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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 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. |
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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
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 | |
25 | //+GPL |
25 | //+GPL |
|
|
26 | |
|
|
27 | #include <algorithm> |
|
|
28 | #include <functional> |
26 | |
29 | |
27 | #include <global.h> |
30 | #include <global.h> |
28 | #include <sproto.h> |
31 | #include <sproto.h> |
29 | #include <sounds.h> |
32 | #include <sounds.h> |
30 | #include <living.h> |
33 | #include <living.h> |
31 | #include <object.h> |
34 | #include <object.h> |
32 | #include <spells.h> |
35 | #include <spells.h> |
33 | #include <skills.h> |
36 | #include <skills.h> |
34 | |
37 | |
35 | #include <algorithm> |
|
|
36 | #include <functional> |
|
|
37 | |
|
|
38 | playervec players; |
38 | playervec players; |
39 | |
39 | |
40 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
41 | static void |
41 | static void |
42 | set_first_map (object *op) |
42 | set_first_map (object *op) |
… | |
… | |
54 | |
54 | |
55 | players.insert (this); |
55 | players.insert (this); |
56 | ob->remove (); |
56 | ob->remove (); |
57 | ob->map = 0; |
57 | ob->map = 0; |
58 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
60 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
61 | } |
61 | } |
62 | |
62 | |
63 | void |
63 | void |
64 | player::deactivate () |
64 | player::deactivate () |
… | |
… | |
75 | |
75 | |
76 | ob->remove (); |
76 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
78 | ob->map = 0; |
79 | party = 0; |
79 | party = 0; |
80 | |
|
|
81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
|
82 | |
80 | |
83 | players.erase (this); |
81 | players.erase (this); |
84 | } |
82 | } |
85 | |
83 | |
86 | // connect the player with a specific client |
84 | // connect the player with a specific client |
… | |
… | |
128 | |
126 | |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
130 | |
128 | |
131 | esrv_new_player (this); |
129 | esrv_new_player (this); |
132 | |
130 | |
133 | ob->update_stats (); |
|
|
134 | |
|
|
135 | ns->floorbox_update (); |
|
|
136 | esrv_send_inventory (ob, ob); |
|
|
137 | esrv_add_spells (this, 0); |
|
|
138 | |
|
|
139 | ob->flag [FLAG_READY_WEAPON] = false; |
131 | ob->flag [FLAG_READY_WEAPON] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
132 | ob->flag [FLAG_READY_SKILL] = false; |
141 | ob->flag [FLAG_READY_RANGE] = false; |
133 | ob->flag [FLAG_READY_RANGE] = false; |
142 | ob->flag [FLAG_READY_BOW] = false; |
134 | ob->flag [FLAG_READY_BOW] = false; |
143 | |
135 | |
144 | for (object *op = ob->inv; op; op = op->below) |
136 | ob->update_stats (); |
145 | if (op->flag [FLAG_APPLIED]) |
|
|
146 | switch (op->type) |
|
|
147 | { |
|
|
148 | case SKILL: |
|
|
149 | op->flag [FLAG_APPLIED] = false; |
|
|
150 | break; |
|
|
151 | |
137 | |
152 | case SPELL: |
138 | ns->floorbox_update (); |
153 | case WAND: |
139 | esrv_send_inventory (ob, ob); |
154 | case ROD: |
140 | esrv_add_spells (this, 0); |
155 | case HORN: |
|
|
156 | case BOW: |
|
|
157 | case RANGED: |
|
|
158 | ranged_ob = op; |
|
|
159 | op->flag [FLAG_APPLIED] = false; |
|
|
160 | break; |
|
|
161 | |
|
|
162 | case WEAPON: |
|
|
163 | combat_ob = op; |
|
|
164 | op->flag [FLAG_APPLIED] = false; |
|
|
165 | break; |
|
|
166 | } |
|
|
167 | |
|
|
168 | ob->update_stats (); // we unapplied stuff above |
|
|
169 | |
|
|
170 | ob->current_weapon = 0; |
|
|
171 | if (object *item = combat_ob ? combat_ob : ranged_ob) |
|
|
172 | ob->apply (item); |
|
|
173 | |
141 | |
174 | activate (); |
142 | activate (); |
175 | |
143 | |
176 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
… | |
… | |
213 | player::set_object (object *op) |
181 | player::set_object (object *op) |
214 | { |
182 | { |
215 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
216 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
217 | |
185 | |
218 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
219 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
220 | |
188 | |
221 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
222 | } |
190 | } |
223 | |
191 | |
… | |
… | |
265 | disconnect (); |
233 | disconnect (); |
266 | |
234 | |
267 | attachable::do_destroy (); |
235 | attachable::do_destroy (); |
268 | |
236 | |
269 | if (ob) |
237 | if (ob) |
