battleground)) |
1974 | && !on_battleground)) |
|
|
1975 | { |
|
|
1976 | if (op->speed_left > 0.f) |
2123 | { |
1977 | { |
|
|
1978 | --op->speed_left; |
|
|
1979 | |
2124 | if (!op->contr->braced) |
1980 | if (!op->contr->braced) |
2125 | { |
1981 | { |
2126 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1982 | op->play_sound (sound_find ("push_player")); |
2127 | push_ob (mon, dir, op); |
1983 | push_ob (mon, dir, op); |
2128 | } |
1984 | } |
2129 | else |
1985 | else |
2130 | new_draw_info (0, 0, op, "You withhold your attack"); |
1986 | op->statusmsg ("You withhold your attack"); |
2131 | |
1987 | |
2132 | if (op->contr->tmp_invis || op->hide) |
1988 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2133 | make_visible (op); |
1989 | make_visible (op); |
2134 | } |
|
|
2135 | |
1990 | |
|
|
1991 | return true; |
|
|
1992 | } |
|
|
1993 | } |
2136 | /* If the object is a boulder or other rollable object, then |
1994 | /* If the object is a boulder or other rollable object, then |
2137 | * roll it if not braced. You can't roll it if you are braced. |
1995 | * roll it if not braced. You can't roll it if you are braced. |
2138 | */ |
1996 | */ |
2139 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1997 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1998 | { |
|
|
1999 | if (op->speed_left > 0.f) |
2140 | { |
2000 | { |
|
|
2001 | --op->speed_left; |
|
|
2002 | |
2141 | recursive_roll (mon, dir, op); |
2003 | recursive_roll (mon, dir, op); |
2142 | if (action_makes_visible (op)) |
2004 | if (action_makes_visible (op)) |
2143 | make_visible (op); |
2005 | make_visible (op); |
2144 | } |
|
|
2145 | |
2006 | |
|
|
2007 | return true; |
|
|
2008 | } |
|
|
2009 | } |
2146 | /* Any generic living creature. Including things like doors. |
2010 | /* Any generic living creature. Including things like doors. |
2147 | * Way it works is like this: First, it must have some hit points |
2011 | * Way it works is like this: First, it must have some hit points |
2148 | * and be living. Then, it must be one of the following: |
2012 | * and be living. Then, it must be one of the following: |
2149 | * 1) Not a player, 2) A player, but of a different party. Note |
2013 | * 1) Not a player, 2) A player, but of a different party. Note |
2150 | * that party_number -1 is no party, so attacks can still happen. |
2014 | * that party_number -1 is no party, so attacks can still happen. |
2151 | */ |
2015 | */ |
2152 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2016 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2153 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2017 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2154 | { |
2018 | { |
2155 | |
2019 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2156 | /* If the player hasn't hit something this tick, and does |
|
|
2157 | * so, give them speed boost based on weapon speed. Doing |
|
|
2158 | * it here is better than process_players2, which basically |
|
|
2159 | * incurred a 1 tick offset. |
|
|
2160 | */ |
|
|
2161 | if (!op->contr->has_hit) |
|
|
2162 | { |
2020 | { |
2163 | op->speed_left += op->speed / op->contr->weapon_sp; |
2021 | --op->contr->weapon_sp_left; |
2164 | |
|
|
2165 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2166 | } |
|
|
2167 | |
2022 | |
2168 | skill_attack (mon, op, 0, 0, 0); |
2023 | skill_attack (mon, op, 0, 0, 0); |
2169 | |
|
|
2170 | /* If attacking another player, that player gets automatic |
|
|
2171 | * hitback, and doesn't loose luck either. |
|
|
2172 | * Disable hitback on the battleground or if the target is |
|
|
2173 | * the wiz. |
|
|
2174 | */ |
|
|
2175 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2176 | { |
|
|
2177 | short luck = mon->stats.luck; |
|
|
2178 | |
|
|
2179 | mon->contr->has_hit = 1; |
|
|
2180 | skill_attack (op, mon, 0, 0, 0); |
|
|
2181 | mon->stats.luck = luck; |
|
|
2182 | } |
|
|
2183 | |
2024 | |
2184 | if (action_makes_visible (op)) |
2025 | if (action_makes_visible (op)) |
2185 | make_visible (op); |
2026 | make_visible (op); |
2186 | } |
|
|
2187 | } /* if player should attack something */ |
|
|
2188 | } |
|
|
2189 | |
2027 | |
2190 | int |
2028 | return true; |
|
|
2029 | } |
|
|
2030 | } |
|
|
2031 | |
|
|
2032 | return false; |
|
|
2033 | } |
|
|
2034 | |
|
|
2035 | bool |
2191 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
2192 | { |
2037 | { |
2193 | int pick; |
|
|
2194 | |
|
|
2195 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2196 | return 0; |
2039 | return 0; |
2197 | |
2040 | |
2198 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2199 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir >= 9) |
2200 | { |
2043 | { |
2201 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2202 | return 0; |
2045 | return 0; |
2203 | } |
2046 | } |
2204 | |
2047 | |
… | |
… | |
2206 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2049 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2207 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2050 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2208 | |
2051 | |
2209 | op->facing = dir; |
2052 | op->facing = dir; |
2210 | |
2053 | |
2211 | if (op->hide) |
2054 | if (op->flag [FLAG_HIDDEN]) |
2212 | do_hidden_move (op); |
2055 | do_hidden_move (op); |
2213 | |
2056 | |
|
|
2057 | bool retval; |
|
|
2058 | int pick = 0; |
|
|
2059 | |
2214 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2060 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2215 | /*nop */ ; |
2061 | retval = RESULT_INT (0); |
2216 | else if (op->contr->fire_on) |
2062 | else if (op->contr->fire_on) |
2217 | fire (op, dir); |
2063 | retval = fire (op, dir); |
2218 | else |
2064 | else |
2219 | { |
2065 | { |
2220 | move_player_attack (op, dir); |
2066 | retval = move_player_attack (op, dir); |
2221 | pick = check_pick (op); |
2067 | pick = check_pick (op); |
2222 | } |
2068 | } |
2223 | |
2069 | |
2224 | /* Add special check for newcs players and fire on - this way, the |
2070 | /* Add special check for newcs players and fire on - this way, the |
2225 | * server can handle repeat firing. |
2071 | * server can handle repeat firing. |
… | |
… | |
2232 | /* Update how the player looks. Use the facing, so direction may |
2078 | /* Update how the player looks. Use the facing, so direction may |
2233 | * get reset to zero. This allows for full animation capabilities |
2079 | * get reset to zero. This allows for full animation capabilities |
2234 | * for players. |
2080 | * for players. |
2235 | */ |
2081 | */ |
2236 | animate_object (op, op->facing); |
2082 | animate_object (op, op->facing); |
2237 | return 0; |
2083 | |
|
|
2084 | return retval; |
2238 | } |
2085 | } |
2239 | |
2086 | |
2240 | /* This is similar to handle_player, below, but is only used by the |
2087 | /* This is similar to handle_player, below, but is only used by the |
2241 | * new client/server stuff. |
2088 | * new client/server stuff. |
2242 | * This is sort of special, in that the new client/server actually uses |
2089 | * This is sort of special, in that the new client/server actually uses |
2243 | * the new speed values for commands. |
2090 | * the new speed values for commands. |
2244 | * |
2091 | * |
2245 | * Returns true if there are more actions we can do. |
2092 | * Returns true if there are more actions we can do. Should not do |
|
|
2093 | * many actions in a row, as that would be too unfair to other |
|
|
2094 | * players. |
2246 | */ |
2095 | */ |
