1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
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25 | //+GPL |
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26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <sounds.h> |
29 | #include <sounds.h> |
28 | #include <living.h> |
30 | #include <living.h> |
29 | #include <object.h> |
31 | #include <object.h> |
… | |
… | |
105 | ob->race = ob->arch->race; |
107 | ob->race = ob->arch->race; |
106 | |
108 | |
107 | ob->update_weight (); |
109 | ob->update_weight (); |
108 | link_skills (); |
110 | link_skills (); |
109 | |
111 | |
110 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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111 | |
|
|
112 | assign (title, ob->arch->object::name); |
112 | assign (title, ob->arch->object::name); |
113 | |
113 | |
114 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
115 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
116 | { |
116 | { |
117 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
118 | |
118 | |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
120 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
… | |
… | |
134 | |
134 | |
135 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
136 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
137 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
138 | |
138 | |
|
|
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 | |
|
|
152 | case SPELL: |
|
|
153 | case WAND: |
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|
154 | case ROD: |
|
|
155 | case HORN: |
|
|
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; |
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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 | |
139 | activate (); |
174 | activate (); |
140 | |
175 | |
141 | INVOKE_PLAYER (CONNECT, this); |
176 | INVOKE_PLAYER (CONNECT, this); |
142 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
143 | } |
178 | } |
… | |
… | |
161 | ns->reset_stats (); |
196 | ns->reset_stats (); |
162 | ns->pl = 0; |
197 | ns->pl = 0; |
163 | ns = 0; |
198 | ns = 0; |
164 | } |
199 | } |
165 | |
200 | |
166 | observe = ob; |
201 | // this is important for the player scheduler to get the correct refcount |
|
|
202 | // when ns = 0 |
|
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203 | observe = viewpoint = ob; |
167 | |
204 | |
168 | deactivate (); |
205 | deactivate (); |
169 | } |
206 | } |
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207 | |
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208 | //-GPL |
170 | |
209 | |
171 | // the need for this function can be explained |
210 | // the need for this function can be explained |
172 | // by load_object not returning the object |
211 | // by load_object not returning the object |
173 | void |
212 | void |
174 | player::set_object (object *op) |
213 | player::set_object (object *op) |
175 | { |
214 | { |
176 | ob = observe = op; |
215 | ob = observe = viewpoint = op; |
177 | ob->contr = this; /* this aren't yet in archetype */ |
216 | ob->contr = this; /* this aren't yet in archetype */ |
178 | |
217 | |
179 | ob->speed = 1.0f; |
218 | ob->speed = 1.0f; |
180 | ob->speed_left = 0.5f; |
219 | ob->speed_left = 0.5f; |
181 | |
220 | |
182 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
183 | |
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184 | ob->flag [FLAG_READY_WEAPON] = false; |
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185 | ob->flag [FLAG_READY_SKILL] = false; |
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186 | ob->flag [FLAG_READY_BOW] = false; |
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187 | |
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188 | for (object *op = ob->inv; op; op = op->below) |
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189 | if (op->flag [FLAG_APPLIED]) |
|
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190 | switch (op->type) |
|
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191 | { |
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192 | case SKILL: |
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193 | ob->flag [FLAG_APPLIED] = false; |
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194 | break; |
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195 | |
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196 | case WAND: |
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197 | case ROD: |
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198 | case HORN: |
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199 | case BOW: |
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200 | ranged_ob = op; |
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201 | break; |
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202 | |
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203 | case WEAPON: |
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204 | combat_ob = op; |
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205 | break; |
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206 | } |
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207 | |
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208 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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209 | ob->deactivate (); // change_weapon activates, fix this better |
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210 | } |
222 | } |
211 | |
223 | |
212 | void |
224 | void |
213 | player::set_observe (object *op) |
225 | player::set_observe (object *op) |
214 | { |
226 | { |
215 | observe = op ? op : ob; |