270 | { |
|
|
271 | ob->destroy_inv (false); |
|
|
272 | ob->destroy (); |
238 | ob->destroy (); |
273 | } |
|
|
274 | |
239 | |
275 | ob = observe = viewpoint = 0; |
240 | ob = observe = viewpoint = 0; |
276 | } |
241 | } |
277 | |
242 | |
278 | player::~player () |
243 | player::~player () |
… | |
… | |
408 | */ |
373 | */ |
409 | int |
374 | int |
410 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
411 | { |
376 | { |
412 | rv_vector rv; |
377 | rv_vector rv; |
413 | sint16 x, y; |
|
|
414 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES; |
415 | maptile *m, *lastmap; |
|
|
416 | |
379 | |
417 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
418 | |
381 | |
419 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
420 | return 0; |
383 | return 0; |
421 | |
384 | |
422 | x = mon->x; |
385 | mapxy pos (mon); |
423 | y = mon->y; |
|
|
424 | m = mon->map; |
|
|
425 | dir = rv.direction; |
386 | dir = rv.direction; |
426 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
427 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
428 | |
389 | |
429 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
430 | if (diff > max) |
391 | if (diff > max) |
431 | return 0; |
392 | return 0; |
432 | |
393 | |
433 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
434 | { |
395 | { |
435 | lastx = x; |
396 | mapxy lastpos = pos; |
436 | lasty = y; |
|
|
437 | lastmap = m; |
|
|
438 | x = lastx + freearr_x[dir]; |
|
|
439 | y = lasty + freearr_y[dir]; |
|
|
440 | |
397 | |
441 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
442 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
443 | |
399 | |
444 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
445 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
446 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
447 | { |
404 | { |
448 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
449 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
450 | */ |
407 | */ |
451 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
452 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
453 | { |
410 | { |
454 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
455 | * the values so it will try again. |
412 | * the values so it will try again. |
456 | */ |
413 | */ |
457 | x = lastx; |
|
|
458 | y = lasty; |
|
|
459 | m = lastmap; |
414 | pos = lastpos; |
460 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
461 | } |
416 | } |
462 | else |
417 | else |
463 | { |
418 | { |
464 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
471 | */ |
426 | */ |
472 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
473 | { |
428 | { |
474 | if (i == 0) |
429 | if (i == 0) |
475 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
476 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
477 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
478 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
479 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
480 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
482 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
483 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
484 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
485 | * moved. |
441 | * moved. |
486 | */ |
442 | */ |
487 | |
|
|
488 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
489 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
490 | m = lastmap; |
443 | pos = lastpos; |
491 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
492 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
493 | continue; |
447 | continue; |
494 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
495 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
496 | continue; |
452 | continue; |
497 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
498 | continue; |
455 | continue; |
499 | |
456 | |
500 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
501 | break; |
458 | break; |
502 | } |
459 | } |
|
|
460 | |
503 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
504 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
505 | */ |
463 | */ |
506 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
507 | return 0; |
465 | return 0; |
|
|
466 | |
508 | diff--; |
467 | diff--; |
509 | lastdir = dir; |
468 | lastdir = dir; |
510 | max--; |
469 | max--; |
511 | if (!firstdir) |
470 | if (!firstdir) |
512 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
516 | { |
475 | { |
