1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <sounds.h> |
29 | #include <sounds.h> |
27 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
32 | #include <algorithm> |
35 | #include <algorithm> |
33 | #include <functional> |
36 | #include <functional> |
34 | |
37 | |
35 | playervec players; |
38 | playervec players; |
36 | |
39 | |
37 | void |
|
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38 | display_motd (const object *op) |
|
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39 | { |
|
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40 | char buf[MAX_BUF]; |
|
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41 | char motd[HUGE_BUF]; |
|
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42 | FILE *fp; |
|
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43 | int comp; |
|
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44 | int size; |
|
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45 | |
|
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46 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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47 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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48 | return; |
|
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49 | |
|
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50 | motd[0] = '\0'; |
|
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51 | size = 0; |
|
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52 | |
|
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53 | while (fgets (buf, MAX_BUF, fp)) |
|
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54 | { |
|
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55 | if (*buf == '#') |
|
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56 | continue; |
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57 | |
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58 | strncat (motd + size, buf, HUGE_BUF - size); |
|
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59 | size += strlen (buf); |
|
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60 | } |
|
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61 | |
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62 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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63 | close_and_delete (fp, comp); |
|
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64 | } |
|
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65 | |
|
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66 | void |
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67 | send_rules (const object *op) |
|
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68 | { |
|
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69 | char buf[MAX_BUF]; |
|
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70 | char rules[HUGE_BUF]; |
|
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71 | FILE *fp; |
|
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72 | int comp; |
|
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73 | int size; |
|
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74 | |
|
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75 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
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76 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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77 | return; |
|
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78 | |
|
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79 | rules[0] = '\0'; |
|
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80 | size = 0; |
|
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81 | |
|
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82 | while (fgets (buf, MAX_BUF, fp)) |
|
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83 | { |
|
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84 | if (*buf == '#') |
|
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85 | continue; |
|
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86 | |
|
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87 | if (size + strlen (buf) >= HUGE_BUF) |
|
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88 | { |
|
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89 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
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90 | break; |
|
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91 | } |
|
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92 | |
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93 | strncat (rules + size, buf, HUGE_BUF - size); |
|
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94 | size += strlen (buf); |
|
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95 | } |
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96 | |
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97 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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98 | close_and_delete (fp, comp); |
|
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99 | } |
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100 | |
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101 | void |
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102 | send_news (const object *op) |
|
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103 | { |
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104 | char buf[MAX_BUF]; |
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105 | char news[HUGE_BUF]; |
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106 | char subject[MAX_BUF]; |
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107 | FILE *fp; |
|
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108 | int comp; |
|
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109 | int size; |
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110 | |
|
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111 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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112 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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113 | return; |
|
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114 | |
|
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115 | news[0] = '\0'; |
|
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116 | subject[0] = '\0'; |
|
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117 | size = 0; |
|
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118 | |
|
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119 | while (fgets (buf, MAX_BUF, fp)) |
|
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120 | { |
|
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121 | if (*buf == '#') |
|
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122 | continue; |
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123 | |
|
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124 | if (*buf == '%') |
|
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125 | { /* send one news */ |
|
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126 | if (size > 0) |
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127 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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128 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, |
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129 | "INFORMATION: %s\n%s", (char *)"%s\n%s", |
|
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130 | subject, news); /*send previously read news */ |
|
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131 | |
|
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132 | strcpy (subject, buf + 1); |
|
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133 | strip_endline (subject); |
|
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134 | size = 0; |
|
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135 | news[0] = '\0'; |
|
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136 | } |
|
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137 | else |
|
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138 | { |