227 | observe = viewpoint = op ? op : ob; |
216 | do_los = 1; |
228 | do_los = 1; |
217 | } |
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 |
218 | |
239 | |
219 | player::player () |
240 | player::player () |
220 | { |
241 | { |
221 | /* There are some elements we want initialised to non zero value - |
242 | /* There are some elements we want initialised to non zero value - |
222 | * we deal with that below this point. |
243 | * we deal with that below this point. |
… | |
… | |
249 | { |
270 | { |
250 | ob->destroy_inv (false); |
271 | ob->destroy_inv (false); |
251 | ob->destroy (); |
272 | ob->destroy (); |
252 | } |
273 | } |
253 | |
274 | |
254 | ob = observe = 0; |
275 | ob = observe = viewpoint = 0; |
255 | } |
276 | } |
256 | |
277 | |
257 | player::~player () |
278 | player::~player () |
258 | { |
279 | { |
259 | /* Clear item stack */ |
280 | /* Clear item stack */ |
260 | 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 | |
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298 | archvec::iterator i = archetypes.find (nat); |
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299 | |
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300 | for (;;) |
|
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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 | } |
261 | } |
310 | } |
262 | |
311 | |
263 | /* Tries to add player on the connection passed in ns. |
312 | /* Tries to add player on the connection passed in ns. |
264 | * 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 |
265 | * mode. |
314 | * mode. |
… | |
… | |
267 | player * |
316 | player * |
268 | player::create () |
317 | player::create () |
269 | { |
318 | { |
270 | player *pl = new player; |
319 | player *pl = new player; |
271 | |
320 | |
272 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
273 | |
322 | |
274 | pl->ob->roll_stats (); |
323 | pl->ob->roll_stats (); |
275 | pl->ob->stats.wc = 2; |
324 | pl->ob->stats.wc = 2; |
276 | pl->ob->run_away = 25; /* Then we panick... */ |
325 | pl->ob->run_away = 25; /* Then we panick... */ |
277 | |
326 | |
278 | set_first_map (pl->ob); |
327 | set_first_map (pl->ob); |
279 | |
328 | |
280 | return pl; |
329 | return pl; |
281 | } |
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282 | |
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283 | /* |
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284 | * get_player_archetype() return next player archetype from archetype |
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285 | * list. Not very efficient routine, but used only creating new players. |
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286 | * Note: there MUST be at least one player archetype! |
|
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287 | */ |
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288 | archetype * |
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289 | get_player_archetype (archetype *at) |
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290 | { |
|
|
291 | // archetypes could have been reloaded |
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|
292 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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293 | |
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294 | if (!nat) |
|
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295 | return at; |
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296 | |
|
|
297 | archvec::iterator i = archetypes.find (nat); |
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298 | |
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299 | for (;;) |
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300 | { |
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301 | if (++i == archetypes.end ()) |
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302 | i = archetypes.begin (); |
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303 | else if (*i == at) |
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304 | cleanup ("not a single player archetype found"); |
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305 | |
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306 | if ((*i)->type == PLAYER) |
|
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307 | return *i; |
|
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308 | } |
|
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309 | } |
330 | } |
310 | |
331 | |
311 | object * |
332 | object * |
312 | get_nearest_player (object *mon) |
333 | get_nearest_player (object *mon) |
313 | { |
334 | { |
… | |
… | |
622 | 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:"); |
623 | } |
644 | } |
624 | |
645 | |
625 | /* 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. */ |
626 | static int |
647 | static int |
627 | roll_stat (void) |
648 | roll_stat () |
628 | { |
649 | { |
629 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
630 | |
651 | |
631 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
632 | a[i] = (int) rndm (6) + 1; |
653 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
729 | player::chargen_race_done () |
750 | player::chargen_race_done () |
730 | { |
751 | { |
731 | /* this must before then initial items are given */ |
752 | /* this must before then initial items are given */ |
732 | esrv_new_player (ob->contr); |
753 | esrv_new_player (ob->contr); |
733 | |
754 | |
734 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
735 | if (tl) |
756 | if (tl) |
736 | create_treasure (tl, ob, 0, 0, 0); |
757 | create_treasure (tl, ob, 0, 0, 0); |
737 | |
758 | |
738 | INVOKE_PLAYER (BIRTH, ob->contr); |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