517 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
518 | diff--; |
477 | diff--; |
519 | max--; |
478 | max--; |
520 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
521 | if (!firstdir) |
481 | if (!firstdir) |
522 | firstdir = dir; |
482 | firstdir = dir; |
523 | } |
483 | } |
524 | |
484 | |
525 | if (diff <= 1) |
485 | if (diff <= 1) |
526 | { |
486 | { |
527 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
528 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
529 | */ |
489 | */ |
530 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
531 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
532 | } |
492 | } |
533 | |
493 | |
534 | if (diff > max) |
494 | if (diff > max) |
535 | return 0; |
495 | return 0; |
… | |
… | |
553 | next = op->below; |
513 | next = op->below; |
554 | |
514 | |
555 | /* Forces get applied per default, unless they have the |
515 | /* Forces get applied per default, unless they have the |
556 | * flag "neutral" set. Sorry but I can't think of a better way |
516 | * flag "neutral" set. Sorry but I can't think of a better way |
557 | */ |
517 | */ |
558 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
518 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
559 | SET_FLAG (op, FLAG_APPLIED); |
519 | op->set_flag (FLAG_APPLIED); |
560 | |
520 | |
561 | /* we never give weapons/armour if these cannot be used |
521 | /* we never give weapons/armour if these cannot be used |
562 | * by this player due to race restrictions |
522 | * by this player due to race restrictions |
563 | */ |
523 | */ |
564 | if (pl->type == PLAYER) |
524 | if (pl->type == PLAYER) |
565 | { |
525 | { |
566 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
526 | if ((!pl->flag [FLAG_USE_ARMOUR] |
567 | && |
527 | && |
568 | (op->type == ARMOUR || op->type == BOOTS |
528 | (op->type == ARMOUR || op->type == BOOTS |
569 | || op->type == CLOAK || op->type == HELMET |
529 | || op->type == CLOAK || op->type == HELMET |
570 | || op->type == SHIELD || op->type == GLOVES |
530 | || op->type == SHIELD || op->type == GLOVES |
571 | || op->type == BRACERS || op->type == GIRDLE)) |
531 | || op->type == BRACERS || op->type == GIRDLE)) |
572 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
573 | { |
533 | { |
574 | op->destroy (); |
534 | op->destroy (); |
575 | continue; |
535 | continue; |
576 | } |
536 | } |
577 | } |
537 | } |
578 | |
538 | |
579 | /* Here we remove duplicated skills (as duplicated spell objects have |
539 | /* Here we remove duplicated skills (as duplicated spell objects have |
580 | * _very_ confusing effects for players), which could for instance be |
540 | * _very_ confusing effects for players), which could for instance be |
581 | * generated by bad treasurelists. - elmex |
541 | * generated by multiple treasurelists specifying the same skills. |
582 | */ |
542 | */ |
583 | if (op->type == SKILL) |
543 | if (op->type == SKILL) |
584 | { |
544 | { |
585 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
545 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
586 | if (tmp->type == op->type && tmp->name == op->name) |
546 | if (tmp->type == op->type && tmp->name == op->name) |
587 | { |
547 | { |
588 | op->destroy (); |
548 | op->destroy (); |
589 | LOG (llevError, |
|
|
590 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
|
|
591 | break; |
549 | break; |
592 | } |
550 | } |
593 | |
551 | |
594 | if (op->nrof > 1) |
552 | if (op->nrof > 1) |
595 | op->nrof = 1; |
553 | op->nrof = 1; |
596 | } |
554 | } |
597 | |
555 | |
598 | if (op->type == SPELLBOOK && op->inv) |
556 | if (op->type == SPELLBOOK && op->inv) |
599 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
557 | op->inv->clr_flag (FLAG_STARTEQUIP); |
600 | |
558 | |
601 | /* Give starting characters identified, uncursed, and undamned |
559 | /* Give starting characters identified, uncursed, and undamned |
602 | * items. Just don't identify gold or silver, or it won't be |
560 | * items. Just don't identify gold or silver, or it won't be |
603 | * merged properly. |
561 | * merged properly. |
604 | */ |
562 | */ |
605 | if (need_identify (op)) |
563 | if (op->need_identify ()) |
606 | { |
564 | { |
607 | SET_FLAG (op, FLAG_IDENTIFIED); |
565 | op->set_flag (FLAG_IDENTIFIED); |
608 | CLEAR_FLAG (op, FLAG_CURSED); |
566 | op->clr_flag (FLAG_CURSED); |
609 | CLEAR_FLAG (op, FLAG_DAMNED); |
567 | op->clr_flag (FLAG_DAMNED); |
610 | } |
568 | } |
611 | |
569 | |