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139 | if (size + strlen (buf) >= HUGE_BUF) |
|
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140 | { |
|
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141 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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142 | break; |
|
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143 | } |
|
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144 | strncat (news + size, buf, HUGE_BUF - size); |
|
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145 | size += strlen (buf); |
|
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146 | } |
|
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147 | } |
|
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148 | |
|
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149 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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150 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
|
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151 | close_and_delete (fp, comp); |
|
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152 | } |
|
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153 | |
|
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154 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
155 | static void |
41 | static void |
156 | set_first_map (object *op) |
42 | set_first_map (object *op) |
157 | { |
43 | { |
158 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
… | |
… | |
221 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
222 | |
108 | |
223 | ob->update_weight (); |
109 | ob->update_weight (); |
224 | link_skills (); |
110 | link_skills (); |
225 | |
111 | |
226 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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227 | |
|
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228 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
229 | |
113 | |
230 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
231 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
232 | { |
116 | { |
233 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
234 | |
118 | |
235 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
236 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
250 | |
134 | |
251 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
252 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
253 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
254 | |
138 | |
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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 | |
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144 | for (object *op = ob->inv; op; op = op->below) |
|
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145 | if (op->flag [FLAG_APPLIED]) |
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146 | switch (op->type) |
|
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147 | { |
|
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148 | case SKILL: |
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149 | op->flag [FLAG_APPLIED] = false; |
|
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150 | break; |
|
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151 | |
|
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152 | case SPELL: |
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153 | case WAND: |
|
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154 | case ROD: |
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155 | case HORN: |
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156 | case BOW: |
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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; |
|
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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; |
|
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165 | break; |
|
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166 | } |
|
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167 | |
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168 | ob->update_stats (); // we unapplied stuff above |
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169 | |
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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 | |
255 | activate (); |
174 | activate (); |
256 | |
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257 | send_rules (ob); |
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258 | send_news (ob); |
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259 | display_motd (ob); |
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260 | |
175 | |
261 | INVOKE_PLAYER (CONNECT, this); |
176 | INVOKE_PLAYER (CONNECT, this); |
262 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
263 | } |
178 | } |
264 | |
179 | |
… | |
… | |
281 | ns->reset_stats (); |
196 | ns->reset_stats (); |
282 | ns->pl = 0; |
197 | ns->pl = 0; |
283 | ns = 0; |
198 | ns = 0; |
284 | } |
199 | } |
285 | |
200 | |
286 | observe = ob; |
201 | // this is important for the player scheduler to get the correct refcount |
|
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202 | // when ns = 0 |
|
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203 | observe = viewpoint = ob; |
287 | |
204 | |
288 | deactivate (); |
205 | deactivate (); |
289 | } |
206 | } |
|
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207 | |
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208 | //-GPL |
290 | |
209 | |
291 | // the need for this function can be explained |
210 | // the need for this function can be explained |
292 | // by load_object not returning the object |
211 | // by load_object not returning the object |
293 | void |
212 | void |
294 | player::set_object (object *op) |
213 | player::set_object (object *op) |
295 | { |
214 | { |
296 | ob = observe = op; |
215 | ob = observe = viewpoint = op; |
297 | ob->contr = this; /* this aren't yet in archetype */ |
216 | ob->contr = this; /* this aren't yet in archetype */ |
298 | |
217 | |
299 | ob->speed = 1.0f; |
218 | ob->speed = 1.0f; |
300 | ob->speed_left = 0.5f; |
219 | ob->speed_left = 0.5f; |
301 | |
220 | |
302 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
303 | |
|
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304 | ob->flag [FLAG_READY_WEAPON] = false; |
|
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305 | ob->flag [FLAG_READY_SKILL] = false; |
|
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306 | ob->flag [FLAG_READY_BOW] = false; |
|
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307 | |
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308 | for (object *op = ob->inv; op; op = op->below) |
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309 | if (op->flag [FLAG_APPLIED]) |
|
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310 | switch (op->type) |
|
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311 | { |
|
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312 | case SKILL: |
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313 | ob->flag [FLAG_APPLIED] = false; |
|
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314 | break; |
|
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315 | |
|
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316 | case WAND: |
|
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317 | case ROD: |
|
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318 | case HORN: |
|
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319 | case BOW: |
|
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320 | ranged_ob = op; |
|
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321 | break; |
|
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322 | |
|
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323 | case WEAPON: |
|
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324 | combat_ob = op; |
|
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325 | break; |
|
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326 | } |
|
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327 | |