739 | INVOKE_PLAYER (LOGIN, ob->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
792 | ob->stats.hp = ob->stats.maxhp; |
813 | ob->stats.hp = ob->stats.maxhp; |
793 | ob->stats.sp = ob->stats.maxsp; |
814 | ob->stats.sp = ob->stats.maxsp; |
794 | ob->stats.grace = 0; |
815 | ob->stats.grace = 0; |
795 | } |
816 | } |
796 | |
817 | |
797 | void |
818 | static void |
798 | flee_player (object *op) |
819 | flee_player (object *op) |
799 | { |
820 | { |
800 | int dir, diff; |
821 | int dir, diff; |
801 | rv_vector rv; |
822 | rv_vector rv; |
802 | |
823 | |
… | |
… | |
826 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
827 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
828 | { |
849 | { |
829 | int m = 1 - rndm (2) * 2; |
850 | int m = 1 - rndm (2) * 2; |
830 | |
851 | |
831 | 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)))) |
832 | return; |
853 | return; |
833 | } |
854 | } |
834 | |
855 | |
835 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
836 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
846 | { |
867 | { |
847 | object *tmp, *next; |
868 | object *tmp, *next; |
848 | int stop = 0; |
869 | int stop = 0; |
849 | int wvratio; |
870 | int wvratio; |
850 | |
871 | |
851 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
852 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
853 | return 1; |
874 | return 1; |
854 | |
875 | |
855 | next = op->below; |
876 | next = op->below; |
856 | |
877 | |
857 | int cnt = MAX_ITEM_PER_DROP; |
878 | int cnt = MAX_ITEM_PER_ACTION; |
858 | #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) |
859 | |
880 | |
860 | /* 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 |
861 | * destroyed */ |
882 | * destroyed */ |
862 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
… | |
… | |
888 | if (op->contr->mode & PU_DEBUG) |
909 | if (op->contr->mode & PU_DEBUG) |
889 | { |
910 | { |
890 | /* some debugging code to figure out item information */ |
911 | /* some debugging code to figure out item information */ |
891 | const char *str = tmp->name |
912 | const char *str = tmp->name |
892 | ? format ("item name: %s item type: %d weight/value: %d", |
913 | ? format ("item name: %s item type: %d weight/value: %d", |
893 | &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)))) |
894 | : format ("item name: %s item type: %d weight/value: %d", |
915 | : format ("item name: %s item type: %d weight/value: %d", |
895 | &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)))); |
896 | |
917 | |
897 | new_draw_info (NDI_UNIQUE, 0, op, str); |
918 | new_draw_info (NDI_UNIQUE, 0, op, str); |
898 | } |
919 | } |
899 | |
920 | |
900 | if (op->contr->mode & PU_INHIBIT) |
921 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
987 | continue; |
1008 | continue; |
988 | } |
1009 | } |
989 | |
1010 | |
990 | /* wands/staves/rods/horns */ |
1011 | /* wands/staves/rods/horns */ |
991 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
992 | 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) |
993 | { |
1017 | { |
994 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
995 | continue; |
1019 | continue; |
996 | } |
1020 | } |
997 | |
1021 | |
998 | /* pick up all magical items */ |
1022 | /* pick up all magical items */ |
999 | if (op->contr->mode & PU_MAGICAL) |
1023 | if (op->contr->mode & PU_MAGICAL) |
1000 | 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)) |
1001 | { |
1026 | { |
1002 | CHK_PICK_PICKUP; |
1027 | CHK_PICK_PICKUP; |
1003 | continue; |
1028 | continue; |
1004 | } |
1029 | } |
1005 | |
1030 | |
… | |
… | |
1012 | } |
1037 | } |
1013 | } |
1038 | } |
1014 | |
1039 | |
1015 | /* rings & amulets - talismans seems to be typed AMULET */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1016 | if (op->contr->mode & PU_JEWELS) |
1041 | if (op->contr->mode & PU_JEWELS) |
1017 | 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) |
1018 | { |
1046 | { |
1019 | CHK_PICK_PICKUP; |
1047 | CHK_PICK_PICKUP; |
1020 | continue; |
1048 | continue; |
1021 | } |
1049 | } |
1022 | |
1050 | |
… | |
… | |
1071 | CHK_PICK_PICKUP; |
1099 | CHK_PICK_PICKUP; |
1072 | continue; |
1100 | continue; |
1073 | } |
1101 | } |
1074 | |
1102 | |
1075 | if (op->contr->mode & PU_GLOVES) |
1103 | if (op->contr->mode & PU_GLOVES) |
1076 | if (tmp->type == GLOVES) |
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1077 | { |
1105 | { |
1078 | CHK_PICK_PICKUP; |
1106 | CHK_PICK_PICKUP; |
1079 | continue; |
1107 | continue; |
1080 | } |
1108 | } |
1081 | |
1109 | |
… | |
… | |
1131 | fprintf (stderr, "%s", tmp->name); |
1159 | fprintf (stderr, "%s", tmp->name); |
1132 | } |
1160 | } |
1133 | else |
1161 | else |
1134 | fprintf (stderr, "%s", tmp->arch->archname); |
1162 | fprintf (stderr, "%s", tmp->arch->archname); |
1135 | fprintf (stderr, ",%d] = ", tmp->type); |
1163 | fprintf (stderr, ",%d] = ", tmp->type); |
1136 | 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)))); |
1137 | #endif |
1165 | #endif |
1138 | CHK_PICK_PICKUP; |
1166 | CHK_PICK_PICKUP; |
1139 | continue; |
1167 | continue; |
1140 | } |
1168 | } |
1141 | } /* the new pickup model */ |
1169 | } /* the new pickup model */ |
1142 | } |
1170 | } |
1143 | |
1171 | |
1144 | return !stop; |
1172 | return !stop; |
1145 | } |
1173 | } |
1146 | |
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 | |
1147 | /* |
1210 | /* |
1148 | * Find an arrow in the inventory and after that |
1211 | * Find an arrow in the inventory and after that |
1149 | * in the right type container (quiver). Pointer to the |
1212 | * in the right type container (quiver). Pointer to the |