612 | if (op->type == SPELL) |
570 | if (op->type == SPELL) |
613 | { |
571 | { |
614 | op->destroy (); |
572 | op->destroy (); |
615 | continue; |
573 | continue; |
616 | } |
574 | } |
617 | else if (op->type == SKILL) |
575 | else if (op->type == SKILL) |
618 | { |
576 | { |
619 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
577 | op->set_flag (FLAG_CAN_USE_SKILL); |
620 | op->stats.exp = 0; |
578 | op->stats.exp = 0; |
621 | op->level = 1; |
579 | op->level = 1; |
622 | } |
580 | } |
623 | else /* lock all 'normal items by default */ |
581 | else /* lock all 'normal items by default */ |
624 | SET_FLAG (op, FLAG_INV_LOCKED); |
582 | op->set_flag (FLAG_INV_LOCKED); |
625 | } /* for loop of objects in player inv */ |
583 | } /* for loop of objects in player inv */ |
626 | |
584 | |
627 | /* Need to set up the skill pointers */ |
585 | /* Need to set up the skill pointers */ |
628 | pl->contr->link_skills (); |
586 | pl->contr->link_skills (); |
629 | } |
587 | } |
… | |
… | |
648 | roll_stat () |
606 | roll_stat () |
649 | { |
607 | { |
650 | int a[4], i, j, k; |
608 | int a[4], i, j, k; |
651 | |
609 | |
652 | for (i = 0; i < 4; i++) |
610 | for (i = 0; i < 4; i++) |
653 | a[i] = (int) rndm (6) + 1; |
611 | a[i] = rndm (1, 6); |
654 | |
612 | |
655 | for (i = 0, j = 0, k = 7; i < 4; i++) |
613 | for (i = 0, j = 0, k = 7; i < 4; i++) |
656 | if (a[i] < k) |
614 | if (a[i] < k) |
657 | k = a[i], j = i; |
615 | k = a[i], j = i; |
658 | |
616 | |
… | |
… | |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
713 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
756 | if (tl) |
714 | if (tl) |
757 | create_treasure (tl, ob, 0, 0, 0); |
715 | create_treasure (tl, ob, 0, 0, 0); |
758 | |
716 | |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
717 | INVOKE_PLAYER (BIRTH, ob->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
761 | |
718 | |
762 | ob->contr->ns->state = ST_PLAYING; |
719 | ob->contr->ns->state = ST_PLAYING; |
763 | |
720 | |
764 | if (ob->msg) |
721 | if (ob->msg) |
765 | ob->msg = 0; |
722 | ob->msg = 0; |
766 | |
723 | |
767 | start_info (ob); |
724 | start_info (ob); |
768 | CLEAR_FLAG (ob, FLAG_WIZ); |
725 | ob->clr_flag (FLAG_WIZ); |
769 | give_initial_items (ob, ob->randomitems); |
726 | give_initial_items (ob, ob->randomitems); |
770 | esrv_send_inventory (ob, ob); |
727 | esrv_send_inventory (ob, ob); |
771 | ob->update_stats (); |
728 | ob->update_stats (); |
772 | |
729 | |
773 | /* This moves the player to a different start map, if there |
730 | /* This moves the player to a different start map, if there |
… | |
… | |
775 | */ |
732 | */ |
776 | if (*first_map_ext_path) |
733 | if (*first_map_ext_path) |
777 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
734 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
778 | else |
735 | else |
779 | LOG (llevDebug, "first_map_ext_path not set\n"); |
736 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
737 | } |
|
|
738 | |
|
|
739 | /* |
|
|
740 | * Returns true if the given player is a legal class. |
|
|
741 | * The function to add and remove class-bonuses to the stats doesn't |
|
|
742 | * check if the stat becomes negative, thus this function |
|
|
743 | * merely checks that all stats are 1 or more, and returns |
|
|
744 | * false otherwise. |
|
|
745 | */ |
|
|
746 | static int |
|
|
747 | allowed_class (const object *op) |
|
|
748 | { |
|
|
749 | return op->stats.Dex > 0 |
|
|
750 | && op->stats.Str > 0 |
|
|
751 | && op->stats.Con > 0 |
|
|
752 | && op->stats.Int > 0 |
|
|
753 | && op->stats.Wis > 0 |
|
|
754 | && op->stats.Pow > 0 |
|
|
755 | && op->stats.Cha > 0; |
780 | } |
756 | } |
781 | |
757 | |
782 | void |
758 | void |
783 | player::chargen_race_next () |
759 | player::chargen_race_next () |
784 | { |
760 | { |
… | |
… | |
822 | rv_vector rv; |
798 | rv_vector rv; |
823 | |
799 | |
824 | if (op->stats.hp < 0) |
800 | if (op->stats.hp < 0) |
825 | { |
801 | { |
826 | LOG (llevDebug, "Fleeing player is dead.\n"); |
802 | LOG (llevDebug, "Fleeing player is dead.\n"); |
827 | CLEAR_FLAG (op, FLAG_SCARED); |
803 | op->clr_flag (FLAG_SCARED); |
828 | return; |
804 | return; |
829 | } |
805 | } |
830 | |
806 | |
831 | if (!op->enemy) |
807 | if (!op->enemy) |
832 | { |
808 | { |
833 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
809 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
834 | CLEAR_FLAG (op, FLAG_SCARED); |
810 | op->clr_flag (FLAG_SCARED); |
835 | return; |