2247 | int |
2096 | bool |
2248 | handle_newcs_player (object *op) |
2097 | handle_newcs_player (object *op) |
2249 | { |
2098 | { |
2250 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2099 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2251 | { |
2100 | { |
2252 | flee_player (op); |
2101 | if (op->speed_left > 0.f) |
2253 | /* If player is still scared, that is his action for this tick */ |
|
|
2254 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2255 | { |
2102 | { |
2256 | op->speed_left--; |
2103 | --op->speed_left; |
|
|
2104 | flee_player (op); |
|
|
2105 | |
2257 | return 0; |
2106 | return true; |
2258 | } |
2107 | } |
|
|
2108 | else |
|
|
2109 | return false; |
2259 | } |
2110 | } |
2260 | |
2111 | |
2261 | /* call this here - we also will call this in do_ericserver, but |
2112 | /* call this here - we also will call this in do_ericserver, but |
2262 | * the players time has been increased when doericserver has been |
2113 | * the players time has been increased when doericserver has been |
2263 | * called, so we recheck it here. |
2114 | * called, so we recheck it here. |
2264 | */ |
2115 | */ |
2265 | if (op->contr->ns->handle_command ()) |
2116 | if (op->contr->ns->handle_command ()) |
2266 | return 1; |
2117 | return true; |
2267 | |
2118 | |
2268 | if (op->speed_left > 0) |
|
|
2269 | { |
|
|
2270 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2119 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2271 | { |
|
|
2272 | /* All move commands take 1 tick, at least for now */ |
|
|
2273 | op->speed_left--; |
|
|
2274 | |
|
|
2275 | /* Instead of all the stuff below, let move_player take care |
|
|
2276 | * of it. Also, some of the skill stuff is only put in |
|
|
2277 | * there, as well as the confusion stuff. |
|
|
2278 | */ |
|
|
2279 | move_player (op, op->direction); |
2120 | return move_player (op, op->direction); |
2280 | |
2121 | |
2281 | return op->speed_left > 0; |
|
|
2282 | } |
|
|
2283 | } |
|
|
2284 | |
|
|
2285 | return 0; |
2122 | return false; |
2286 | } |
2123 | } |
2287 | |
2124 | |
2288 | int |
2125 | static int |
2289 | save_life (object *op) |
2126 | save_life (object *op) |
2290 | { |
2127 | { |
2291 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2128 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2292 | return 0; |
2129 | return 0; |
2293 | |
2130 | |
2294 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2131 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2295 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2132 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2296 | { |
2133 | { |
2297 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2134 | op->play_sound (sound_find ("ob_evaporate")); |
2298 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2135 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2299 | |
|
|
2300 | if (op->contr) |
|
|
2301 | esrv_del_item (op->contr, tmp->count); |
|
|
2302 | |
2136 | |
2303 | tmp->destroy (); |
2137 | tmp->destroy (); |
2304 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2138 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2305 | |
2139 | |
2306 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2307 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2308 | |
2142 | |
2309 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2310 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2311 | |
2145 | |
2312 | op->update_stats (); |
2146 | op->update_stats (); |
2313 | return 1; |
2147 | return 1; |
2314 | } |
2148 | } |
2315 | |
2149 | |
… | |
… | |
2319 | return 0; |
2153 | return 0; |
2320 | } |
2154 | } |
2321 | |
2155 | |
2322 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2156 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2323 | * back in the map (location and map determined by values of env). This |
2157 | * back in the map (location and map determined by values of env). This |
2324 | * function will descend into containers. op is the object to start the search |
2158 | * function will descend into containers. op is the object to start the search |
2325 | * from. |
2159 | * from. |
2326 | */ |
2160 | */ |
|
|
2161 | static void |
|
|
2162 | drop_unpaid_items (object *op, object *env) |
|
|
2163 | { |
|
|
2164 | while (op) |
|
|
2165 | { |
|
|
2166 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2167 | |
|
|
2168 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2169 | op->insert_at (env); |
|
|
2170 | else if (op->inv) |
|
|
2171 | drop_unpaid_items (op->inv, env); |
|
|
2172 | |
|
|
2173 | op = next; |
|
|
2174 | } |
|
|
2175 | } |
|
|
2176 | |
2327 | void |
2177 | void |
2328 | remove_unpaid_objects (object *op, object *env) |
2178 | object::drop_unpaid_items () |
2329 | { |
2179 | { |
2330 | while (op) |
2180 | if (!flag [FLAG_REMOVED]) |
2331 | { |
2181 | ::drop_unpaid_items (inv, this); |
2332 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2333 | |
|
|
2334 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2335 | { |
|
|
2336 | if (env->type == PLAYER) |
|
|
2337 | esrv_del_item (env->contr, op->count); |
|
|
2338 | |
|
|
2339 | op->insert_at (env); |
|
|
2340 | } |
|
|
2341 | else if (op->inv) |
|
|
2342 | remove_unpaid_objects (op->inv, env); |
|
|
2343 | |
|
|
2344 | op = next; |
|
|
2345 | } |
|
|
2346 | } |
|
|
2347 | |
|
|
2348 | /* |
|
|
2349 | * Returns pointer a static string containing gravestone text |
|
|
2350 | * Moved from apply.c to player.c - player.c is what |
|
|
2351 | * actually uses this function. player.c may not be quite the |
|
|
2352 | * best, a misc file for object actions is probably better, |
|
|
2353 | * but there isn't one in the server directory. |
|
|
2354 | */ |
|
|
2355 | char * |
|
|
2356 | gravestone_text (object *op) |
|
|
2357 | { |
|
|
2358 | static char buf2[MAX_BUF]; |
|
|
2359 | char buf[MAX_BUF]; |
|
|
2360 | time_t now = time (NULL); |
|
|
2361 | |
|
|
2362 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2363 | if (op->type == PLAYER) |
|
|
2364 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2365 | else |
|
|
2366 | sprintf (buf, "%s\n", &op->name); |
|
|
2367 | |
|
|
2368 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2369 | strcat (buf2, buf); |
|
|
2370 | if (op->type == PLAYER) |
|
|
2371 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2372 | else |
|
|
2373 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2374 | |
|
|
2375 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2376 | strcat (buf2, buf); |
|
|
2377 | if (op->type == PLAYER) |
|
|
2378 | { |
|
|
2379 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2380 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2381 | strcat (buf2, buf); |
|
|
2382 | } |
|
|
2383 | |
|
|
2384 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2385 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2386 | strcat (buf2, buf); |
|
|
2387 | |
|
|
2388 | return buf2; |
|
|
2389 | } |
2182 | } |
2390 | |
2183 | |
2391 | void |
2184 | void |
2392 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2393 | { |
2186 | { |
… | |
… | |
2419 | make_visible (op); |
2212 | make_visible (op); |
2420 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2213 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2421 | } |
2214 | } |
2422 | } |
2215 | } |
2423 | |
2216 | |
2424 | if (op->contr->outputs_sync) |
|
|
2425 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
|
|
2426 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
|
|