1150 | * found object is returned. |
1213 | * found object is returned. |
1151 | */ |
1214 | */ |
1152 | object * |
1215 | static object * |
1153 | find_arrow (object *op, const char *type) |
1216 | find_arrow (object *op, const char *type) |
1154 | { |
1217 | { |
1155 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1156 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1157 | return splay (tmp); |
1220 | return splay (tmp); |
… | |
… | |
1171 | * 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 |
1172 | * 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 |
1173 | * 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 |
1174 | * 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. |
1175 | */ |
1238 | */ |
1176 | object * |
1239 | static object * |
1177 | 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) |
1178 | { |
1241 | { |
1179 | object *tmp = NULL, *arrow, *ntmp; |
1242 | object *tmp = NULL, *arrow, *ntmp; |
1180 | int attacknum, attacktype, betterby = 0, i; |
1243 | int attacknum, attacktype, betterby = 0, i; |
1181 | |
1244 | |
… | |
… | |
1250 | * find_better_arrow to find a decent arrow to use. |
1313 | * find_better_arrow to find a decent arrow to use. |
1251 | * op = the shooter |
1314 | * op = the shooter |
1252 | * type = bow->race |
1315 | * type = bow->race |
1253 | * dir = fire direction |
1316 | * dir = fire direction |
1254 | */ |
1317 | */ |
1255 | object * |
1318 | static object * |
1256 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1319 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1257 | { |
1320 | { |
1258 | object *tmp = NULL; |
1321 | object *tmp = NULL; |
1259 | maptile *m; |
1322 | maptile *m; |
1260 | int i, mflags, found, number; |
1323 | int i, mflags, found, number; |
… | |
… | |
1475 | * but monsters can't. Putting that code here |
1538 | * but monsters can't. Putting that code here |
1476 | * makes the fire_bow code much cleaner. |
1539 | * makes the fire_bow code much cleaner. |
1477 | * this function should only be called if 'op' is a player, |
1540 | * this function should only be called if 'op' is a player, |
1478 | * hence the function name. |
1541 | * hence the function name. |
1479 | */ |
1542 | */ |
1480 | int |
1543 | static int |
1481 | player_fire_bow (object *op, int dir) |
1544 | player_fire_bow (object *op, int dir) |
1482 | { |
1545 | { |
1483 | int ret; |
1546 | int ret; |
1484 | |
1547 | |
1485 | if (op->contr->bowtype == bow_bestarrow) |
1548 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1513 | } |
1576 | } |
1514 | |
1577 | |
1515 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1578 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1516 | * Broken apart from 'fire' to keep it more readable. |
1579 | * Broken apart from 'fire' to keep it more readable. |
1517 | */ |
1580 | */ |
1518 | void |
1581 | static void |
1519 | fire_misc_object (object *op, int dir) |
1582 | fire_misc_object (object *op, int dir) |
1520 | { |
1583 | { |
1521 | object *item = op->contr->ranged_ob; |
1584 | object *item = op->contr->ranged_ob; |
1522 | |
1585 | |
1523 | if (!item) |
1586 | if (!item) |
… | |
… | |
1530 | { |
1593 | { |
1531 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1532 | return; |
1595 | return; |
1533 | } |
1596 | } |
1534 | |
1597 | |
1535 | if (!op->change_weapon (item)) |
1598 | if (!op->apply (item)) |
1536 | return; |
1599 | return; |
1537 | |
1600 | |
1538 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1539 | { |
1602 | { |
1540 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
… | |
… | |
1545 | return; |
1608 | return; |
1546 | } |
1609 | } |
1547 | } |
1610 | } |
1548 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1549 | { |
1612 | { |
1550 | 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); |
1551 | |
1614 | |
1552 | // 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 |
1553 | // for a rod or horn, this fixes some broken rods. |
1616 | // for a rod or horn, this fixes some broken rods. |
1554 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1617 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1555 | { |
1618 | { |
1556 | op->contr->play_sound (sound_find ("wand_poof")); |
1619 | op->contr->play_sound (sound_find ("wand_poof")); |
1557 | |
1620 | |
1558 | if (item->type == ROD) |
1621 | if (item->type == ROD) |
1559 | 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)); |
… | |
… | |
1591 | } |
1654 | } |
1592 | |
1655 | |
1593 | /* Received a fire command for the player - go and do it. |
1656 | /* Received a fire command for the player - go and do it. |
1594 | */ |
1657 | */ |
1595 | bool |
1658 | bool |
1596 | fire (object *op, int dir) |
1659 | fire (object *who, int dir) |
1597 | { |
1660 | { |
1598 | int spellcost = 0; |
1661 | int spellcost = 0; |
1599 | |
1662 | |
1600 | player *pl = op->contr; |
1663 | player *pl = who->contr; |
1601 | |
1664 | |
1602 | if (pl->golem) |
1665 | if (pl->golem) |
1603 | { |
1666 | { |
1604 | control_golem (op->contr->golem, dir); |
1667 | control_golem (who->contr->golem, dir); |
1605 | return false; |
1668 | return false; |
1606 | } |
1669 | } |
1607 | |
1670 | |
1608 | object *ob = pl->ranged_ob; |
1671 | object *ob = pl->ranged_ob; |
1609 | |
1672 | |
1610 | if (!ob) |
1673 | if (!ob) |
1611 | return false; |
1674 | return false; |
1612 | |
1675 | |
1613 | if (op->speed_left > 0.f) |
1676 | if (who->speed_left > 0.f) |
1614 | --op->speed_left; |
1677 | --who->speed_left; |
1615 | else |
1678 | else |
1616 | return false; |
1679 | return false; |
1617 | |
1680 | |
1618 | if (!op->change_weapon (ob)) |
1681 | if (!who->apply (ob)) |
1619 | return false; |