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328 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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329 | ob->deactivate (); // change_weapon activates, fix this better |
|
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330 | } |
222 | } |
331 | |
223 | |
332 | void |
224 | void |
333 | player::set_observe (object *op) |
225 | player::set_observe (object *op) |
334 | { |
226 | { |
335 | observe = op ? op : ob; |
227 | observe = viewpoint = op ? op : ob; |
336 | do_los = 1; |
228 | do_los = 1; |
337 | } |
229 | } |
|
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230 | |
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231 | void |
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232 | player::set_viewpoint (object *op) |
|
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233 | { |
|
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234 | viewpoint = op ? op : (object *)observe; |
|
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235 | do_los = 1; |
|
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236 | } |
|
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237 | |
|
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238 | //+GPL |
338 | |
239 | |
339 | player::player () |
240 | player::player () |
340 | { |
241 | { |
341 | /* There are some elements we want initialised to non zero value - |
242 | /* There are some elements we want initialised to non zero value - |
342 | * we deal with that below this point. |
243 | * we deal with that below this point. |
… | |
… | |
369 | { |
270 | { |
370 | ob->destroy_inv (false); |
271 | ob->destroy_inv (false); |
371 | ob->destroy (); |
272 | ob->destroy (); |
372 | } |
273 | } |
373 | |
274 | |
374 | ob = observe = 0; |
275 | ob = observe = viewpoint = 0; |
375 | } |
276 | } |
376 | |
277 | |
377 | player::~player () |
278 | player::~player () |
378 | { |
279 | { |
379 | /* Clear item stack */ |
280 | /* Clear item stack */ |
380 | free (stack_items); |
281 | free (stack_items); |
|
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282 | } |
|
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283 | |
|
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284 | /* |
|
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285 | * get_player_archetype() return next player archetype from archetype |
|
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286 | * list. Not very efficient routine, but used only creating new players. |
|
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287 | * Note: there MUST be at least one player archetype! |
|
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288 | */ |
|
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289 | static archetype * |
|
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290 | get_player_archetype (archetype *at) |
|
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291 | { |
|
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292 | // archetypes could have been reloaded |
|
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293 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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294 | |
|
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295 | if (!nat) |
|
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296 | return at; |
|
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297 | |
|
|
298 | archvec::iterator i = archetypes.find (nat); |
|
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299 | |
|
|
300 | for (;;) |
|
|
301 | { |
|
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302 | if (++i == archetypes.end ()) |
|
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303 | i = archetypes.begin (); |
|
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304 | else if (*i == at) |
|
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305 | cleanup ("not a single player archetype found"); |
|
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306 | |
|
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307 | if ((*i)->type == PLAYER) |
|
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308 | return *i; |
|
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309 | } |
381 | } |
310 | } |
382 | |
311 | |
383 | /* Tries to add player on the connection passed in ns. |
312 | /* Tries to add player on the connection passed in ns. |
384 | * All we can really get in this is some settings like host and display |
313 | * All we can really get in this is some settings like host and display |
385 | * mode. |
314 | * mode. |
… | |
… | |
387 | player * |
316 | player * |
388 | player::create () |
317 | player::create () |
389 | { |
318 | { |
390 | player *pl = new player; |
319 | player *pl = new player; |
391 | |
320 | |
392 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
393 | |
322 | |
394 | pl->ob->roll_stats (); |
323 | pl->ob->roll_stats (); |
395 | pl->ob->stats.wc = 2; |
324 | pl->ob->stats.wc = 2; |
396 | pl->ob->run_away = 25; /* Then we panick... */ |
325 | pl->ob->run_away = 25; /* Then we panick... */ |
397 | |
326 | |
398 | set_first_map (pl->ob); |
327 | set_first_map (pl->ob); |
399 | |
328 | |
400 | return pl; |
329 | return pl; |
401 | } |
|
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402 | |
|
|
403 | /* |
|
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404 | * get_player_archetype() return next player archetype from archetype |
|
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405 | * list. Not very efficient routine, but used only creating new players. |
|
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406 | * Note: there MUST be at least one player archetype! |
|
|
407 | */ |
|
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408 | archetype * |
|
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409 | get_player_archetype (archetype *at) |
|
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410 | { |
|
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411 | // archetypes could have been reloaded |
|
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412 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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413 | |
|
|
414 | if (!nat) |
|
|
415 | return at; |
|
|
416 | |
|
|
417 | archvec::iterator i = archetypes.find (nat); |
|
|
418 | |
|
|
419 | for (;;) |
|
|
420 | { |
|
|
421 | if (++i == archetypes.end ()) |
|
|
422 | i = archetypes.begin (); |
|
|
423 | else if (*i == at) |
|
|
424 | cleanup ("not a single player archetype found"); |
|
|
425 | |
|
|
426 | if ((*i)->type == PLAYER) |
|
|
427 | return *i; |
|
|
428 | } |
|
|
429 | } |
330 | } |
430 | |
331 | |
431 | object * |
332 | object * |
432 | get_nearest_player (object *mon) |
333 | get_nearest_player (object *mon) |
433 | { |
334 | { |
… | |
… | |
673 | op->destroy (); |
574 | op->destroy (); |
674 | continue; |
575 | continue; |
675 | } |
576 | } |
676 | } |
577 | } |
677 | |
578 | |
678 | /* This really needs to be better - we should really give |
579 | /* Here we remove duplicated skills (as duplicated spell objects have |
679 | * a substitute spellbook. The problem is that we don't really |
580 | * _very_ confusing effects for players), which could for instance be |
680 | * have a good idea what to replace it with (need something like |
581 | * generated by bad treasurelists. - elmex |
681 | * a first level treasurelist for each skill.) |
|
|
682 | * remove duplicate skills also |
|
|
683 | */ |
582 | */ |
684 | if (op->type == SPELLBOOK || op->type == SKILL) |
583 | if (op->type == SKILL) |
685 | { |
584 | { |
686 | object *tmp; |
|
|
687 | |
|
|
688 | for (tmp = op->below; tmp; tmp = tmp->below) |
585 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
689 | if (tmp->type == op->type && tmp->name == op->name) |
586 | if (tmp->type == op->type && tmp->name == op->name) |
690 | break; |
|
|
691 | |
|
|
692 | if (tmp) |
|
|
693 | { |
587 | { |
694 | op->destroy (); |
588 | op->destroy (); |
|
|
589 | LOG (llevError, |
695 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
590 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
696 | continue; |
591 | break; |
697 | } |
592 | } |
698 | |
593 | |
699 | if (op->nrof > 1) |
594 | if (op->nrof > 1) |
700 | op->nrof = 1; |
595 | op->nrof = 1; |
701 | } |