2427 | flush_output_element (op, &op->contr->outputs[i]); |
|
|
2428 | |
|
|
2429 | if (op->contr->ns->state == ST_PLAYING) |
2217 | if (op->contr->ns->state == ST_PLAYING) |
2430 | { |
2218 | { |
2431 | /* these next three if clauses make it possible to SLOW DOWN |
2219 | /* these next three if clauses make it possible to SLOW DOWN |
2432 | hp/grace/spellpoint regeneration. */ |
2220 | hp/grace/spellpoint regeneration. */ |
2433 | if (op->contr->gen_hp >= 0) |
2221 | if (op->contr->gen_hp >= 0) |
… | |
… | |
2450 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2238 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2451 | else |
2239 | else |
2452 | { |
2240 | { |
2453 | gen_grace = op->stats.maxgrace; |
2241 | gen_grace = op->stats.maxgrace; |
2454 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2242 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2455 | } |
|
|
2456 | |
|
|
2457 | /* Regenerate Spell Points */ |
|
|
2458 | if (!op->contr->ranges[range_golem] && --op->last_sp < 0) |
|
|
2459 | { |
|
|
2460 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2461 | if (op->stats.sp < op->stats.maxsp) |
|
|
2462 | { |
|
|
2463 | op->stats.sp++; |
|
|
2464 | /* dms do not consume food */ |
|
|
2465 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2466 | { |
|
|
2467 | op->stats.food--; |
|
|
2468 | if (op->contr->digestion < 0) |
|
|
2469 | op->stats.food += op->contr->digestion; |
|
|
2470 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2471 | op->stats.food = last_food; |
|
|
2472 | } |
|
|
2473 | } |
|
|
2474 | |
|
|
2475 | if (max_sp > 1) |
|
|
2476 | { |
|
|
2477 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2478 | if (over_sp > 0) |
|
|
2479 | { |
|
|
2480 | if (op->stats.sp < op->stats.maxsp) |
|
|
2481 | { |
|
|
2482 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2483 | |
|
|
2484 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2485 | op->stats.sp--; |
|
|
2486 | |
|
|
2487 | if (op->stats.sp > op->stats.maxsp) |
|
|
2488 | op->stats.sp = op->stats.maxsp; |
|
|
2489 | } |
|
|
2490 | op->last_sp = 0; |
|
|
2491 | } |
|
|
2492 | else |
|
|
2493 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2494 | } |
|
|
2495 | else |
|
|
2496 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2497 | } |
2243 | } |
2498 | |
2244 | |
2499 | /* Regenerate Grace */ |
2245 | /* Regenerate Grace */ |
2500 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2246 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2501 | if (--op->last_grace < 0) |
2247 | if (--op->last_grace < 0) |
… | |
… | |
2522 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2268 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2523 | } |
2269 | } |
2524 | /* wearing stuff doesn't detract from grace generation. */ |
2270 | /* wearing stuff doesn't detract from grace generation. */ |
2525 | } |
2271 | } |
2526 | |
2272 | |
|
|
2273 | if (op->stats.food > 0) |
|
|
2274 | { |
2527 | /* Regenerate Hit Points */ |
2275 | /* Regenerate Spell Points */ |
2528 | if (--op->last_heal < 0) |
2276 | if (!op->contr->golem && --op->last_sp < 0) |
2529 | { |
|
|
2530 | if (op->stats.hp < op->stats.maxhp) |
|
|
2531 | { |
2277 | { |
2532 | op->stats.hp++; |
2278 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2533 | /* dms do not consume food */ |
2279 | |
2534 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2280 | if (op->stats.sp < op->stats.maxsp) |
2535 | { |
2281 | { |
|
|
2282 | op->stats.sp++; |
|
|
2283 | |
|
|
2284 | /* dms do not consume food */ |
|
|
2285 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2286 | { |
2536 | op->stats.food--; |
2287 | op->stats.food--; |
|
|
2288 | |
2537 | if (op->contr->digestion < 0) |
2289 | if (op->contr->digestion < 0) |
2538 | op->stats.food += op->contr->digestion; |
2290 | op->stats.food += op->contr->digestion; |
2539 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2291 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2540 | op->stats.food = last_food; |
2292 | op->stats.food = last_food; |
|
|
2293 | } |
2541 | } |
2294 | } |
2542 | } |
|
|
2543 | |
2295 | |
2544 | if (max_hp > 1) |
2296 | if (max_sp > 1) |
2545 | { |
|
|
2546 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2547 | if (over_hp > 0) |
|
|
2548 | { |
2297 | { |
2549 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2298 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2299 | if (over_sp > 0) |
|
|
2300 | { |
|
|
2301 | if (op->stats.sp < op->stats.maxsp) |
|
|
2302 | { |
|
|
2303 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2304 | |
|
|
2305 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2306 | op->stats.sp--; |
|
|
2307 | |
|
|
2308 | if (op->stats.sp > op->stats.maxsp) |
|
|
2309 | op->stats.sp = op->stats.maxsp; |
|
|
2310 | } |
|
|
2311 | |
2550 | op->last_heal = 0; |
2312 | op->last_sp = 0; |
|
|
2313 | } |
|
|
2314 | else |
|
|
2315 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2551 | } |
2316 | } |
2552 | else |
2317 | else |
|
|
2318 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | /* Regenerate Hit Points */ |
|
|
2322 | if (--op->last_heal < 0) |
|
|
2323 | { |
|
|
2324 | if (op->stats.hp < op->stats.maxhp) |
2553 | { |
2325 | { |
2554 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2326 | op->stats.hp++; |
|
|
2327 | |
|
|
2328 | /* dms do not consume food */ |
|
|
2329 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2330 | { |
|
|
2331 | op->stats.food--; |
|
|
2332 | |
|
|
2333 | if (op->contr->digestion < 0) |
|
|
2334 | op->stats.food += op->contr->digestion; |
|
|
2335 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2336 | op->stats.food = last_food; |
|
|
2337 | } |
2555 | } |
2338 | } |
|
|
2339 | |
|
|
2340 | if (max_hp > 1) |
|
|
2341 | { |
|
|
2342 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2343 | |
|
|
2344 | if (over_hp > 0) |
|
|
2345 | { |
|
|
2346 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2347 | op->last_heal = 0; |
|
|
2348 | } |
|
|
2349 | else |
|
|
2350 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2556 | } |
2351 | } |
2557 | else |
2352 | else |
2558 | { |
|
|
2559 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2353 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2560 | } |
2354 | } |
2561 | } |
2355 | } |
2562 | |
2356 | |
2563 | /* Digestion */ |
2357 | /* Digestion */ |
2564 | if (--op->last_eat < 0) |
2358 | if (--op->last_eat < 0) |
2565 | { |
2359 | { |
2566 | #ifdef COZY_SERVER |
2360 | int bonus = max (0, op->contr->digestion), |
2567 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2361 | penalty = max (0, -op->contr->digestion); |
2568 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2569 | #else |
|
|
2570 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2571 | #endif |
|
|
2572 | |
2362 | |
2573 | if (op->contr->gen_hp > 0) |
|
|
2574 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2363 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2575 | else |
|
|
2576 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2577 | |
2364 | |
2578 | /* dms do not consume food */ |
2365 | /* dms do not consume food */ |
2579 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2366 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2580 | op->stats.food--; |
2367 | op->stats.food--; |
2581 | } |
2368 | } |
2582 | |
2369 | |
2583 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2370 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2584 | { |
2371 | { |