1682 | return false; |
1620 | |
1683 | |
1621 | /* check for loss of invisiblity/hide */ |
1684 | /* check for loss of invisiblity/hide */ |
1622 | if (action_makes_visible (op)) |
1685 | if (action_makes_visible (who)) |
1623 | make_visible (op); |
1686 | make_visible (who); |
1624 | |
1687 | |
1625 | switch (ob->type) |
1688 | switch (ob->type) |
1626 | { |
1689 | { |
1627 | case BOW: |
1690 | case BOW: |
1628 | player_fire_bow (op, dir); |
1691 | player_fire_bow (who, dir); |
1629 | break; |
1692 | break; |
1630 | |
1693 | |
1631 | case SPELL: |
1694 | case SPELL: |
1632 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1695 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1633 | break; |
1696 | break; |
1634 | |
1697 | |
1635 | case BUILDER: |
1698 | case BUILDER: |
1636 | apply_map_builder (op, dir); |
1699 | apply_map_builder (who, dir); |
1637 | break; |
1700 | break; |
1638 | |
1701 | |
1639 | case SKILL: |
1702 | case SKILL: |
1640 | do_skill (op, op, ob, dir, 0); |
1703 | do_skill (who, who, ob, dir, 0); |
1641 | break; |
1704 | break; |
1642 | |
1705 | |
|
|
1706 | case RANGED: |
|
|
1707 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1708 | break; |
|
|
1709 | |
1643 | default: |
1710 | default: |
1644 | fire_misc_object (op, dir); |
1711 | fire_misc_object (who, dir); |
1645 | break; |
1712 | break; |
1646 | } |
1713 | } |
1647 | |
1714 | |
1648 | return true; |
1715 | return true; |
1649 | } |
1716 | } |
1650 | |
1717 | |
1651 | /* find_key |
1718 | static object * |
1652 | * We try to find a key for the door as passed. If we find a key |
|
|
1653 | * and successfully use it, we return the key, otherwise NULL |
|
|
1654 | * This function merges both normal and locked door, since the logic |
|
|
1655 | * for both is the same - just the specific key is different. |
|
|
1656 | * pl is the player, |
|
|
1657 | * inv is the objects inventory to searched |
|
|
1658 | * door is the door we are trying to match against. |
|
|
1659 | * This function can be called recursively to search containers. |
|
|
1660 | */ |
|
|
1661 | object * |
|
|
1662 | find_key (object *pl, object *container, object *door) |
1719 | find_key_ (object *pl, object *container, object *door) |
1663 | { |
1720 | { |
1664 | object *tmp, *key; |
1721 | object *tmp, *key; |
1665 | |
1722 | |
1666 | /* Should not happen, but sanity checking is never bad */ |
1723 | /* Should not happen, but sanity checking is never bad */ |
1667 | if (!container->inv) |
1724 | if (!container->inv) |
… | |
… | |
1688 | if (!tmp) |
1745 | if (!tmp) |
1689 | { |
1746 | { |
1690 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1747 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1691 | /* No reason to search empty containers */ |
1748 | /* No reason to search empty containers */ |
1692 | if (tmp->type == CONTAINER && tmp->inv) |
1749 | if (tmp->type == CONTAINER && tmp->inv) |
1693 | if ((key = find_key (pl, tmp, door))) |
1750 | if ((key = find_key_ (pl, tmp, door))) |
1694 | return key; |
1751 | return key; |
1695 | |
1752 | |
1696 | if (!tmp) |
1753 | if (!tmp) |
1697 | return 0; |
1754 | return 0; |
1698 | } |
1755 | } |
… | |
… | |
1717 | * inv must have been an container and must have been active. |
1774 | * inv must have been an container and must have been active. |
1718 | * |
1775 | * |
1719 | * Change the color so that the message doesn't disappear with |
1776 | * Change the color so that the message doesn't disappear with |
1720 | * all the others. |
1777 | * all the others. |
1721 | */ |
1778 | */ |
1722 | if (pl->contr->usekeys == key_inventory || |
1779 | if (pl->contr->usekeys == key_inventory |
1723 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1780 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1724 | (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1781 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1725 | { |
1782 | { |
1726 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1783 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1727 | "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)); |
1728 | return NULL; |
1785 | return NULL; |
1729 | } |
1786 | } |
1730 | } |
1787 | } |
1731 | |
1788 | |
1732 | 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); |
1733 | } |
1815 | } |
1734 | |
1816 | |
1735 | /* moved door processing out of move_player_attack. |
1817 | /* moved door processing out of move_player_attack. |
1736 | * returns 1 if player has opened the door with a key |
1818 | * returns 1 if player has opened the door with a key |
1737 | * such that the caller should not do anything more, |
1819 | * such that the caller should not do anything more, |
… | |
… | |
1787 | * going to try and move (not fire weapons). |
1869 | * going to try and move (not fire weapons). |
1788 | */ |
1870 | */ |
1789 | bool |
1871 | bool |
1790 | move_player_attack (object *op, int dir) |
1872 | move_player_attack (object *op, int dir) |
1791 | { |
1873 | { |
1792 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1874 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1793 | { |
1875 | { |
1794 | --op->speed_left; |
1876 | --op->speed_left; |
1795 | return true; |
1877 | return true; |
1796 | } |
1878 | } |
1797 | |
1879 | |
1798 | int on_battleground; |
|
|
1799 | |
|
|
1800 | sint16 nx = freearr_x[dir] + op->x; |
1880 | sint16 nx = freearr_x[dir] + op->x; |
1801 | sint16 ny = freearr_y[dir] + op->y; |
1881 | sint16 ny = freearr_y[dir] + op->y; |
1802 | |
|
|
1803 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1804 | |
1882 | |
1805 | if (out_of_map (op->map, nx, ny)) |
1883 | if (out_of_map (op->map, nx, ny)) |