596 | } |
702 | |
597 | |
… | |
… | |
748 | 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:"); |
749 | } |
644 | } |
750 | |
645 | |
751 | /* 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. */ |
752 | static int |
647 | static int |
753 | roll_stat (void) |
648 | roll_stat () |
754 | { |
649 | { |
755 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
756 | |
651 | |
757 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
758 | a[i] = (int) rndm (6) + 1; |
653 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
855 | player::chargen_race_done () |
750 | player::chargen_race_done () |
856 | { |
751 | { |
857 | /* this must before then initial items are given */ |
752 | /* this must before then initial items are given */ |
858 | esrv_new_player (ob->contr); |
753 | esrv_new_player (ob->contr); |
859 | |
754 | |
860 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
861 | if (tl) |
756 | if (tl) |
862 | create_treasure (tl, ob, 0, 0, 0); |
757 | create_treasure (tl, ob, 0, 0, 0); |
863 | |
758 | |
864 | INVOKE_PLAYER (BIRTH, ob->contr); |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
865 | INVOKE_PLAYER (LOGIN, ob->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
918 | ob->stats.hp = ob->stats.maxhp; |
813 | ob->stats.hp = ob->stats.maxhp; |
919 | ob->stats.sp = ob->stats.maxsp; |
814 | ob->stats.sp = ob->stats.maxsp; |
920 | ob->stats.grace = 0; |
815 | ob->stats.grace = 0; |
921 | } |
816 | } |
922 | |
817 | |
923 | void |
818 | static void |
924 | flee_player (object *op) |
819 | flee_player (object *op) |
925 | { |
820 | { |
926 | int dir, diff; |
821 | int dir, diff; |
927 | rv_vector rv; |
822 | rv_vector rv; |
928 | |
823 | |
… | |
… | |
952 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
953 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
954 | { |
849 | { |
955 | int m = 1 - rndm (2) * 2; |
850 | int m = 1 - rndm (2) * 2; |
956 | |
851 | |
957 | 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)))) |
958 | return; |
853 | return; |
959 | } |
854 | } |
960 | |
855 | |
961 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
962 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
972 | { |
867 | { |
973 | object *tmp, *next; |
868 | object *tmp, *next; |
974 | int stop = 0; |
869 | int stop = 0; |
975 | int wvratio; |
870 | int wvratio; |
976 | |
871 | |
977 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
978 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
979 | return 1; |
874 | return 1; |
980 | |
875 | |
981 | next = op->below; |
876 | next = op->below; |
982 | |
877 | |
983 | int cnt = MAX_ITEM_PER_DROP; |
878 | int cnt = MAX_ITEM_PER_ACTION; |
984 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
879 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
985 | |
880 | |
986 | /* 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 |
987 | * destroyed */ |
882 | * destroyed */ |
988 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
… | |
… | |
1014 | if (op->contr->mode & PU_DEBUG) |
909 | if (op->contr->mode & PU_DEBUG) |
1015 | { |
910 | { |
1016 | /* some debugging code to figure out item information */ |
911 | /* some debugging code to figure out item information */ |
1017 | const char *str = tmp->name |
912 | const char *str = tmp->name |
1018 | ? format ("item name: %s item type: %d weight/value: %d", |
913 | ? format ("item name: %s item type: %d weight/value: %d", |
1019 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
914 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
1020 | : format ("item name: %s item type: %d weight/value: %d", |
915 | : format ("item name: %s item type: %d weight/value: %d", |
1021 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
916 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1022 | |
917 | |
1023 | new_draw_info (NDI_UNIQUE, 0, op, str); |
918 | new_draw_info (NDI_UNIQUE, 0, op, str); |
1024 | } |
919 | } |
1025 | |
920 | |
1026 | if (op->contr->mode & PU_INHIBIT) |
921 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
1113 | continue; |
1008 | continue; |
1114 | } |
1009 | } |
1115 | |
1010 | |
1116 | /* wands/staves/rods/horns */ |
1011 | /* wands/staves/rods/horns */ |
1117 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1118 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1013 | if (tmp->type == WAND |
|
|
1014 | || tmp->type == ROD |
|
|
1015 | || tmp->type == HORN |
|
|
1016 | || tmp->type == POWER_CRYSTAL) |
1119 | { |
1017 | { |
1120 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
1121 | continue; |
1019 | continue; |
1122 | } |
1020 | } |
1123 | |
1021 | |
1124 | /* pick up all magical items */ |
1022 | /* pick up all magical items */ |
1125 | if (op->contr->mode & PU_MAGICAL) |
1023 | if (op->contr->mode & PU_MAGICAL) |
1126 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1127 | { |
1026 | { |
1128 | CHK_PICK_PICKUP; |
1027 | CHK_PICK_PICKUP; |
1129 | continue; |
1028 | continue; |
1130 | } |
1029 | } |
1131 | |
1030 | |
… | |
… | |
1138 | } |
1037 | } |
1139 | } |
1038 | } |
1140 | |
1039 | |
1141 | /* rings & amulets - talismans seems to be typed AMULET */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1142 | if (op->contr->mode & PU_JEWELS) |
1041 | if (op->contr->mode & PU_JEWELS) |
1143 | if (tmp->type == RING || tmp->type == AMULET) |
1042 | if (tmp->type == RING |
|
|
1043 | || tmp->type == AMULET |
|
|
1044 | || tmp->type == GIRDLE |
|
|
1045 | || tmp->type == SKILL_TOOL) |
1144 | { |
1046 | { |
1145 | CHK_PICK_PICKUP; |
1047 | CHK_PICK_PICKUP; |
1146 | continue; |
1048 | continue; |
1147 | } |
1049 | } |
1148 | |
1050 | |
… | |
… | |
1197 | CHK_PICK_PICKUP; |
1099 | CHK_PICK_PICKUP; |
1198 | continue; |
1100 | continue; |
1199 | } |
1101 | } |
1200 | |
1102 | |
1201 | if (op->contr->mode & PU_GLOVES) |
1103 | if (op->contr->mode & PU_GLOVES) |
1202 | if (tmp->type == GLOVES) |
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1203 | { |
1105 | { |
1204 | CHK_PICK_PICKUP; |
1106 | CHK_PICK_PICKUP; |
1205 | continue; |
1107 | continue; |
1206 | } |
1108 | } |
1207 | |
1109 | |
… | |
… | |
1257 | fprintf (stderr, "%s", tmp->name); |
1159 | fprintf (stderr, "%s", tmp->name); |
1258 | } |
1160 | } |
1259 | else |
1161 | else |
1260 | fprintf (stderr, "%s", tmp->arch->archname); |
1162 | fprintf (stderr, "%s", tmp->arch->archname); |
1261 | fprintf (stderr, ",%d] = ", tmp->type); |
1163 | fprintf (stderr, ",%d] = ", tmp->type); |
1262 | 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)))); |
1263 | #endif |
1165 | #endif |
1264 | CHK_PICK_PICKUP; |
1166 | CHK_PICK_PICKUP; |
1265 | continue; |
1167 | continue; |
1266 | } |
1168 | } |
1267 | } /* the new pickup model */ |
1169 | } /* the new pickup model */ |
1268 | } |
1170 | } |
1269 | |
1171 | |
1270 | return !stop; |
1172 | return !stop; |
1271 | } |
1173 | } |
1272 | |
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; |
|
|
1208 | } |
|
|
1209 | |
1273 | /* |
1210 | /* |
1274 | * Find an arrow in the inventory and after that |
1211 | * Find an arrow in the inventory and after that |
1275 | * in the right type container (quiver). Pointer to the |
1212 | * in the right type container (quiver). Pointer to the |
1276 | * found object is returned. |
1213 | * found object is returned. |
1277 | */ |
1214 | */ |
1278 | object * |
1215 | static object * |
1279 | find_arrow (object *op, const char *type) |
1216 | find_arrow (object *op, const char *type) |
1280 | { |
1217 | { |
1281 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1282 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1283 | return splay (tmp); |
1220 | return splay (tmp); |
… | |
… | |
1297 | * 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 |
1298 | * 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 |
1299 | * 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 |
1300 | * 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. |
1301 | */ |
1238 | */ |
1302 | object * |
1239 | static object * |
1303 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1240 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1304 | { |
1241 | { |
1305 | object *tmp = NULL, *arrow, *ntmp; |
1242 | object *tmp = NULL, *arrow, *ntmp; |
1306 | int attacknum, attacktype, betterby = 0, i; |