2585 | object *tmp, *flesh = 0; |
2372 | object *flesh = 0; |
2586 | |
2373 | |
2587 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2374 | for_inv_removable (op, tmp) |
2588 | { |
2375 | { |
2589 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2376 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2377 | continue; |
|
|
2378 | |
|
|
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2590 | { |
2380 | { |
2591 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2592 | { |
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2593 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2383 | op->apply (tmp); |
2594 | manual_apply (op, tmp, 0); |
2384 | |
2595 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2385 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2596 | break; |
2386 | break; |
2597 | } |
2387 | } |
2598 | else if (tmp->type == FLESH) |
2388 | else if (tmp->type == FLESH) |
2599 | flesh = tmp; |
2389 | flesh = tmp; |
2600 | } /* End if paid for object */ |
2390 | } |
2601 | } /* end of for loop */ |
|
|
2602 | |
2391 | |
2603 | /* If player is still starving, it means they don't have any food, so |
2392 | /* If player is still starving, it means they don't have any food, so |
2604 | * eat flesh instead. |
2393 | * eat flesh instead. |
2605 | */ |
2394 | */ |
2606 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2395 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2607 | { |
2396 | { |
2608 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2397 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2398 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2609 | manual_apply (op, flesh, 0); |
2399 | op->apply (flesh); |
2610 | } |
2400 | } |
|
|
2401 | |
|
|
2402 | // If player is still starving, alert him! |
|
|
2403 | if (op->stats.food < 0) |
|
|
2404 | op->failmsg ("You are starving! " |
|
|
2405 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | if (op->stats.food < 0) |
2611 | } |
2409 | { |
|
|
2410 | op->stats.hp += op->stats.food; |
|
|
2411 | op->stats.food = 0; |
2612 | |
2412 | |
2613 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2413 | if (op->stats.hp < 0) |
2614 | op->stats.food++, op->stats.hp--; |
2414 | { |
|
|
2415 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2416 | op->contr->killer->destroy (); |
|
|
2417 | } |
|
|
2418 | } |
2615 | |
2419 | |
|
|
2420 | /* killer should be set here already */ |
2616 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2421 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2617 | kill_player (op); |
2422 | kill_player (op); |
2618 | } |
2423 | } |
2619 | } |
2424 | } |
2620 | |
2425 | |
… | |
… | |
2624 | * file. |
2429 | * file. |
2625 | */ |
2430 | */ |
2626 | void |
2431 | void |
2627 | kill_player (object *op) |
2432 | kill_player (object *op) |
2628 | { |
2433 | { |
2629 | char buf[MAX_BUF]; |
|
|
2630 | int x, y; |
2434 | int x, y; |
2631 | |
|
|
2632 | //int i; |
|
|
2633 | maptile *map; /* this is for resurrection */ |
2435 | maptile *map; /* this is for resurrection */ |
2634 | |
|
|
2635 | /* int z; |
|
|
2636 | int num_stats_lose; |
|
|
2637 | int lost_a_stat; |
|
|
2638 | int lose_this_stat; |
|
|
2639 | int this_stat; */ |
|
|
2640 | int will_kill_again; |
2436 | int will_kill_again; |
2641 | archetype *at; |
2437 | archetype *at; |
2642 | object *tmp; |
2438 | object *tmp; |
2643 | |
2439 | |
2644 | if (save_life (op)) |
2440 | if (save_life (op)) |
2645 | return; |
2441 | return; |
2646 | |
2442 | |
|
|
2443 | dynbuf_text deathtab; |
|
|
2444 | |
|
|
2445 | /* restore player */ |
|
|
2446 | at = archetype::find (shstr_poisoning); |
|
|
2447 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2448 | { |
|
|
2449 | tmp->destroy (); |
|
|
2450 | deathtab << "Your body feels cleansed...\r"; |
|
|
2451 | } |
|
|
2452 | |
|
|
2453 | at = archetype::find (shstr_confusion); |
|
|
2454 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2455 | { |
|
|
2456 | tmp->destroy (); |
|
|
2457 | deathtab << "Your mind feels clearer...\r"; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2461 | |
|
|
2462 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2463 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2464 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2465 | max_it (op->stats.food , 200); |
|
|
2466 | |
|
|
2467 | // remove all spell effects that are active |
|
|
2468 | // to avoid long-term effects such as word-of-recall |
|
|
2469 | for (object *item = op->inv; item; ) |
|
|
2470 | { |
|
|
2471 | object *next = item->below; |
|
|
2472 | |
|
|
2473 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2474 | item->destroy (); |
|
|
2475 | |
|
|
2476 | item = next; |
|
|
2477 | } |
2647 | |
2478 | |
2648 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2479 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2649 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2480 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2650 | * Look at op_on_battleground() for more info --AndreasV |
2481 | * Look at op_on_battleground() for more info --AndreasV |
2651 | */ |
2482 | */ |
2652 | if (op_on_battleground (op, &x, &y)) |
2483 | if (op_on_battleground (op, &x, &y)) |
2653 | { |
2484 | { |
2654 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2485 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2655 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2656 | |
|
|
2657 | /* restore player */ |
|
|
2658 | at = archetype::find ("poisoning"); |
|
|
2659 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2660 | { |
|
|
2661 | tmp->destroy (); |
|
|
2662 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2663 | } |
|
|
2664 | |
|
|
2665 | at = archetype::find ("confusion"); |
|
|
2666 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2667 | { |
|
|
2668 | tmp->destroy (); |
|
|
2669 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2670 | } |
|
|
2671 | |
|
|
2672 | cure_disease (op, 0); /* remove any disease */ |
|
|
2673 | op->stats.hp = op->stats.maxhp; |
|
|
2674 | if (op->stats.food <= 0) |
|
|
2675 | op->stats.food = 999; |
|
|
2676 | |
2486 | |
2677 | /* create a bodypart-trophy to make the winner happy */ |
2487 | /* create a bodypart-trophy to make the winner happy */ |
2678 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2488 | object *tmp = archetype::find (shstr_finger)->instance (); |
2679 | { |
2489 | |
2680 | sprintf (buf, "%s's finger", &op->name); |
2490 | tmp->name = format ("%s's finger" , &op->name); |
2681 | tmp->name = buf; |
2491 | tmp->name_pl = format ("%s's fingers", &op->name); |
2682 | sprintf (buf, " This finger has been cut off %s\n" |
2492 | tmp->msg = format ( |
2683 | " the %s, when he was defeated at\n level %d by %s.\n", |
2493 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2684 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2494 | &op->name, op->contr->title, |
2685 | tmp->msg = buf; |
2495 | (int)op->level, |
|
|
2496 | op->contr->killer_name () |
|
|
2497 | ); |
2686 | tmp->value = 0, tmp->type = 0; |
2498 | tmp->value = 0, tmp->type = 0; |
2687 | tmp->materialname = "organics"; |
2499 | tmp->material = name_to_material (shstr_organic); |
2688 | tmp->insert_at (op, tmp); |
2500 | tmp->insert_at (op, tmp); |
2689 | } |
|
|
2690 | |
2501 | |
2691 | /* teleport defeated player to new destination */ |
2502 | /* teleport defeated player to new destination */ |
2692 | transfer_ob (op, x, y, 0, NULL); |
2503 | transfer_ob (op, x, y, 0, NULL); |