811 | return; |
836 | } |
812 | } |
837 | |
813 | |
838 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
814 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
839 | { |
815 | { |
840 | op->enemy = NULL; |
816 | op->enemy = NULL; |
841 | CLEAR_FLAG (op, FLAG_SCARED); |
817 | op->clr_flag (FLAG_SCARED); |
842 | return; |
818 | return; |
843 | } |
819 | } |
844 | |
820 | |
845 | get_rangevector (op, op->enemy, &rv, 0); |
821 | get_rangevector (op, op->enemy, &rv, 0); |
846 | |
822 | |
… | |
… | |
852 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
828 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
853 | return; |
829 | return; |
854 | } |
830 | } |
855 | |
831 | |
856 | /* Cornered, get rid of scared */ |
832 | /* Cornered, get rid of scared */ |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
833 | op->clr_flag (FLAG_SCARED); |
858 | op->enemy = NULL; |
834 | op->enemy = NULL; |
859 | } |
835 | } |
860 | |
836 | |
861 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
837 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
862 | * It returns 1 if the player should keep on moving, 0 if he should |
838 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
954 | * fighting */ |
930 | * fighting */ |
955 | if (op->contr->mode & PU_INHIBIT) |
931 | if (op->contr->mode & PU_INHIBIT) |
956 | return 1; |
932 | return 1; |
957 | |
933 | |
958 | /* prevent us from turning into auto-thieves :) */ |
934 | /* prevent us from turning into auto-thieves :) */ |
959 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
935 | if (tmp->flag [FLAG_UNPAID]) |
960 | continue; |
936 | continue; |
961 | |
937 | |
962 | /* ignore known cursed objects */ |
938 | /* ignore known cursed objects */ |
963 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
939 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
964 | continue; |
940 | continue; |
965 | |
941 | |
966 | /* all food and drink if desired */ |
942 | /* all food and drink if desired */ |
967 | /* question: don't pick up known-poisonous stuff? */ |
943 | /* question: don't pick up known-poisonous stuff? */ |
968 | if (op->contr->mode & PU_FOOD) |
944 | if (op->contr->mode & PU_FOOD) |
… | |
… | |
971 | CHK_PICK_PICKUP; |
947 | CHK_PICK_PICKUP; |
972 | continue; |
948 | continue; |
973 | } |
949 | } |
974 | |
950 | |
975 | if (op->contr->mode & PU_DRINK) |
951 | if (op->contr->mode & PU_DRINK) |
976 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
952 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
977 | { |
953 | { |
978 | CHK_PICK_PICKUP; |
954 | CHK_PICK_PICKUP; |
979 | continue; |
955 | continue; |
980 | } |
956 | } |
981 | |
957 | |
… | |
… | |
1019 | continue; |
995 | continue; |
1020 | } |
996 | } |
1021 | |
997 | |
1022 | /* pick up all magical items */ |
998 | /* pick up all magical items */ |
1023 | if (op->contr->mode & PU_MAGICAL) |
999 | if (op->contr->mode & PU_MAGICAL) |
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
1000 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1001 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
1026 | { |
1002 | { |
1027 | CHK_PICK_PICKUP; |
1003 | CHK_PICK_PICKUP; |
1028 | continue; |
1004 | continue; |
1029 | } |
1005 | } |
1030 | |
1006 | |
… | |
… | |
1114 | continue; |
1090 | continue; |
1115 | } |
1091 | } |
1116 | |
1092 | |
1117 | /* hoping to catch throwing daggers here */ |
1093 | /* hoping to catch throwing daggers here */ |
1118 | if (op->contr->mode & PU_MISSILEWEAPON) |
1094 | if (op->contr->mode & PU_MISSILEWEAPON) |
1119 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1095 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
1120 | { |
1096 | { |
1121 | CHK_PICK_PICKUP; |
1097 | CHK_PICK_PICKUP; |
1122 | continue; |
1098 | continue; |
1123 | } |
1099 | } |
1124 | |
1100 | |
… | |
… | |
1179 | * return 0. |
1155 | * return 0. |
1180 | */ |
1156 | */ |
1181 | static int |
1157 | static int |
1182 | action_makes_visible (object *op) |
1158 | action_makes_visible (object *op) |
1183 | { |
1159 | { |
1184 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
1160 | if (op->invisible && op->flag [FLAG_ALIVE]) |
1185 | { |
1161 | { |
1186 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
1162 | if (op->flag [FLAG_MAKE_INVIS]) |
1187 | { |
1163 | { |
1188 | // artefact invisibility is permanent, but we still make noise |
1164 | // artefact invisibility is permanent, but we still make noise |