1243 | int attacknum, attacktype, betterby = 0, i; |
1307 | |
1244 | |
… | |
… | |
1322 | } |
1259 | } |
1323 | } |
1260 | } |
1324 | else if (arrow->type == ARROW && arrow->race == type) |
1261 | else if (arrow->type == ARROW && arrow->race == type) |
1325 | { |
1262 | { |
1326 | /* allways prefer assasination/slaying */ |
1263 | /* allways prefer assasination/slaying */ |
1327 | if (target->race && arrow->slaying && arrow->slaying.contains (target->race)) |
1264 | if (target->race && arrow->slaying.contains (target->race)) |
1328 | { |
1265 | { |
1329 | if (arrow->attacktype & AT_DEATH) |
1266 | if (arrow->attacktype & AT_DEATH) |
1330 | { |
1267 | { |
1331 | *better = 100; |
1268 | *better = 100; |
1332 | return arrow; |
1269 | return arrow; |
… | |
… | |
1376 | * find_better_arrow to find a decent arrow to use. |
1313 | * find_better_arrow to find a decent arrow to use. |
1377 | * op = the shooter |
1314 | * op = the shooter |
1378 | * type = bow->race |
1315 | * type = bow->race |
1379 | * dir = fire direction |
1316 | * dir = fire direction |
1380 | */ |
1317 | */ |
1381 | object * |
1318 | static object * |
1382 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1319 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1383 | { |
1320 | { |
1384 | object *tmp = NULL; |
1321 | object *tmp = NULL; |
1385 | maptile *m; |
1322 | maptile *m; |
1386 | int i, mflags, found, number; |
1323 | int i, mflags, found, number; |
… | |
… | |
1473 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1410 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1474 | return 0; |
1411 | return 0; |
1475 | } |
1412 | } |
1476 | |
1413 | |
1477 | // optimisation: move object to top so we will find it quickly again |
1414 | // optimisation: move object to top so we will find it quickly again |
1478 | if (bow->below) |
1415 | splay (bow); |
1479 | { |
|
|
1480 | bow->remove (); |
|
|
1481 | op->insert (bow); |
|
|
1482 | } |
|
|
1483 | } |
1416 | } |
1484 | |
1417 | |
1485 | if (!bow->race || !bow->skill) |
1418 | if (!bow->race || !bow->skill) |
1486 | { |
1419 | { |
1487 | 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); |
… | |
… | |
1533 | arrow->direction = dir; |
1466 | arrow->direction = dir; |
1534 | |
1467 | |
1535 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1468 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1536 | arrow->stats.hp = arrow->stats.dam; |
1469 | arrow->stats.hp = arrow->stats.dam; |
1537 | arrow->stats.grace = arrow->attacktype; |
1470 | arrow->stats.grace = arrow->attacktype; |
1538 | |
1471 | arrow->custom_name = arrow->slaying; |
1539 | if (arrow->slaying) |
|
|
1540 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1541 | |
1472 | |
1542 | #if 0 |
1473 | #if 0 |
1543 | if (player *pl = op->contr) |
1474 | if (player *pl = op->contr) |
1544 | { |
1475 | { |
1545 | float speed = pl->weapon_sp; |
1476 | float speed = pl->weapon_sp; |
… | |
… | |
1607 | * but monsters can't. Putting that code here |
1538 | * but monsters can't. Putting that code here |
1608 | * makes the fire_bow code much cleaner. |
1539 | * makes the fire_bow code much cleaner. |
1609 | * this function should only be called if 'op' is a player, |
1540 | * this function should only be called if 'op' is a player, |
1610 | * hence the function name. |
1541 | * hence the function name. |
1611 | */ |
1542 | */ |
1612 | int |
1543 | static int |
1613 | player_fire_bow (object *op, int dir) |
1544 | player_fire_bow (object *op, int dir) |
1614 | { |
1545 | { |
1615 | int ret; |
1546 | int ret; |
1616 | |
1547 | |
1617 | if (op->contr->bowtype == bow_bestarrow) |
1548 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1645 | } |
1576 | } |
1646 | |
1577 | |
1647 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1578 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1648 | * Broken apart from 'fire' to keep it more readable. |
1579 | * Broken apart from 'fire' to keep it more readable. |
1649 | */ |
1580 | */ |
1650 | void |
1581 | static void |
1651 | fire_misc_object (object *op, int dir) |
1582 | fire_misc_object (object *op, int dir) |
1652 | { |
1583 | { |
1653 | object *item = op->contr->ranged_ob; |
1584 | object *item = op->contr->ranged_ob; |
1654 | |
1585 | |
1655 | if (!item) |
1586 | if (!item) |
… | |
… | |
1662 | { |
1593 | { |
1663 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1664 | return; |
1595 | return; |
1665 | } |
1596 | } |
1666 | |
1597 | |
1667 | if (!op->change_weapon (item)) |
1598 | if (!op->apply (item)) |
1668 | return; |
1599 | return; |
1669 | |
1600 | |
1670 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1671 | { |
1602 | { |
1672 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
… | |
… | |
1677 | return; |
1608 | return; |
1678 | } |
1609 | } |
1679 | } |
1610 | } |
1680 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1681 | { |
1612 | { |
1682 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1613 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1683 | |
1614 | |
1684 | // using the maximum of the rods charge allows at least one spell cast |
1615 | // using the maximum of the rods charge allows at least one spell cast |
1685 | // for a rod or horn, this fixes some broken rods. |
1616 | // for a rod or horn, this fixes some broken rods. |
1686 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1617 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1687 | { |
1618 | { |
1688 | op->contr->play_sound (sound_find ("wand_poof")); |
1619 | op->contr->play_sound (sound_find ("wand_poof")); |
1689 | |
1620 | |
1690 | if (item->type == ROD) |
1621 | if (item->type == ROD) |
1691 | 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)); |
… | |
… | |
1723 | } |
1654 | } |
1724 | |
1655 | |
1725 | /* Received a fire command for the player - go and do it. |
1656 | /* Received a fire command for the player - go and do it. |
1726 | */ |
1657 | */ |
1727 | bool |
1658 | bool |
1728 | fire (object *op, int dir) |
1659 | fire (object *who, int dir) |
1729 | { |
1660 | { |
1730 | int spellcost = 0; |
1661 | int spellcost = 0; |
1731 | |
1662 | |
1732 | player *pl = op->contr; |
1663 | player *pl = who->contr; |
1733 | |
1664 | |
1734 | if (pl->golem) |
1665 | if (pl->golem) |
1735 | { |
1666 | { |
1736 | control_golem (op->contr->golem, dir); |
1667 | control_golem (who->contr->golem, dir); |
1737 | return false; |
1668 | return false; |
1738 | } |
1669 | } |
1739 | |
1670 | |
1740 | object *ob = pl->ranged_ob; |
1671 | object *ob = pl->ranged_ob; |
1741 | |
1672 | |
1742 | if (!ob) |
1673 | if (!ob) |
1743 | return false; |
1674 | return false; |
1744 | |
1675 | |
1745 | if (op->speed_left > 0.f) |
1676 | if (who->speed_left > 0.f) |
1746 | --op->speed_left; |
1677 | --who->speed_left; |
1747 | else |
1678 | else |
1748 | return false; |
1679 | return false; |
1749 | |
1680 | |
1750 | if (!op->change_weapon (ob)) |
1681 | if (!who->apply (ob)) |
1751 | return false; |
1682 | return false; |
1752 | |
1683 | |
1753 | /* check for loss of invisiblity/hide */ |
1684 | /* check for loss of invisiblity/hide */ |
1754 | if (action_makes_visible (op)) |
1685 | if (action_makes_visible (who)) |
1755 | make_visible (op); |
1686 | make_visible (who); |
1756 | |
1687 | |
1757 | switch (ob->type) |
1688 | switch (ob->type) |
1758 | { |
1689 | { |
1759 | case BOW: |
1690 | case BOW: |
1760 | player_fire_bow (op, dir); |
1691 | player_fire_bow (who, dir); |
1761 | break; |
1692 | break; |
1762 | |
1693 | |
1763 | case SPELL: |
1694 | case SPELL: |
1764 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1695 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1765 | break; |
1696 | break; |
1766 | |
1697 | |
1767 | case BUILDER: |
1698 | case BUILDER: |
1768 | apply_map_builder (op, dir); |
1699 | apply_map_builder (who, dir); |
1769 | break; |
1700 | break; |
1770 | |
1701 | |
1771 | case SKILL: |
1702 | case SKILL: |
1772 | do_skill (op, op, ob, dir, 0); |
1703 | do_skill (who, who, ob, dir, 0); |
1773 | break; |
1704 | break; |
1774 | |
1705 | |
|
|
1706 | case RANGED: |
|
|
1707 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1708 | break; |
|
|
1709 | |
1775 | default: |
1710 | default: |
1776 | fire_misc_object (op, dir); |
1711 | fire_misc_object (who, dir); |