2693 | op->contr->braced = 0; |
2504 | op->contr->braced = 0; |
|
|
2505 | |
|
|
2506 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2694 | return; |
2507 | return; |
2695 | } |
2508 | } |
2696 | |
2509 | |
|
|
2510 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2511 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2512 | |
2697 | INVOKE_PLAYER (DEATH, op->contr); |
2513 | INVOKE_PLAYER (DEATH, op->contr); |
2698 | |
2514 | |
2699 | command_kill_pets (op, 0); |
2515 | command_kill_pets (op, 0); |
2700 | |
2516 | |
2701 | if (op->stats.food < 0) |
2517 | op->contr->play_sound (sound_find ("player_dies")); |
2702 | { |
|
|
2703 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2704 | strcpy (op->contr->killer, "starvation"); |
|
|
2705 | } |
|
|
2706 | else |
|
|
2707 | sprintf (buf, "%s died.", &op->name); |
|
|
2708 | |
|
|
2709 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2710 | |
2518 | |
2711 | /* save the map location for corpse, gravestone */ |
2519 | /* save the map location for corpse, gravestone */ |
2712 | x = op->x; |
2520 | x = op->x; |
2713 | y = op->y; |
2521 | y = op->y; |
2714 | map = op->map; |
2522 | map = op->map; |
… | |
… | |
2742 | |
2550 | |
2743 | lost_a_stat = 0; |
2551 | lost_a_stat = 0; |
2744 | |
2552 | |
2745 | for (z = 0; z < num_stats_lose; z++) |
2553 | for (z = 0; z < num_stats_lose; z++) |
2746 | { |
2554 | { |
2747 | i = RANDOM () % NUM_STATS; |
2555 | i = rndm (NUM_STATS); |
2748 | |
2556 | |
2749 | if (settings.stat_loss_on_death) |
2557 | if (settings.stat_loss_on_death) |
2750 | { |
2558 | { |
2751 | /* Pick a random stat and take a point off it. Tell the player |
2559 | /* Pick a random stat and take a point off it. Tell the player |
2752 | * what he lost. |
2560 | * what he lost. |
… | |
… | |
2759 | lost_a_stat = 1; |
2567 | lost_a_stat = 1; |
2760 | } |
2568 | } |
2761 | else |
2569 | else |
2762 | { |
2570 | { |
2763 | /* deplete a stat */ |
2571 | /* deplete a stat */ |
2764 | archetype *deparch = archetype::find ("depletion"); |
2572 | archetype *deparch = archetype::find (shstr_depletion); |
2765 | object *dep; |
2573 | object *dep; |
2766 | |
2574 | |
2767 | dep = present_arch_in_ob (deparch, op); |
2575 | dep = present_arch_in_ob (deparch, op); |
2768 | if (!dep) |
2576 | if (!dep) |
2769 | { |
2577 | { |
2770 | dep = arch_to_object (deparch); |
2578 | dep = deparch->instance (); |
2771 | insert_ob_in_ob (dep, op); |
2579 | insert_ob_in_ob (dep, op); |
2772 | } |
2580 | } |
2773 | lose_this_stat = 1; |
2581 | lose_this_stat = 1; |
2774 | if (settings.balanced_stat_loss) |
2582 | if (settings.balanced_stat_loss) |
2775 | { |
2583 | { |
… | |
… | |
2803 | } |
2611 | } |
2804 | } |
2612 | } |
2805 | |
2613 | |
2806 | if (lose_this_stat) |
2614 | if (lose_this_stat) |
2807 | { |
2615 | { |
2808 | this_stat = get_attr_value (&(dep->stats), i); |
2616 | this_stat = get_attr_value (&dep->stats, i); |
2809 | /* We could try to do something clever like find another |
2617 | /* We could try to do something clever like find another |
2810 | * stat to reduce if this fails. But chances are, if |
2618 | * stat to reduce if this fails. But chances are, if |
2811 | * stats have been depleted to -50, all are pretty low |
2619 | * stats have been depleted to -50, all are pretty low |
2812 | * and should be roughly the same, so it shouldn't make a |
2620 | * and should be roughly the same, so it shouldn't make a |
2813 | * difference. |
2621 | * difference. |
… | |
… | |
2821 | lost_a_stat = 1; |
2629 | lost_a_stat = 1; |
2822 | } |
2630 | } |
2823 | } |
2631 | } |
2824 | } |
2632 | } |
2825 | } |
2633 | } |
|
|
2634 | |
2826 | /* If no stat lost, tell the player. */ |
2635 | /* If no stat lost, tell the player. */ |
2827 | if (!lost_a_stat) |
2636 | if (!lost_a_stat) |
2828 | { |
2637 | { |
2829 | /* determine_god() seems to not work sometimes... why is this? |
2638 | /* determine_god() seems to not work sometimes... why is this? |
2830 | Should I be using something else? GD */ |
2639 | Should I be using something else? GD */ |
2831 | const char *god = determine_god (op); |
2640 | shstr_tmp god = determine_god (op); |
2832 | |
2641 | |
2833 | if (god && (strcmp (god, "none"))) |
2642 | if (god != shstr_none) |
2834 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2643 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2835 | else |
2644 | else |
2836 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2645 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2837 | } |
2646 | } |
2838 | #else |
2647 | #else |
2839 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2648 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2840 | #endif |
2649 | #endif |
2841 | |
2650 | |
2842 | /* Put a gravestone up where the character 'almost' died. List the |
2651 | /* Put a gravestone up where the character 'almost' died. List the |
2843 | * exp loss on the stone. |
2652 | * exp loss on the stone. |
2844 | */ |
2653 | */ |
2845 | tmp = arch_to_object (archetype::find ("gravestone")); |
2654 | tmp = archetype::find (shstr_gravestone)->instance (); |
2846 | sprintf (buf, "%s's gravestone", &op->name); |
2655 | tmp->name = format ("%s's gravestone", &op->name); |
2847 | tmp->name = buf; |
2656 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2848 | sprintf (buf, "%s's gravestones", &op->name); |
2657 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2849 | tmp->name_pl = buf; |
2658 | &op->name, op->contr->title, op->contr->killer_name ()); |
2850 | 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); |
|
|
2851 | tmp->msg = buf; |
|
|
2852 | tmp->x = op->x, tmp->y = op->y; |
2659 | tmp->x = op->x, tmp->y = op->y; |
2853 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2660 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2854 | |
2661 | |
2855 | /**************************************/ |
2662 | /**************************************/ |
2856 | /* */ |
2663 | /* */ |
2857 | /* Subtract the experience points, */ |
2664 | /* Subtract the experience points, */ |
2858 | /* if we died cause of food, give us */ |
|
|
2859 | /* food, and reset HP's... */ |
|
|
2860 | /* */ |
2665 | /* */ |
2861 | /**************************************/ |
2666 | /**************************************/ |
2862 | |
2667 | |
2863 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2864 | /* restore player */ |
|
|
2865 | at = archetype::find ("poisoning"); |
|
|
2866 | tmp = present_arch_in_ob (at, op); |
|
|
2867 | |
|
|
2868 | if (tmp) |
|
|
2869 | { |
|
|
2870 | tmp->destroy (); |
|
|
2871 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2872 | } |
|
|
2873 | |
|
|
2874 | at = archetype::find ("confusion"); |
|
|
2875 | tmp = present_arch_in_ob (at, op); |
|
|
2876 | if (tmp) |
|
|
2877 | { |
|
|
2878 | tmp->destroy (); |
|
|
2879 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2880 | } |
|
|
2881 | |
|
|
2882 | cure_disease (op, 0); /* remove any disease */ |
|
|
2883 | |
|
|
2884 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2668 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2885 | apply_death_exp_penalty (op); |
2669 | apply_death_exp_penalty (op); |
2886 | if (op->stats.food < 100) |
|
|
2887 | op->stats.food = 900; |
|
|
2888 | op->stats.hp = op->stats.maxhp; |
|
|
2889 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2890 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2891 | |
2670 | |
2892 | /* |
2671 | /* |