1806 | return false; |
1884 | return false; |
1807 | |
1885 | |
1808 | /* 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 |
… | |
… | |
1880 | } |
1958 | } |
1881 | else |
1959 | else |
1882 | return false; |
1960 | return false; |
1883 | } |
1961 | } |
1884 | |
1962 | |
|
|
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1964 | |
1885 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
1886 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
1887 | * 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 |
1888 | * attack them either. |
1968 | * attack them either. |
1889 | */ |
1969 | */ |
… | |
… | |
1953 | } |
2033 | } |
1954 | |
2034 | |
1955 | bool |
2035 | bool |
1956 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
1957 | { |
2037 | { |
1958 | int pick; |
|
|
1959 | |
|
|
1960 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1961 | return 0; |
2039 | return 0; |
1962 | |
2040 | |
1963 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
1964 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir >= 9) |
1965 | { |
2043 | { |
1966 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
1967 | return 0; |
2045 | return 0; |
1968 | } |
2046 | } |
1969 | |
2047 | |
… | |
… | |
1975 | |
2053 | |
1976 | if (op->flag [FLAG_HIDDEN]) |
2054 | if (op->flag [FLAG_HIDDEN]) |
1977 | do_hidden_move (op); |
2055 | do_hidden_move (op); |
1978 | |
2056 | |
1979 | bool retval; |
2057 | bool retval; |
|
|
2058 | int pick = 0; |
1980 | |
2059 | |
1981 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2060 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
1982 | retval = RESULT_INT (0); |
2061 | retval = RESULT_INT (0); |
1983 | else if (op->contr->fire_on) |
2062 | else if (op->contr->fire_on) |
1984 | retval = fire (op, dir); |
2063 | retval = fire (op, dir); |
… | |
… | |
2041 | return move_player (op, op->direction); |
2120 | return move_player (op, op->direction); |
2042 | |
2121 | |
2043 | return false; |
2122 | return false; |
2044 | } |
2123 | } |
2045 | |
2124 | |
2046 | int |
2125 | static int |
2047 | save_life (object *op) |
2126 | save_life (object *op) |
2048 | { |
2127 | { |
2049 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2128 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2050 | return 0; |
2129 | return 0; |
2051 | |
2130 | |
… | |
… | |
2060 | |
2139 | |
2061 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2062 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2063 | |
2142 | |
2064 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2065 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2066 | |
2145 | |
2067 | op->update_stats (); |
2146 | op->update_stats (); |
2068 | return 1; |
2147 | return 1; |
2069 | } |
2148 | } |
2070 | |
2149 | |
… | |
… | |
2098 | void |
2177 | void |
2099 | object::drop_unpaid_items () |
2178 | object::drop_unpaid_items () |
2100 | { |
2179 | { |
2101 | if (!flag [FLAG_REMOVED]) |
2180 | if (!flag [FLAG_REMOVED]) |
2102 | ::drop_unpaid_items (inv, this); |
2181 | ::drop_unpaid_items (inv, this); |
2103 | } |
|
|
2104 | |
|
|
2105 | /* |
|
|
2106 | * Returns pointer a static string containing gravestone text |
|
|
2107 | * Moved from apply.c to player.c - player.c is what |
|
|
2108 | * actually uses this function. player.c may not be quite the |
|
|
2109 | * best, a misc file for object actions is probably better, |
|
|
2110 | * but there isn't one in the server directory. |
|
|
2111 | */ |
|
|
2112 | const char * |
|
|
2113 | gravestone_text (object *op) |
|
|
2114 | { |
|
|
2115 | static dynbuf_text buf; |
|
|
2116 | |
|
|
2117 | buf << "---- R.I.P. ----\n\n" |
|
|
2118 | << op->name; |
|
|
2119 | |
|
|
2120 | if (op->type == PLAYER) |
|
|
2121 | buf << " the " << op->contr->title; |
|
|
2122 | |
|
|
2123 | buf << "\n\n"; |
|
|
2124 | |
|
|
2125 | buf << "who was level "; |
|
|
2126 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2127 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2128 | |
|
|
2129 | if (op->type == PLAYER) |
|
|
2130 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2131 | |
|
|
2132 | { |
|
|
2133 | static char buf2[128]; |
|
|
2134 | time_t now = time (NULL); |
|
|
2135 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2136 | buf << buf2; |
|
|
2137 | } |
|
|
2138 | |
|
|
2139 | return buf; |
|
|
2140 | } |
2182 | } |
2141 | |
2183 | |
2142 | void |
2184 | void |
2143 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2144 | { |
2186 | { |
… | |
… | |
2336 | |
2378 | |
2337 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2338 | { |
2380 | { |
2339 | op->statusmsg ("You blindly grab for a bite of food. " |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2340 | "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.>"); |
2341 | manual_apply (op, tmp, 0); |
2383 | op->apply (tmp); |
2342 | |
2384 | |
2343 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2385 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2344 | break; |
2386 | break; |
2345 | } |
2387 | } |
2346 | else if (tmp->type == FLESH) |
2388 | else if (tmp->type == FLESH) |
… | |
… | |
2352 | */ |
2394 | */ |
2353 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2395 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2354 | { |
2396 | { |
2355 | op->statusmsg ("You blindly grab for a bite of food. " |
2397 | op->statusmsg ("You blindly grab for a bite of food. " |
2356 | "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.>"); |
2357 | manual_apply (op, flesh, 0); |
2399 | op->apply (flesh); |
2358 | } |
2400 | } |
2359 | |
2401 | |
2360 | // If player is still starving, alert him! |
2402 | // If player is still starving, alert him! |