1777 | break; |
1712 | break; |
1778 | } |
1713 | } |
1779 | |
1714 | |
1780 | return true; |
1715 | return true; |
1781 | } |
1716 | } |
1782 | |
1717 | |
1783 | /* find_key |
1718 | static object * |
1784 | * We try to find a key for the door as passed. If we find a key |
|
|
1785 | * and successfully use it, we return the key, otherwise NULL |
|
|
1786 | * This function merges both normal and locked door, since the logic |
|
|
1787 | * for both is the same - just the specific key is different. |
|
|
1788 | * pl is the player, |
|
|
1789 | * inv is the objects inventory to searched |
|
|
1790 | * door is the door we are trying to match against. |
|
|
1791 | * This function can be called recursively to search containers. |
|
|
1792 | */ |
|
|
1793 | object * |
|
|
1794 | find_key (object *pl, object *container, object *door) |
1719 | find_key_ (object *pl, object *container, object *door) |
1795 | { |
1720 | { |
1796 | object *tmp, *key; |
1721 | object *tmp, *key; |
1797 | |
1722 | |
1798 | /* Should not happen, but sanity checking is never bad */ |
1723 | /* Should not happen, but sanity checking is never bad */ |
1799 | if (!container->inv) |
1724 | if (!container->inv) |
… | |
… | |
1802 | /* 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 */ |
1803 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1728 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1804 | { |
1729 | { |
1805 | if (door->type == DOOR && tmp->type == KEY) |
1730 | if (door->type == DOOR && tmp->type == KEY) |
1806 | break; |
1731 | break; |
|
|
1732 | |
1807 | /* For sanity, we should really check door type, but other stuff |
1733 | /* For sanity, we should really check door type, but other stuff |
1808 | * (like containers) can be locked with special keys |
1734 | * (like containers) can be locked with special keys |
1809 | */ |
1735 | */ |
1810 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1736 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1811 | break; |
1737 | break; |
… | |
… | |
1817 | * a key, return |
1743 | * a key, return |
1818 | */ |
1744 | */ |
1819 | if (!tmp) |
1745 | if (!tmp) |
1820 | { |
1746 | { |
1821 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1747 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1822 | { |
|
|
1823 | /* No reason to search empty containers */ |
1748 | /* No reason to search empty containers */ |
1824 | if (tmp->type == CONTAINER && tmp->inv) |
1749 | if (tmp->type == CONTAINER && tmp->inv) |
1825 | { |
|
|
1826 | if ((key = find_key (pl, tmp, door))) |
1750 | if ((key = find_key_ (pl, tmp, door))) |
1827 | return key; |
1751 | return key; |
1828 | } |
|
|
1829 | } |
|
|
1830 | |
1752 | |
1831 | if (!tmp) |
1753 | if (!tmp) |
1832 | return NULL; |
1754 | return 0; |
1833 | } |
1755 | } |
1834 | |
1756 | |
1835 | /* 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, |
1836 | * see if we actually want to use it |
1758 | * see if we actually want to use it |
1837 | */ |
1759 | */ |
1838 | if (pl != container) |
1760 | if (pl != container) |
1839 | { |
1761 | { |
1840 | /* Only let players use keys in containers */ |
1762 | /* Only let players use keys in containers */ |
1841 | if (!pl->contr) |
1763 | if (!pl->contr) |
1842 | return NULL; |
1764 | return 0; |
|
|
1765 | |
1843 | /* cases where this fails: |
1766 | /* cases where this fails: |
1844 | * If we only search the player inventory, return now since we |
1767 | * If we only search the player inventory, return now since we |
1845 | * are not in the players inventory. |
1768 | * are not in the players inventory. |
1846 | * If the container is not active, return now since only active |
1769 | * If the container is not active, return now since only active |
1847 | * containers can be used. |
1770 | * containers can be used. |
… | |
… | |
1851 | * inv must have been an container and must have been active. |
1774 | * inv must have been an container and must have been active. |
1852 | * |
1775 | * |
1853 | * Change the color so that the message doesn't disappear with |
1776 | * Change the color so that the message doesn't disappear with |
1854 | * all the others. |
1777 | * all the others. |
1855 | */ |
1778 | */ |
1856 | if (pl->contr->usekeys == key_inventory || |
1779 | if (pl->contr->usekeys == key_inventory |
1857 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1780 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1858 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1781 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1859 | { |
1782 | { |
1860 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1783 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1861 | "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)); |
1862 | return NULL; |
1785 | return NULL; |
1863 | } |
1786 | } |
1864 | } |
1787 | } |
1865 | |
1788 | |
1866 | 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); |
1867 | } |
1815 | } |
1868 | |
1816 | |
1869 | /* moved door processing out of move_player_attack. |
1817 | /* moved door processing out of move_player_attack. |
1870 | * returns 1 if player has opened the door with a key |
1818 | * returns 1 if player has opened the door with a key |
1871 | * such that the caller should not do anything more, |
1819 | * such that the caller should not do anything more, |
… | |
… | |
1921 | * going to try and move (not fire weapons). |
1869 | * going to try and move (not fire weapons). |
1922 | */ |
1870 | */ |
1923 | bool |
1871 | bool |
1924 | move_player_attack (object *op, int dir) |
1872 | move_player_attack (object *op, int dir) |
1925 | { |
1873 | { |
1926 | int on_battleground; |
1874 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
|
|
1875 | { |
|
|
1876 | --op->speed_left; |
|
|
1877 | return true; |
|
|
1878 | } |
1927 | |
1879 | |
1928 | sint16 nx = freearr_x[dir] + op->x; |
1880 | sint16 nx = freearr_x[dir] + op->x; |
1929 | sint16 ny = freearr_y[dir] + op->y; |
1881 | sint16 ny = freearr_y[dir] + op->y; |
1930 | |
1882 | |
1931 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1932 | |
|
|
1933 | if (out_of_map (op->map, nx, ny)) |
1883 | if (out_of_map (op->map, nx, ny)) |
1934 | return false; |
1884 | return false; |
1935 | |
|
|
1936 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
|
|
1937 | { |
|
|
1938 | --op->speed_left; |
|
|
1939 | return true; |
|
|
1940 | } |
|
|
1941 | |
1885 | |
1942 | /* 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 |
1943 | * 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 |
1944 | * 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 |
1945 | * player. This is a pretty nasty hack, because if we could |
1889 | * player. This is a pretty nasty hack, because if we could |
… | |
… | |
2014 | } |
1958 | } |
2015 | else |
1959 | else |
2016 | return false; |
1960 | return false; |
2017 | } |
1961 | } |
2018 | |
1962 | |
|
|
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1964 | |
2019 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
2020 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
2021 | * 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 |
2022 | * attack them either. |
1968 | * attack them either. |
2023 | */ |
1969 | */ |
… | |
… | |
2087 | } |
2033 | } |
2088 | |
2034 | |
2089 | bool |
2035 | bool |
2090 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
2091 | { |
2037 | { |
2092 | int pick; |
|
|
2093 | |
|
|
2094 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2095 | return 0; |
2039 | return 0; |
2096 | |
2040 | |
2097 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2098 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir >= 9) |
2099 | { |
2043 | { |
2100 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2101 | return 0; |
2045 | return 0; |
2102 | } |
2046 | } |
2103 | |
2047 | |
… | |
… | |
2109 | |
2053 | |
2110 | if (op->flag [FLAG_HIDDEN]) |
2054 | if (op->flag [FLAG_HIDDEN]) |
2111 | do_hidden_move (op); |
2055 | do_hidden_move (op); |
2112 | |
2056 | |
2113 | bool retval; |
2057 | bool retval; |
|
|
2058 | int pick = 0; |
2114 | |
2059 | |
2115 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2060 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2116 | retval = RESULT_INT (0); |
2061 | retval = RESULT_INT (0); |