2893 | * Check to see if the player has any unpaid items. If so, remove them |
2672 | * Check to see if the player has any unpaid items. If so, remove them |
2894 | * and put them back in the map. |
2673 | * and put them back in the map. |
2895 | */ |
2674 | */ |
2896 | remove_unpaid_objects (op->inv, op); |
2675 | op->drop_unpaid_items (); |
2897 | |
2676 | |
2898 | /****************************************/ |
2677 | /****************************************/ |
2899 | /* */ |
2678 | /* */ |
2900 | /* Move player to his current respawn- */ |
2679 | /* Move player to his current respawn- */ |
2901 | /* position (usually last savebed) */ |
2680 | /* position (usually last savebed) */ |
… | |
… | |
2921 | object *force; |
2700 | object *force; |
2922 | int at; |
2701 | int at; |
2923 | |
2702 | |
2924 | force = get_archetype (FORCE_NAME); |
2703 | force = get_archetype (FORCE_NAME); |
2925 | /* 50 ticks should be enough time for the spell to abate */ |
2704 | /* 50 ticks should be enough time for the spell to abate */ |
2926 | force->speed = 0.1; |
2705 | force->speed = 0.1f; |
2927 | force->speed_left = -5.0; |
2706 | force->speed_left = -5.f; |
2928 | SET_FLAG (force, FLAG_APPLIED); |
2707 | SET_FLAG (force, FLAG_APPLIED); |
2929 | for (at = 0; at < NROFATTACKS; at++) |
2708 | for (at = 0; at < NROFATTACKS; at++) |
2930 | if (will_kill_again & (1 << at)) |
2709 | if (will_kill_again & (1 << at)) |
2931 | force->resist[at] = 100; |
2710 | force->resist[at] = 100; |
2932 | |
2711 | |
2933 | insert_ob_in_ob (force, op); |
2712 | insert_ob_in_ob (force, op); |
2934 | op->update_stats (); |
2713 | op->update_stats (); |
2935 | |
|
|
2936 | } |
2714 | } |
2937 | |
2715 | |
2938 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2716 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2939 | } |
2717 | } |
2940 | |
2718 | |
2941 | void |
2719 | static void |
2942 | loot_object (object *op) |
2720 | loot_object (object *op) |
2943 | { /* Grab and destroy some treasure */ |
2721 | { /* Grab and destroy some treasure */ |
2944 | object *tmp, *tmp2, *next; |
2722 | object *tmp, *tmp2, *next; |
2945 | |
2723 | |
2946 | op->close_container (); /* close open sack first */ |
2724 | op->close_container (); /* close open sack first */ |
… | |
… | |
2960 | |
2738 | |
2961 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2739 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2962 | { |
2740 | { |
2963 | if (tmp->nrof > 1) |
2741 | if (tmp->nrof > 1) |
2964 | { |
2742 | { |
2965 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2743 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2966 | tmp2->destroy (); |
|
|
2967 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2744 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2968 | } |
2745 | } |
2969 | else |
2746 | else |
2970 | tmp->destroy (); |
2747 | tmp->destroy (); |
2971 | } |
2748 | } |
… | |
… | |
2978 | * fix_weight(): Check recursively the weight of all players, and fix |
2755 | * fix_weight(): Check recursively the weight of all players, and fix |
2979 | * what needs to be fixed. Refresh windows and fix speed if anything |
2756 | * what needs to be fixed. Refresh windows and fix speed if anything |
2980 | * was changed. |
2757 | * was changed. |
2981 | */ |
2758 | */ |
2982 | void |
2759 | void |
2983 | fix_weight (void) |
2760 | fix_weight () |
2984 | { |
2761 | { |
2985 | for_all_players (pl) |
2762 | for_all_players (pl) |
2986 | { |
2763 | { |
2987 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2764 | sint32 old = pl->ob->carrying; |
2988 | |
2765 | |
2989 | if (old == sum) |
2766 | pl->ob->update_weight (); |
2990 | continue; |
2767 | |
|
|
2768 | if (old != pl->ob->carrying) |
|
|
2769 | { |
2991 | pl->ob->update_stats (); |
2770 | pl->ob->update_stats (); |
2992 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2771 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2772 | } |
2993 | } |
2773 | } |
2994 | } |
2774 | } |
2995 | |
2775 | |
2996 | void |
2776 | void |
2997 | fix_luck (void) |
2777 | fix_luck () |
2998 | { |
2778 | { |
2999 | for_all_players (pl) |
2779 | for_all_players (pl) |
3000 | if (!pl->ob->contr->ns->state) |
2780 | if (!pl->ob->contr->ns->state) |
3001 | pl->ob->change_luck (0); |
2781 | pl->ob->change_luck (0); |
3002 | } |
2782 | } |
… | |
… | |
3039 | } |
2819 | } |
3040 | |
2820 | |
3041 | void |
2821 | void |
3042 | make_visible (object *op) |
2822 | make_visible (object *op) |
3043 | { |
2823 | { |
3044 | op->hide = 0; |
2824 | op->flag [FLAG_HIDDEN] = 0; |
3045 | op->invisible = 0; |
2825 | op->invisible = 0; |
|
|
2826 | |
3046 | if (op->type == PLAYER) |
2827 | if (op->type == PLAYER) |
3047 | { |
2828 | { |
3048 | op->contr->tmp_invis = 0; |
2829 | op->contr->tmp_invis = 0; |
3049 | op->contr->invis_race = 0; |
2830 | op->contr->invis_race = 0; |
3050 | } |
2831 | } |
… | |
… | |
3053 | } |
2834 | } |
3054 | |
2835 | |
3055 | int |
2836 | int |
3056 | is_true_undead (object *op) |
2837 | is_true_undead (object *op) |
3057 | { |
2838 | { |
3058 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2839 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3059 | return 1; |
2840 | return 1; |
3060 | |
2841 | |
3061 | return 0; |
2842 | return 0; |
3062 | } |
2843 | } |
3063 | |
2844 | |
3064 | /* look at the surrounding terrain to determine |
2845 | /* look at the surrounding terrain to determine |
3065 | * the hideability of this object. Positive levels |
2846 | * the hideability of this object. Positive levels |
3066 | * indicate greater hideability. |
2847 | * indicate greater hideability. |
3067 | */ |
2848 | */ |
3068 | |
|
|
3069 | int |
2849 | int |
3070 | hideability (object *ob) |
2850 | hideability (object *ob) |
3071 | { |
2851 | { |
3072 | int i, level = 0, mflag; |
2852 | int i, level = 0, mflag; |
3073 | sint16 x, y; |
2853 | sint16 x, y; |
3074 | |
2854 | |
3075 | if (!ob || !ob->map) |
2855 | if (!ob || !ob->map) |
3076 | return 0; |
2856 | return 0; |
3077 | |
2857 | |
3078 | /* so, on normal lighted maps, its hard to hide */ |
2858 | /* so, on normal lighted maps, its hard to hide */ |
3079 | level = ob->map->darkness - 2; |
2859 | level = ob->map->darklevel () - 2; |
3080 | |
2860 | |
3081 | /* this also picks up whether the object is glowing. |
2861 | /* this also picks up whether the object is glowing. |
3082 | * If you carry a light on a non-dark map, its not |
2862 | * If you carry a light on a non-dark map, its not |
3083 | * as bad as carrying a light on a pitch dark map */ |
2863 | * as bad as carrying a light on a pitch dark map */ |
3084 | if (has_carried_lights (ob)) |
2864 | if (ob->has_carried_lights ()) |
3085 | level = -(10 + (2 * ob->map->darkness)); |
2865 | level = -(10 + (2 * ob->map->darklevel ())); |
3086 | |
2866 | |
3087 | /* scan through all nearby squares for terrain to hide in */ |
2867 | /* scan through all nearby squares for terrain to hide in */ |
3088 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2868 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2869 | i <= SIZEOFFREE1; |
|
|
2870 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3089 | { |
2871 | { |
3090 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2872 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3091 | if (mflag & P_OUT_OF_MAP) |
2873 | if (mflag & P_OUT_OF_MAP) |
3092 | { |
|
|
3093 | continue; |
2874 | continue; |
3094 | } |
2875 | |
3095 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2876 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3096 | level += 2; |