2361 | if (op->stats.food < 0) |
2403 | if (op->stats.food < 0) |
2362 | op->failmsg ("You are starving! " |
2404 | op->failmsg ("You are starving! " |
… | |
… | |
2399 | return; |
2441 | return; |
2400 | |
2442 | |
2401 | dynbuf_text deathtab; |
2443 | dynbuf_text deathtab; |
2402 | |
2444 | |
2403 | /* restore player */ |
2445 | /* restore player */ |
2404 | at = archetype::find ("poisoning"); |
2446 | at = archetype::find (shstr_poisoning); |
2405 | if (object *tmp = present_arch_in_ob (at, op)) |
2447 | if (object *tmp = present_arch_in_ob (at, op)) |
2406 | { |
2448 | { |
2407 | tmp->destroy (); |
2449 | tmp->destroy (); |
2408 | deathtab << "Your body feels cleansed...\r"; |
2450 | deathtab << "Your body feels cleansed...\r"; |
2409 | } |
2451 | } |
2410 | |
2452 | |
2411 | at = archetype::find ("confusion"); |
2453 | at = archetype::find (shstr_confusion); |
2412 | if (object *tmp = present_arch_in_ob (at, op)) |
2454 | if (object *tmp = present_arch_in_ob (at, op)) |
2413 | { |
2455 | { |
2414 | tmp->destroy (); |
2456 | tmp->destroy (); |
2415 | deathtab << "Your mind feels clearer...\r"; |
2457 | deathtab << "Your mind feels clearer...\r"; |
2416 | } |
2458 | } |
… | |
… | |
2418 | cure_disease (op, 0, 0); /* remove any disease */ |
2460 | cure_disease (op, 0, 0); /* remove any disease */ |
2419 | |
2461 | |
2420 | max_it (op->stats.hp , op->stats.maxhp); |
2462 | max_it (op->stats.hp , op->stats.maxhp); |
2421 | max_it (op->stats.sp , op->stats.maxsp); |
2463 | max_it (op->stats.sp , op->stats.maxsp); |
2422 | max_it (op->stats.grace, op->stats.maxgrace); |
2464 | max_it (op->stats.grace, op->stats.maxgrace); |
2423 | |
|
|
2424 | if (op->stats.food <= 0) |
2465 | max_it (op->stats.food , 200); |
2425 | op->stats.food = 999; |
|
|
2426 | |
2466 | |
2427 | // remove all spell effects that are active |
2467 | // remove all spell effects that are active |
2428 | // to avoid long-term effects such as word-of-recall |
2468 | // to avoid long-term effects such as word-of-recall |
2429 | for (object *item = op->inv; item; ) |
2469 | for (object *item = op->inv; item; ) |
2430 | { |
2470 | { |
… | |
… | |
2443 | if (op_on_battleground (op, &x, &y)) |
2483 | if (op_on_battleground (op, &x, &y)) |
2444 | { |
2484 | { |
2445 | 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"; |
2446 | |
2486 | |
2447 | /* create a bodypart-trophy to make the winner happy */ |
2487 | /* create a bodypart-trophy to make the winner happy */ |
2448 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2488 | object *tmp = archetype::find (shstr_finger)->instance (); |
2449 | { |
2489 | |
2450 | tmp->name = format ("%s's finger" , &op->name); |
2490 | tmp->name = format ("%s's finger" , &op->name); |
2451 | tmp->name_pl = format ("%s's fingers", &op->name); |
2491 | tmp->name_pl = format ("%s's fingers", &op->name); |
2452 | tmp->msg = format ( |
2492 | tmp->msg = format ( |
2453 | "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", |
2454 | &op->name, op->contr->title, |
2494 | &op->name, op->contr->title, |
2455 | (int)op->level, |
2495 | (int)op->level, |
2456 | op->contr->killer_name () |
2496 | op->contr->killer_name () |
2457 | ); |
2497 | ); |
2458 | tmp->value = 0, tmp->type = 0; |
2498 | tmp->value = 0, tmp->type = 0; |
2459 | tmp->materialname = "organics"; |
2499 | tmp->material = name_to_material (shstr_organic); |
2460 | tmp->insert_at (op, tmp); |
2500 | tmp->insert_at (op, tmp); |
2461 | } |
|
|
2462 | |
2501 | |
2463 | /* teleport defeated player to new destination */ |
2502 | /* teleport defeated player to new destination */ |
2464 | transfer_ob (op, x, y, 0, NULL); |
2503 | transfer_ob (op, x, y, 0, NULL); |
2465 | op->contr->braced = 0; |
2504 | op->contr->braced = 0; |
2466 | |
2505 | |
… | |
… | |
2528 | lost_a_stat = 1; |
2567 | lost_a_stat = 1; |
2529 | } |
2568 | } |
2530 | else |
2569 | else |
2531 | { |
2570 | { |
2532 | /* deplete a stat */ |
2571 | /* deplete a stat */ |
2533 | archetype *deparch = archetype::find ("depletion"); |
2572 | archetype *deparch = archetype::find (shstr_depletion); |
2534 | object *dep; |
2573 | object *dep; |
2535 | |
2574 | |
2536 | dep = present_arch_in_ob (deparch, op); |
2575 | dep = present_arch_in_ob (deparch, op); |
2537 | if (!dep) |
2576 | if (!dep) |
2538 | { |
2577 | { |
2539 | dep = arch_to_object (deparch); |
2578 | dep = deparch->instance (); |
2540 | insert_ob_in_ob (dep, op); |
2579 | insert_ob_in_ob (dep, op); |
2541 | } |
2580 | } |
2542 | lose_this_stat = 1; |
2581 | lose_this_stat = 1; |
2543 | if (settings.balanced_stat_loss) |
2582 | if (settings.balanced_stat_loss) |
2544 | { |
2583 | { |
… | |
… | |
2610 | #endif |
2649 | #endif |
2611 | |
2650 | |
2612 | /* Put a gravestone up where the character 'almost' died. List the |
2651 | /* Put a gravestone up where the character 'almost' died. List the |
2613 | * exp loss on the stone. |
2652 | * exp loss on the stone. |
2614 | */ |
2653 | */ |
2615 | tmp = arch_to_object (archetype::find ("gravestone")); |
2654 | tmp = archetype::find (shstr_gravestone)->instance (); |
2616 | tmp->name = format ("%s's gravestone", &op->name); |
2655 | tmp->name = format ("%s's gravestone", &op->name); |
2617 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2656 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2618 | 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", |
2619 | &op->name, op->contr->title, op->contr->killer_name ()); |
2658 | &op->name, op->contr->title, op->contr->killer_name ()); |
2620 | tmp->x = op->x, tmp->y = op->y; |
2659 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2675 | } |
2714 | } |