2117 | else if (op->contr->fire_on) |
2062 | else if (op->contr->fire_on) |
2118 | retval = fire (op, dir); |
2063 | retval = fire (op, dir); |
… | |
… | |
2175 | return move_player (op, op->direction); |
2120 | return move_player (op, op->direction); |
2176 | |
2121 | |
2177 | return false; |
2122 | return false; |
2178 | } |
2123 | } |
2179 | |
2124 | |
2180 | int |
2125 | static int |
2181 | save_life (object *op) |
2126 | save_life (object *op) |
2182 | { |
2127 | { |
2183 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2128 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2184 | return 0; |
2129 | return 0; |
2185 | |
2130 | |
… | |
… | |
2194 | |
2139 | |
2195 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2196 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2197 | |
2142 | |
2198 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2199 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2200 | |
2145 | |
2201 | op->update_stats (); |
2146 | op->update_stats (); |
2202 | return 1; |
2147 | return 1; |
2203 | } |
2148 | } |
2204 | |
2149 | |
… | |
… | |
2232 | void |
2177 | void |
2233 | object::drop_unpaid_items () |
2178 | object::drop_unpaid_items () |
2234 | { |
2179 | { |
2235 | if (!flag [FLAG_REMOVED]) |
2180 | if (!flag [FLAG_REMOVED]) |
2236 | ::drop_unpaid_items (inv, this); |
2181 | ::drop_unpaid_items (inv, this); |
2237 | } |
|
|
2238 | |
|
|
2239 | /* |
|
|
2240 | * Returns pointer a static string containing gravestone text |
|
|
2241 | * Moved from apply.c to player.c - player.c is what |
|
|
2242 | * actually uses this function. player.c may not be quite the |
|
|
2243 | * best, a misc file for object actions is probably better, |
|
|
2244 | * but there isn't one in the server directory. |
|
|
2245 | */ |
|
|
2246 | const char * |
|
|
2247 | gravestone_text (object *op) |
|
|
2248 | { |
|
|
2249 | static dynbuf_text buf; |
|
|
2250 | |
|
|
2251 | buf << "---- R.I.P. ----\n\n" |
|
|
2252 | << op->name; |
|
|
2253 | |
|
|
2254 | if (op->type == PLAYER) |
|
|
2255 | buf << " the " << op->contr->title; |
|
|
2256 | |
|
|
2257 | buf << "\n\n"; |
|
|
2258 | |
|
|
2259 | buf << "who was level "; |
|
|
2260 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2261 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2262 | |
|
|
2263 | if (op->type == PLAYER) |
|
|
2264 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2265 | |
|
|
2266 | { |
|
|
2267 | static char buf2[128]; |
|
|
2268 | time_t now = time (NULL); |
|
|
2269 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2270 | buf << buf2; |
|
|
2271 | } |
|
|
2272 | |
|
|
2273 | return buf; |
|
|
2274 | } |
2182 | } |
2275 | |
2183 | |
2276 | void |
2184 | void |
2277 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2278 | { |
2186 | { |
… | |
… | |
2470 | |
2378 | |
2471 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2472 | { |
2380 | { |
2473 | op->statusmsg ("You blindly grab for a bite of food. " |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2474 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2475 | manual_apply (op, tmp, 0); |
2383 | op->apply (tmp); |
2476 | |
2384 | |
2477 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2385 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2478 | break; |
2386 | break; |
2479 | } |
2387 | } |
2480 | else if (tmp->type == FLESH) |
2388 | else if (tmp->type == FLESH) |
… | |
… | |
2486 | */ |
2394 | */ |
2487 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2395 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2488 | { |
2396 | { |
2489 | op->statusmsg ("You blindly grab for a bite of food. " |
2397 | op->statusmsg ("You blindly grab for a bite of food. " |
2490 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2398 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2491 | manual_apply (op, flesh, 0); |
2399 | op->apply (flesh); |
2492 | } |
2400 | } |
2493 | |
2401 | |
2494 | // If player is still starving, alert him! |
2402 | // If player is still starving, alert him! |
2495 | if (op->stats.food < 0) |
2403 | if (op->stats.food < 0) |
2496 | op->failmsg ("You are starving! " |
2404 | op->failmsg ("You are starving! " |
… | |
… | |
2533 | return; |
2441 | return; |
2534 | |
2442 | |
2535 | dynbuf_text deathtab; |
2443 | dynbuf_text deathtab; |
2536 | |
2444 | |
2537 | /* restore player */ |
2445 | /* restore player */ |
2538 | at = archetype::find ("poisoning"); |
2446 | at = archetype::find (shstr_poisoning); |
2539 | if (object *tmp = present_arch_in_ob (at, op)) |
2447 | if (object *tmp = present_arch_in_ob (at, op)) |
2540 | { |
2448 | { |
2541 | tmp->destroy (); |
2449 | tmp->destroy (); |
2542 | deathtab << "Your body feels cleansed...\r"; |
2450 | deathtab << "Your body feels cleansed...\r"; |
2543 | } |
2451 | } |
2544 | |
2452 | |
2545 | at = archetype::find ("confusion"); |
2453 | at = archetype::find (shstr_confusion); |
2546 | if (object *tmp = present_arch_in_ob (at, op)) |
2454 | if (object *tmp = present_arch_in_ob (at, op)) |
2547 | { |
2455 | { |
2548 | tmp->destroy (); |
2456 | tmp->destroy (); |
2549 | deathtab << "Your mind feels clearer...\r"; |
2457 | deathtab << "Your mind feels clearer...\r"; |
2550 | } |
2458 | } |
… | |
… | |
2552 | cure_disease (op, 0, 0); /* remove any disease */ |
2460 | cure_disease (op, 0, 0); /* remove any disease */ |
2553 | |
2461 | |
2554 | max_it (op->stats.hp , op->stats.maxhp); |
2462 | max_it (op->stats.hp , op->stats.maxhp); |
2555 | max_it (op->stats.sp , op->stats.maxsp); |
2463 | max_it (op->stats.sp , op->stats.maxsp); |
2556 | max_it (op->stats.grace, op->stats.maxgrace); |
2464 | max_it (op->stats.grace, op->stats.maxgrace); |
2557 | |
|
|
2558 | if (op->stats.food <= 0) |
2465 | max_it (op->stats.food , 200); |
2559 | op->stats.food = 999; |
|
|
2560 | |
2466 | |
2561 | // remove all spell effects that are active |
2467 | // remove all spell effects that are active |
2562 | // to avoid long-term effects such as word-of-recall |
2468 | // to avoid long-term effects such as word-of-recall |
2563 | for (object *item = op->inv; item; ) |
2469 | for (object *item = op->inv; item; ) |
2564 | { |
2470 | { |
… | |
… | |
2577 | if (op_on_battleground (op, &x, &y)) |
2483 | if (op_on_battleground (op, &x, &y)) |
2578 | { |
2484 | { |
2579 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2485 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2580 | |
2486 | |
2581 | /* create a bodypart-trophy to make the winner happy */ |
2487 | /* create a bodypart-trophy to make the winner happy */ |
2582 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2488 | object *tmp = archetype::find (shstr_finger)->instance (); |
2583 | { |
2489 | |
2584 | tmp->name = format ("%s's finger" , &op->name); |
2490 | tmp->name = format ("%s's finger" , &op->name); |
2585 | tmp->name_pl = format ("%s's fingers", &op->name); |
2491 | tmp->name_pl = format ("%s's fingers", &op->name); |
2586 | tmp->msg = format ( |
2492 | tmp->msg = format ( |
2587 | "This finger has been cut off of %s the %s, when he was defeated at 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", |
2588 | &op->name, op->contr->title, |
2494 | &op->name, op->contr->title, |
2589 | (int)op->level, |
2495 | (int)op->level, |
2590 | op->contr->killer_name () |
2496 | op->contr->killer_name () |
2591 | ); |
2497 | ); |
2592 | tmp->value = 0, tmp->type = 0; |
2498 | tmp->value = 0, tmp->type = 0; |
2593 | tmp->materialname = "organics"; |
2499 | tmp->material = name_to_material (shstr_organic); |
2594 | tmp->insert_at (op, tmp); |
2500 | tmp->insert_at (op, tmp); |
2595 | } |
|
|
2596 | |
2501 | |
2597 | /* teleport defeated player to new destination */ |
2502 | /* teleport defeated player to new destination */ |
2598 | transfer_ob (op, x, y, 0, NULL); |
2503 | transfer_ob (op, x, y, 0, NULL); |
2599 | op->contr->braced = 0; |
2504 | op->contr->braced = 0; |
2600 | |
2505 | |
… | |
… | |
2662 | lost_a_stat = 1; |
2567 | lost_a_stat = 1; |
2663 | } |
2568 | } |
2664 | else |
2569 | else |
2665 | { |
2570 | { |
2666 | /* deplete a stat */ |
2571 | /* deplete a stat */ |
2667 | archetype *deparch = archetype::find ("depletion"); |
2572 | archetype *deparch = archetype::find (shstr_depletion); |
2668 | object *dep; |
2573 | object *dep; |