2877 | level += 2; |
3097 | else /* open terrain! */ |
2878 | else /* open terrain! */ |
3098 | level -= 1; |
2879 | level -= 1; |
3099 | } |
2880 | } |
… | |
… | |
3107 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2888 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3108 | * every time they move - as we subtract off 'invisibility' |
2889 | * every time they move - as we subtract off 'invisibility' |
3109 | * AND, for players, if they move into a ridiculously unhideable |
2890 | * AND, for players, if they move into a ridiculously unhideable |
3110 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2891 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3111 | */ |
2892 | */ |
3112 | |
|
|
3113 | void |
2893 | void |
3114 | do_hidden_move (object *op) |
2894 | do_hidden_move (object *op) |
3115 | { |
2895 | { |
3116 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2896 | int hide = 0; |
3117 | object *skop; |
|
|
3118 | |
2897 | |
3119 | if (!op || !op->map) |
2898 | if (!op || !op->map) |
3120 | return; |
2899 | return; |
3121 | |
2900 | |
3122 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2901 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2902 | int num = random_roll (0, 19, op, PREFER_LOW); |
3123 | |
2903 | |
3124 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2904 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3125 | if (op->type == PLAYER && op->contr->run_on) |
2905 | if (op->type == PLAYER && op->contr->run_on) |
3126 | if (!skop || num >= skop->level) |
2906 | if (!skop || num >= skop->level) |
3127 | { |
2907 | { |
… | |
… | |
3137 | num -= hide; |
2917 | num -= hide; |
3138 | |
2918 | |
3139 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2919 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3140 | { |
2920 | { |
3141 | make_visible (op); |
2921 | make_visible (op); |
|
|
2922 | |
3142 | if (op->type == PLAYER) |
2923 | if (op->type == PLAYER) |
3143 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2924 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3144 | } |
2925 | } |
3145 | else if (op->type == PLAYER && skop) |
2926 | else if (op->type == PLAYER && skop) |
3146 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2927 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3199 | * object op. This function works fine for monsters, |
2980 | * object op. This function works fine for monsters, |
3200 | * but we dont worry if the object isnt the top one in |
2981 | * but we dont worry if the object isnt the top one in |
3201 | * a pile (say a coin under a table would return "viewable" |
2982 | * a pile (say a coin under a table would return "viewable" |
3202 | * by this routine). Another question, should we be |
2983 | * by this routine). Another question, should we be |
3203 | * concerned with the direction the player is looking |
2984 | * concerned with the direction the player is looking |
3204 | * in? Realistically, most of use cant see stuff behind |
2985 | * in? Realistically, most of us can't see stuff behind |
3205 | * our backs...on the other hand, does the "facing" direction |
2986 | * our backs...on the other hand, does the "facing" direction |
3206 | * imply the way your head, or body is facing? Its possible |
2987 | * imply the way your head, or body is facing? It's possible |
3207 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2988 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3208 | * -b.t. |
2989 | * -b.t. |
3209 | * This function is now map tiling safe. |
2990 | * This function is now map tiling safe. |
3210 | */ |
2991 | */ |
3211 | |
|
|
3212 | int |
2992 | int |
3213 | player_can_view (object *pl, object *op) |
2993 | player_can_view (object *pl, object *op) |
3214 | { |
2994 | { |
3215 | rv_vector rv; |
2995 | rv_vector rv; |
3216 | int dx, dy; |
2996 | int dx, dy; |
… | |
… | |
3228 | |
3008 | |
3229 | get_rangevector (pl, op, &rv, 0x1); |
3009 | get_rangevector (pl, op, &rv, 0x1); |
3230 | |
3010 | |
3231 | /* starting with the 'head' part, lets loop |
3011 | /* starting with the 'head' part, lets loop |
3232 | * through the object and find if it has any |
3012 | * through the object and find if it has any |
3233 | * part that is in the los array but isnt on |
3013 | * part that is in the los array but isn't on |
3234 | * a blocked los square. |
3014 | * a blocked los square. |
3235 | * we use the archetype to figure out offsets. |
3015 | * we use the archetype to figure out offsets. |
3236 | */ |
3016 | */ |
3237 | while (op) |
3017 | while (op) |
3238 | { |
3018 | { |
3239 | dx = rv.distance_x + op->arch->clone.x; |
3019 | dx = rv.distance_x + op->arch->x; |
3240 | dy = rv.distance_y + op->arch->clone.y; |
3020 | dy = rv.distance_y + op->arch->y; |
3241 | |
3021 | |
3242 | /* only the viewable area the player sees is updated by LOS |
3022 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3243 | * code, so we need to restrict ourselves to that range of values |
|
|
3244 | * for any meaningful values. |
|
|
3245 | */ |
|
|
3246 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3247 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3248 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3249 | return 1; |
3023 | return 1; |
|
|
3024 | |
3250 | op = op->more; |
3025 | op = op->more; |
3251 | } |
3026 | } |
3252 | return 0; |
|
|
3253 | } |
|
|
3254 | |
3027 | |
3255 | /* routine for both players and monsters. We call this when |
|
|
3256 | * there is a possibility for our action distrubing our hiding |
|
|
3257 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3258 | * effected by this. If we arent invisible to begin with, we |
|
|
3259 | * return 0. |
|
|
3260 | */ |
|
|
3261 | int |
|
|
3262 | action_makes_visible (object *op) |
|
|
3263 | { |
|
|
3264 | |
|
|
3265 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3266 | { |
|
|
3267 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3268 | return 0; |
|
|
3269 | |
|
|
3270 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3271 | return 0; |
|
|
3272 | |
|
|
3273 | /* If monsters, they should become visible */ |
|
|
3274 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3275 | { |
|
|
3276 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3277 | return 1; |
|
|
3278 | } |
|
|
3279 | } |
|
|
3280 | return 0; |
3028 | return 0; |
3281 | } |
3029 | } |
3282 | |
3030 | |
3283 | /* op_on_battleground - checks if the given object op (usually |
3031 | /* op_on_battleground - checks if the given object op (usually |
3284 | * a player) is standing on a valid battleground-tile, |
3032 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3289 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3037 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3290 | */ |
3038 | */ |
3291 | int |
3039 | int |
3292 | op_on_battleground (object *op, int *x, int *y) |
3040 | op_on_battleground (object *op, int *x, int *y) |
3293 | { |
3041 | { |
3294 | object *tmp; |
|
|
3295 | |
|
|
3296 | /* A battleground-tile needs the following attributes to be valid: |
3042 | /* A battleground-tile needs the following attributes to be valid: |
3297 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3043 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3298 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3044 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3299 | * and the exit-coordinates sp/hp must both be > 0. |