1189 | // this is important for game-balance. |
1165 | // this is important for game-balance. |
1190 | if (op->contr) |
1166 | if (op->contr) |
1191 | op->make_noise (); |
1167 | op->make_noise (); |
… | |
… | |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1194 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1195 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1220 | return splay (tmp); |
1196 | return splay (tmp); |
1221 | |
1197 | |
1222 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1198 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1223 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
1199 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
1224 | if (object *arrow = find_arrow (tmp, type)) |
1200 | if (object *arrow = find_arrow (tmp, type)) |
1225 | { |
1201 | { |
1226 | splay (tmp); |
1202 | splay (tmp); |
1227 | return arrow; |
1203 | return arrow; |
1228 | } |
1204 | } |
… | |
… | |
1245 | if (!type) |
1221 | if (!type) |
1246 | return NULL; |
1222 | return NULL; |
1247 | |
1223 | |
1248 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1224 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1249 | { |
1225 | { |
1250 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1226 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1251 | { |
1227 | { |
1252 | i = 0; |
1228 | i = 0; |
1253 | ntmp = find_better_arrow (arrow, target, type, &i); |
1229 | ntmp = find_better_arrow (arrow, target, type, &i); |
1254 | |
1230 | |
1255 | if (i > betterby) |
1231 | if (i > betterby) |
… | |
… | |
1356 | break; |
1332 | break; |
1357 | } |
1333 | } |
1358 | |
1334 | |
1359 | if (mflags & P_IS_ALIVE) |
1335 | if (mflags & P_IS_ALIVE) |
1360 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1336 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1337 | if (tmp->flag [FLAG_ALIVE]) |
1362 | break; |
1338 | break; |
1363 | } |
1339 | } |
1364 | |
1340 | |
1365 | if (!tmp) |
1341 | if (!tmp) |
1366 | return find_arrow (op, type); |
1342 | return find_arrow (op, type); |
… | |
… | |
1427 | { |
1403 | { |
1428 | if (op->type == PLAYER) |
1404 | if (op->type == PLAYER) |
1429 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1405 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1430 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1406 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1431 | else |
1407 | else |
1432 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1408 | op->clr_flag (FLAG_READY_BOW); |
1433 | |
1409 | |
1434 | return 0; |
1410 | return 0; |
1435 | } |
1411 | } |
1436 | } |
1412 | } |
1437 | |
1413 | |
… | |
… | |
1486 | #endif |
1462 | #endif |
1487 | |
1463 | |
1488 | SET_ANIMATION (arrow, arrow->direction); |
1464 | SET_ANIMATION (arrow, arrow->direction); |
1489 | |
1465 | |
1490 | /* update the speed */ |
1466 | /* update the speed */ |
1491 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1492 | + bow->stats.dam / 7.f; |
|
|
1493 | |
1467 | |
1494 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1495 | arrow->speed_left = 0; |
1468 | arrow->speed_left = 0; |
|
|
1469 | arrow->set_speed (max (2.f, |
|
|
1470 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1471 | + bow->stats.dam / 7.f |
|
|
1472 | )); |
1496 | |
1473 | |
1497 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1474 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1498 | |
1475 | |
1499 | if (op->type == PLAYER) |
1476 | if (op->type == PLAYER) |
1500 | { |
1477 | { |
… | |
… | |
1633 | |
1610 | |
1634 | if (item->type == WAND) |
1611 | if (item->type == WAND) |
1635 | { |
1612 | { |
1636 | if (!(--item->stats.food)) |
1613 | if (!(--item->stats.food)) |
1637 | { |
1614 | { |
1638 | object *tmp; |
|
|
1639 | |
|
|
1640 | if (item->arch) |
1615 | if (item->arch) |
1641 | { |
1616 | { |
1642 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1617 | item->clr_flag (FLAG_ANIMATE); |
1643 | item->face = item->arch->face; |
1618 | item->face = item->arch->face; |
1644 | item->set_speed (0); |
1619 | item->set_speed (0); |
1645 | } |
1620 | } |
1646 | |
1621 | |
1647 | if (object *pl = item->visible_to ()) |
1622 | if (object *pl = item->visible_to ()) |
… | |
… | |
1775 | * |
1750 | * |
1776 | * Change the color so that the message doesn't disappear with |
1751 | * Change the color so that the message doesn't disappear with |
1777 | * all the others. |
1752 | * all the others. |
1778 | */ |
1753 | */ |
1779 | if (pl->contr->usekeys == key_inventory |