2669 | |
2574 | |
2670 | dep = present_arch_in_ob (deparch, op); |
2575 | dep = present_arch_in_ob (deparch, op); |
2671 | if (!dep) |
2576 | if (!dep) |
2672 | { |
2577 | { |
2673 | dep = arch_to_object (deparch); |
2578 | dep = deparch->instance (); |
2674 | insert_ob_in_ob (dep, op); |
2579 | insert_ob_in_ob (dep, op); |
2675 | } |
2580 | } |
2676 | lose_this_stat = 1; |
2581 | lose_this_stat = 1; |
2677 | if (settings.balanced_stat_loss) |
2582 | if (settings.balanced_stat_loss) |
2678 | { |
2583 | { |
… | |
… | |
2744 | #endif |
2649 | #endif |
2745 | |
2650 | |
2746 | /* Put a gravestone up where the character 'almost' died. List the |
2651 | /* Put a gravestone up where the character 'almost' died. List the |
2747 | * exp loss on the stone. |
2652 | * exp loss on the stone. |
2748 | */ |
2653 | */ |
2749 | tmp = arch_to_object (archetype::find ("gravestone")); |
2654 | tmp = archetype::find (shstr_gravestone)->instance (); |
2750 | tmp->name = format ("%s's gravestone", &op->name); |
2655 | tmp->name = format ("%s's gravestone", &op->name); |
2751 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2656 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2752 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2657 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2753 | &op->name, op->contr->title, op->contr->killer_name ()); |
2658 | &op->name, op->contr->title, op->contr->killer_name ()); |
2754 | tmp->x = op->x, tmp->y = op->y; |
2659 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2809 | } |
2714 | } |
2810 | |
2715 | |
2811 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2716 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2812 | } |
2717 | } |
2813 | |
2718 | |
2814 | void |
2719 | static void |
2815 | loot_object (object *op) |
2720 | loot_object (object *op) |
2816 | { /* Grab and destroy some treasure */ |
2721 | { /* Grab and destroy some treasure */ |
2817 | object *tmp, *tmp2, *next; |
2722 | object *tmp, *tmp2, *next; |
2818 | |
2723 | |
2819 | op->close_container (); /* close open sack first */ |
2724 | op->close_container (); /* close open sack first */ |
… | |
… | |
2850 | * fix_weight(): Check recursively the weight of all players, and fix |
2755 | * fix_weight(): Check recursively the weight of all players, and fix |
2851 | * 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 |
2852 | * was changed. |
2757 | * was changed. |
2853 | */ |
2758 | */ |
2854 | void |
2759 | void |
2855 | fix_weight (void) |
2760 | fix_weight () |
2856 | { |
2761 | { |
2857 | for_all_players (pl) |
2762 | for_all_players (pl) |
2858 | { |
2763 | { |
2859 | sint32 old = pl->ob->carrying; |
2764 | sint32 old = pl->ob->carrying; |
2860 | |
2765 | |
… | |
… | |
2867 | } |
2772 | } |
2868 | } |
2773 | } |
2869 | } |
2774 | } |
2870 | |
2775 | |
2871 | void |
2776 | void |
2872 | fix_luck (void) |
2777 | fix_luck () |
2873 | { |
2778 | { |
2874 | for_all_players (pl) |
2779 | for_all_players (pl) |
2875 | if (!pl->ob->contr->ns->state) |
2780 | if (!pl->ob->contr->ns->state) |
2876 | pl->ob->change_luck (0); |
2781 | pl->ob->change_luck (0); |
2877 | } |
2782 | } |
… | |
… | |
2954 | level = ob->map->darklevel () - 2; |
2859 | level = ob->map->darklevel () - 2; |
2955 | |
2860 | |
2956 | /* this also picks up whether the object is glowing. |
2861 | /* this also picks up whether the object is glowing. |
2957 | * 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 |
2958 | * as bad as carrying a light on a pitch dark map */ |
2863 | * as bad as carrying a light on a pitch dark map */ |
2959 | if (has_carried_lights (ob)) |
2864 | if (ob->has_carried_lights ()) |
2960 | level = -(10 + (2 * ob->map->darklevel ())); |
2865 | level = -(10 + (2 * ob->map->darklevel ())); |
2961 | |
2866 | |
2962 | /* scan through all nearby squares for terrain to hide in */ |
2867 | /* scan through all nearby squares for terrain to hide in */ |
2963 | for (i = 0, x = ob->x, y = ob->y; |
2868 | for (i = 0, x = ob->x, y = ob->y; |
2964 | i <= SIZEOFFREE1; |
2869 | i <= SIZEOFFREE1; |
… | |
… | |
3121 | } |
3026 | } |
3122 | |
3027 | |
3123 | return 0; |
3028 | return 0; |
3124 | } |
3029 | } |
3125 | |
3030 | |
3126 | /* routine for both players and monsters. We call this when |
|
|
3127 | * there is a possibility for our action distrubing our hiding |
|
|
3128 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3129 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3130 | * return 0. |
|
|
3131 | */ |
|
|
3132 | int |
|
|
3133 | action_makes_visible (object *op) |
|
|
3134 | { |
|
|
3135 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3136 | { |
|
|
3137 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3138 | { |
|
|
3139 | // artefact invisibility is permanent, but we still make noise |
|
|
3140 | // this is important for game-balance. |
|
|
3141 | if (op->contr) |
|
|
3142 | op->make_noise (); |
|
|
3143 | |
|
|
3144 | return 0; |
|
|
3145 | } |
|
|
3146 | |
|
|
3147 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3148 | return 0; |
|
|
3149 | |
|
|
3150 | /* If monsters, they should become visible */ |
|
|
3151 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3152 | { |
|
|
3153 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3154 | return 1; |
|
|
3155 | } |
|
|
3156 | } |
|
|
3157 | |
|
|
3158 | return 0; |
|
|
3159 | } |
|
|
3160 | |
|
|
3161 | /* op_on_battleground - checks if the given object op (usually |
3031 | /* op_on_battleground - checks if the given object op (usually |
3162 | * a player) is standing on a valid battleground-tile, |
3032 | * a player) is standing on a valid battleground-tile, |
3163 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3033 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3164 | * -exit-coord. (and if x, y not NULL) |
3034 | * -exit-coord. (and if x, y not NULL) |
3165 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3035 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3184 | && tmp->name == shstr_battleground |
3054 | && tmp->name == shstr_battleground |
3185 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3186 | { |
3056 | { |
3187 | /* before we assign the exit, check if this is a teambattle */ |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3188 | 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)) |
3189 | { |
|
|
3190 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3059 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3060 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3191 | { |
3061 | { |
3192 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3193 | { |
|
|
3194 | if (x && y) |
3062 | if (x && y) |
3195 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3063 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3196 | |
3064 | |
3197 | return 1; |
3065 | return 1; |
3198 | } |
|
|
3199 | } |
3066 | } |
3200 | } |
|
|
3201 | |
3067 | |
3202 | if (x && y) |
3068 | if (x && y) |
3203 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3204 | |
3070 | |
3205 | return 1; |
3071 | return 1; |
… | |
… | |
3362 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3363 | } |
3229 | } |
3364 | else |
3230 | else |
3365 | { |
3231 | { |
3366 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3367 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3368 | 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)); |
3369 | who->insert (tmp); |
3235 | who->insert (tmp); |
3370 | } |
3236 | } |
3371 | } |
3237 | } |
3372 | |
3238 | |
3373 | /** |
3239 | //-GPL |
3374 | * Unready an object for a player. This function does nothing if the object was |
|
|
3375 | * not readied. |
|
|
3376 | */ |
|
|
3377 | void |
|
|
3378 | player_unready_range_ob (player *pl, object *ob) |
|
|
3379 | { |
|
|
3380 | if (pl->ob->current_weapon == ob) |
|
|
3381 | pl->ob->current_weapon = 0; |
|
|
3382 | |
|
|
3383 | if (pl->combat_ob == ob) |
|
|
3384 | pl->combat_ob = 0; |
|
|
3385 | |
|
|
3386 | if (pl->ranged_ob == ob) |
|
|
3387 | pl->ranged_ob = 0; |
|
|
3388 | } |
|
|
3389 | |
3240 | |
3390 | sint8 |
3241 | sint8 |
3391 | player::darkness_at (maptile *map, int x, int y) const |
3242 | player::darkness_at (maptile *map, int x, int y) const |
3392 | { |
3243 | { |
3393 | if (!ns) |
3244 | if (!ns) |