3045 | * and the exit-coordinates sp/hp must both be > 0. |
3300 | * => The intention here is to prevent abuse of the battleground- |
3046 | * => The intention here is to prevent abuse of the battleground- |
3301 | * feature (like pickable or hidden battleground tiles). */ |
3047 | * feature (like pickable or hidden battleground tiles). */ |
3302 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3048 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3303 | { |
3049 | { |
3304 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3050 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3305 | { |
3051 | { |
3306 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3052 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3307 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3053 | && tmp->type == BATTLEGROUND |
|
|
3054 | && tmp->name == shstr_battleground |
|
|
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3308 | { |
3056 | { |
3309 | /*before we assign the exit, check if this is a teambattle */ |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3310 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3058 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3311 | { |
|
|
3312 | object *invtmp; |
|
|
3313 | |
|
|
3314 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3059 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3060 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3315 | { |
3061 | { |
3316 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3317 | { |
|
|
3318 | if (x != NULL && y != NULL) |
3062 | if (x && y) |
3319 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3063 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3064 | |
3320 | return 1; |
3065 | return 1; |
3321 | } |
|
|
3322 | } |
3066 | } |
3323 | } |
3067 | |
3324 | if (x != NULL && y != NULL) |
3068 | if (x && y) |
3325 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3070 | |
3326 | return 1; |
3071 | return 1; |
3327 | } |
3072 | } |
3328 | } |
3073 | } |
3329 | } |
3074 | } |
|
|
3075 | |
3330 | /* If we got here, did not find a battleground */ |
3076 | /* If we got here, did not find a battleground */ |
3331 | return 0; |
3077 | return 0; |
3332 | } |
3078 | } |
3333 | |
3079 | |
3334 | /* |
3080 | /* |
… | |
… | |
3350 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3096 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3351 | int i = 0, j = 0; |
3097 | int i = 0, j = 0; |
3352 | |
3098 | |
3353 | /* get the appropriate treasurelist */ |
3099 | /* get the appropriate treasurelist */ |
3354 | if (atnr == ATNR_FIRE) |
3100 | if (atnr == ATNR_FIRE) |
3355 | trlist = treasurelist::find ("dragon_ability_fire"); |
3101 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3356 | else if (atnr == ATNR_COLD) |
3102 | else if (atnr == ATNR_COLD) |
3357 | trlist = treasurelist::find ("dragon_ability_cold"); |
3103 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3358 | else if (atnr == ATNR_ELECTRICITY) |
3104 | else if (atnr == ATNR_ELECTRICITY) |
3359 | trlist = treasurelist::find ("dragon_ability_elec"); |
3105 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3360 | else if (atnr == ATNR_POISON) |
3106 | else if (atnr == ATNR_POISON) |
3361 | trlist = treasurelist::find ("dragon_ability_poison"); |
3107 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3362 | |
3108 | |
3363 | if (trlist == NULL || who->type != PLAYER) |
3109 | if (trlist == NULL || who->type != PLAYER) |
3364 | return; |
3110 | return; |
3365 | |
3111 | |
3366 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3112 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3370 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3116 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3371 | return; |
3117 | return; |
3372 | } |
3118 | } |
3373 | |
3119 | |
3374 | /* everything seems okay - now bring on the gift: */ |
3120 | /* everything seems okay - now bring on the gift: */ |
3375 | item = &(tr->item->clone); |
3121 | item = tr->item; |
3376 | |
3122 | |
3377 | if (item->type == SPELL) |
3123 | if (item->type == SPELL) |
3378 | { |
3124 | { |
3379 | if (check_spell_known (who, item->name)) |
3125 | if (check_spell_known (who, item->name)) |
3380 | return; |
3126 | return; |
… | |
… | |
3439 | { |
3185 | { |
3440 | /* forces in the treasurelist can alter the player's stats */ |
3186 | /* forces in the treasurelist can alter the player's stats */ |
3441 | object *skin; |
3187 | object *skin; |
3442 | |
3188 | |
3443 | /* first get the dragon skin force */ |
3189 | /* first get the dragon skin force */ |
3444 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3445 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3190 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3446 | ; |
3191 | ; |
3447 | |
3192 | |
3448 | if (!skin) |
3193 | if (!skin) |
3449 | return; |
3194 | return; |
3450 | |
3195 | |
… | |
… | |
3483 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3484 | } |
3229 | } |
3485 | else |
3230 | else |
3486 | { |
3231 | { |
3487 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3488 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3489 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3234 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3490 | tmp = insert_ob_in_ob (tmp, who); |
3235 | who->insert (tmp); |
3491 | if (who->type == PLAYER) |
|
|
3492 | esrv_send_item (who, tmp); |
|
|
3493 | } |
|
|
3494 | } |
|
|
3495 | |
|
|
3496 | /** |
|
|
3497 | * Unready an object for a player. This function does nothing if the object was |
|
|
3498 | * not readied. |
|
|
3499 | */ |
|
|
3500 | void |
|
|
3501 | player_unready_range_ob (player *pl, object *ob) |
|
|
3502 | { |
|
|
3503 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3504 | if (pl->ranges[i] == ob) |
|
|
3505 | { |
|
|
3506 | pl->ranges[i] = 0; |
|
|
3507 | if (pl->shoottype == i) |
|
|
3508 | pl->shoottype = range_none; |
|
|
3509 | } |
3236 | } |
3510 | } |
3237 | } |
|
|
3238 | |
|
|
3239 | //-GPL |
3511 | |
3240 | |
3512 | sint8 |
3241 | sint8 |
3513 | player::visibility_at (maptile *map, int x, int y) const |
3242 | player::darkness_at (maptile *map, int x, int y) const |
3514 | { |
3243 | { |
3515 | if (!ns) |
3244 | if (!ns) |
3516 | return 0; |
3245 | return LOS_BLOCKED; |
3517 | |
3246 | |
3518 | int dx, dy; |
3247 | int dx, dy; |
3519 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3248 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3520 | return 0; |
3249 | return LOS_BLOCKED; |
3521 | |
3250 | |
3522 | x += dx - ns->current_x + ns->mapx / 2; |
3251 | x += dx - ns->current_x; |
3523 | y += dy - ns->current_y + ns->mapy / 2; |
3252 | y += dy - ns->current_y; |
3524 | |
3253 | |
3525 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
|
|
3526 | return 0; |
|
|
3527 | |
|
|
3528 | return 100 - blocked_los [x][y]; |
3254 | return blocked_los (x, y); |
3529 | } |
3255 | } |
|
|
3256 | |
|
|
3257 | void |
|
|
3258 | player::infobox (const char *title, const char *msg, int color) |
|
|
3259 | { |
|
|
3260 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3261 | } |
|
|
3262 | |
|
|
3263 | void |
|
|
3264 | player::statusmsg (const char *msg, int color) |
|
|
3265 | { |
|
|
3266 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::failmsg (const char *msg, int color) |
|
|
3271 | { |
|
|
3272 | play_sound (sound_find ("generic_failure")); |
|
|
3273 | statusmsg (msg, color); |
|
|
3274 | } |
|
|
3275 | |