1754 | if (pl->contr->usekeys == key_inventory |
1780 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1755 | || !container->flag [FLAG_APPLIED] |
1781 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1756 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1782 | { |
1757 | { |
1783 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1758 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1784 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1759 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1785 | return NULL; |
1760 | return NULL; |
… | |
… | |
1907 | || mon->flag [FLAG_CAN_ROLL]) |
1882 | || mon->flag [FLAG_CAN_ROLL]) |
1908 | && mon != op) |
1883 | && mon != op) |
1909 | break; |
1884 | break; |
1910 | } |
1885 | } |
1911 | |
1886 | |
1912 | if (!mon) /* This happens anytime the player tries to move */ |
1887 | /* no monster == player tries to move into a wall or so */ |
1913 | return false; /* into a wall */ |
1888 | if (!mon) |
|
|
1889 | { |
|
|
1890 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1891 | if (op->move_type & ob->move_block) |
|
|
1892 | { |
|
|
1893 | if (ob->move_block == MOVE_ALL) |
|
|
1894 | move_into_wall (op, ob); |
|
|
1895 | else |
|
|
1896 | { |
|
|
1897 | if (op->contr->ns->bumpmsg) |
|
|
1898 | { |
|
|
1899 | op->play_sound (sound_find ("blocked_move")); |
|
|
1900 | |
|
|
1901 | op->statusmsg (ob->invisible |
|
|
1902 | ? "Something blocks you." |
|
|
1903 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1904 | ); |
|
|
1905 | } |
|
|
1906 | } |
|
|
1907 | |
|
|
1908 | break; |
|
|
1909 | } |
|
|
1910 | |
|
|
1911 | return false; |
|
|
1912 | } |
1914 | |
1913 | |
1915 | mon = mon->head_ (); |
1914 | mon = mon->head_ (); |
1916 | |
1915 | |
1917 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1916 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1918 | if (op->contr->weapon_sp_left > 0.f) |
1917 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1936 | */ |
1935 | */ |
1937 | if (op->type == PLAYER |
1936 | if (op->type == PLAYER |
1938 | && ((mon->owner && mon->owner->contr |
1937 | && ((mon->owner && mon->owner->contr |
1939 | && same_party (mon->owner->contr->party, op->contr->party)) |
1938 | && same_party (mon->owner->contr->party, op->contr->party)) |
1940 | || mon->owner == op) |
1939 | || mon->owner == op) |
1941 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
1940 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
1942 | { |
1941 | { |
1943 | /* If we're braced, we don't want to switch places with it */ |
1942 | /* If we're braced, we don't want to switch places with it */ |
1944 | if (op->contr->braced) |
1943 | if (op->contr->braced) |
1945 | return false; |
1944 | return false; |
1946 | |
1945 | |
… | |
… | |
1966 | * creatures. Note that if you are braced, you can't push |
1965 | * creatures. Note that if you are braced, you can't push |
1967 | * someone, but put it inside this loop so that you won't |
1966 | * someone, but put it inside this loop so that you won't |
1968 | * attack them either. |
1967 | * attack them either. |
1969 | */ |
1968 | */ |
1970 | if ((mon->type == PLAYER || mon->enemy != op) |
1969 | if ((mon->type == PLAYER || mon->enemy != op) |
1971 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
1970 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
1972 | && ((op->contr->peaceful |
1971 | && ((op->contr->peaceful |
1973 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1972 | || (mon->type == PLAYER && mon->contr->peaceful)) |
1974 | && !on_battleground)) |
1973 | && !on_battleground)) |
1975 | { |
1974 | { |
1976 | if (op->speed_left > 0.f) |
1975 | if (op->speed_left > 0.f) |
… | |
… | |
1992 | } |
1991 | } |
1993 | } |
1992 | } |
1994 | /* If the object is a boulder or other rollable object, then |
1993 | /* If the object is a boulder or other rollable object, then |
1995 | * roll it if not braced. You can't roll it if you are braced. |
1994 | * roll it if not braced. You can't roll it if you are braced. |
1996 | */ |
1995 | */ |
1997 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1996 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
1998 | { |
1997 | { |
1999 | if (op->speed_left > 0.f) |
1998 | if (op->speed_left > 0.f) |
2000 | { |
1999 | { |
2001 | --op->speed_left; |
2000 | --op->speed_left; |
2002 | |
2001 | |
… | |
… | |
2011 | * Way it works is like this: First, it must have some hit points |