2676 | |
2715 | |
2677 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2716 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2678 | } |
2717 | } |
2679 | |
2718 | |
2680 | void |
2719 | static void |
2681 | loot_object (object *op) |
2720 | loot_object (object *op) |
2682 | { /* Grab and destroy some treasure */ |
2721 | { /* Grab and destroy some treasure */ |
2683 | object *tmp, *tmp2, *next; |
2722 | object *tmp, *tmp2, *next; |
2684 | |
2723 | |
2685 | op->close_container (); /* close open sack first */ |
2724 | op->close_container (); /* close open sack first */ |
… | |
… | |
2716 | * fix_weight(): Check recursively the weight of all players, and fix |
2755 | * fix_weight(): Check recursively the weight of all players, and fix |
2717 | * 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 |
2718 | * was changed. |
2757 | * was changed. |
2719 | */ |
2758 | */ |
2720 | void |
2759 | void |
2721 | fix_weight (void) |
2760 | fix_weight () |
2722 | { |
2761 | { |
2723 | for_all_players (pl) |
2762 | for_all_players (pl) |
2724 | { |
2763 | { |
2725 | sint32 old = pl->ob->carrying; |
2764 | sint32 old = pl->ob->carrying; |
2726 | |
2765 | |
… | |
… | |
2733 | } |
2772 | } |
2734 | } |
2773 | } |
2735 | } |
2774 | } |
2736 | |
2775 | |
2737 | void |
2776 | void |
2738 | fix_luck (void) |
2777 | fix_luck () |
2739 | { |
2778 | { |
2740 | for_all_players (pl) |
2779 | for_all_players (pl) |
2741 | if (!pl->ob->contr->ns->state) |
2780 | if (!pl->ob->contr->ns->state) |
2742 | pl->ob->change_luck (0); |
2781 | pl->ob->change_luck (0); |
2743 | } |
2782 | } |
… | |
… | |
2987 | } |
3026 | } |
2988 | |
3027 | |
2989 | return 0; |
3028 | return 0; |
2990 | } |
3029 | } |
2991 | |
3030 | |
2992 | /* routine for both players and monsters. We call this when |
|
|
2993 | * there is a possibility for our action distrubing our hiding |
|
|
2994 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
2995 | * "noise" instead. If we arent invisible to begin with, we |
|
|
2996 | * return 0. |
|
|
2997 | */ |
|
|
2998 | int |
|
|
2999 | action_makes_visible (object *op) |
|
|
3000 | { |
|
|
3001 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3002 | { |
|
|
3003 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3004 | { |
|
|
3005 | // artefact invisibility is permanent, but we still make noise |
|
|
3006 | // this is important for game-balance. |
|
|
3007 | if (op->contr) |
|
|
3008 | op->make_noise (); |
|
|
3009 | |
|
|
3010 | return 0; |
|
|
3011 | } |
|
|
3012 | |
|
|
3013 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3014 | return 0; |
|
|
3015 | |
|
|
3016 | /* If monsters, they should become visible */ |
|
|
3017 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3018 | { |
|
|
3019 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3020 | return 1; |
|
|
3021 | } |
|
|
3022 | } |
|
|
3023 | |
|
|
3024 | return 0; |
|
|
3025 | } |
|
|
3026 | |
|
|
3027 | /* op_on_battleground - checks if the given object op (usually |
3031 | /* op_on_battleground - checks if the given object op (usually |
3028 | * a player) is standing on a valid battleground-tile, |
3032 | * a player) is standing on a valid battleground-tile, |
3029 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3033 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3030 | * -exit-coord. (and if x, y not NULL) |
3034 | * -exit-coord. (and if x, y not NULL) |
3031 | * 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 |
… | |
… | |
3050 | && tmp->name == shstr_battleground |
3054 | && tmp->name == shstr_battleground |
3051 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3052 | { |
3056 | { |
3053 | /* before we assign the exit, check if this is a teambattle */ |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3054 | 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)) |
3055 | { |
|
|
3056 | 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) |
3057 | { |
3061 | { |
3058 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3059 | { |
|
|
3060 | if (x && y) |
3062 | if (x && y) |
3061 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3063 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3062 | |
3064 | |
3063 | return 1; |
3065 | return 1; |
3064 | } |
|
|
3065 | } |
3066 | } |
3066 | } |
|
|
3067 | |
3067 | |
3068 | if (x && y) |
3068 | if (x && y) |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3070 | |
3070 | |
3071 | return 1; |
3071 | return 1; |
… | |
… | |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3229 | } |
3229 | } |
3230 | else |
3230 | else |
3231 | { |
3231 | { |
3232 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3233 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3234 | 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)); |
3235 | who->insert (tmp); |
3235 | who->insert (tmp); |
3236 | } |
3236 | } |
3237 | } |
3237 | } |
3238 | |
3238 | |
3239 | /** |
3239 | //-GPL |
3240 | * Unready an object for a player. This function does nothing if the object was |
|
|
3241 | * not readied. |
|
|
3242 | */ |
|
|
3243 | void |
|
|
3244 | player_unready_range_ob (player *pl, object *ob) |
|
|
3245 | { |
|
|
3246 | if (pl->ob->current_weapon == ob) |
|
|
3247 | pl->ob->current_weapon = 0; |
|
|
3248 | |
|
|
3249 | if (pl->combat_ob == ob) |
|
|
3250 | pl->combat_ob = 0; |
|
|
3251 | |
|
|
3252 | if (pl->ranged_ob == ob) |
|
|
3253 | pl->ranged_ob = 0; |
|
|
3254 | } |
|
|
3255 | |
3240 | |
3256 | sint8 |
3241 | sint8 |
3257 | player::darkness_at (maptile *map, int x, int y) const |
3242 | player::darkness_at (maptile *map, int x, int y) const |
3258 | { |
3243 | { |
3259 | if (!ns) |
3244 | if (!ns) |