2010 | * Way it works is like this: First, it must have some hit points |
2012 | * and be living. Then, it must be one of the following: |
2011 | * and be living. Then, it must be one of the following: |
2013 | * 1) Not a player, 2) A player, but of a different party. Note |
2012 | * 1) Not a player, 2) A player, but of a different party. Note |
2014 | * that party_number -1 is no party, so attacks can still happen. |
2013 | * that party_number -1 is no party, so attacks can still happen. |
2015 | */ |
2014 | */ |
2016 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2015 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2017 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2016 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2018 | { |
2017 | { |
2019 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2018 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2020 | { |
2019 | { |
2021 | --op->contr->weapon_sp_left; |
2020 | --op->contr->weapon_sp_left; |
… | |
… | |
2033 | } |
2032 | } |
2034 | |
2033 | |
2035 | bool |
2034 | bool |
2036 | move_player (object *op, int dir) |
2035 | move_player (object *op, int dir) |
2037 | { |
2036 | { |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2037 | if (!op->map || op->map->state != MAP_ACTIVE) |
2039 | return 0; |
2038 | return 0; |
2040 | |
2039 | |
2041 | /* Sanity check: make sure dir is valid */ |
2040 | /* Sanity check: make sure dir is valid */ |
2042 | if (dir < 0 || dir >= 9) |
2041 | if (dir < 0 || dir > 8) |
2043 | { |
2042 | { |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2043 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2045 | return 0; |
2044 | return 0; |
2046 | } |
2045 | } |
2047 | |
2046 | |
2048 | /* peterm: added following line */ |
2047 | /* peterm: added following line */ |
2049 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2048 | if (op->flag [FLAG_CONFUSED] && dir) |
2050 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2049 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2051 | |
2050 | |
2052 | op->facing = dir; |
2051 | op->facing = dir; |
2053 | |
2052 | |
2054 | if (op->flag [FLAG_HIDDEN]) |
2053 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
2094 | * players. |
2093 | * players. |
2095 | */ |
2094 | */ |
2096 | bool |
2095 | bool |
2097 | handle_newcs_player (object *op) |
2096 | handle_newcs_player (object *op) |
2098 | { |
2097 | { |
2099 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2098 | if (op->flag [FLAG_SCARED]) |
2100 | { |
2099 | { |
2101 | if (op->speed_left > 0.f) |
2100 | if (op->speed_left > 0.f) |
2102 | { |
2101 | { |
2103 | --op->speed_left; |
2102 | --op->speed_left; |
2104 | flee_player (op); |
2103 | flee_player (op); |
… | |
… | |
2123 | } |
2122 | } |
2124 | |
2123 | |
2125 | static int |
2124 | static int |
2126 | save_life (object *op) |
2125 | save_life (object *op) |
2127 | { |
2126 | { |
2128 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2127 | if (!op->flag [FLAG_LIFESAVE]) |
2129 | return 0; |
2128 | return 0; |
2130 | |
2129 | |
2131 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2130 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2132 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2131 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2133 | { |
2132 | { |
2134 | op->play_sound (sound_find ("ob_evaporate")); |
2133 | op->play_sound (sound_find ("ob_evaporate")); |
2135 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2134 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2136 | |
2135 | |
2137 | tmp->destroy (); |
2136 | tmp->destroy (); |
2138 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2137 | op->clr_flag (FLAG_LIFESAVE); |
2139 | |
2138 | |
2140 | if (op->stats.hp < 0) |
2139 | if (op->stats.hp < 0) |
2141 | op->stats.hp = op->stats.maxhp; |
2140 | op->stats.hp = op->stats.maxhp; |
2142 | |
2141 | |
2143 | if (op->stats.food < 0) |
2142 | if (op->stats.food < 0) |
… | |
… | |
2146 | op->update_stats (); |
2145 | op->update_stats (); |
2147 | return 1; |
2146 | return 1; |
2148 | } |
2147 | } |
2149 | |
2148 | |
2150 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2149 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2151 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2150 | op->clr_flag (FLAG_LIFESAVE); |
2152 | enter_player_savebed (op); /* bring him home. */ |
2151 | enter_player_savebed (op); /* bring him home. */ |
2153 | return 0; |
2152 | return 0; |
2154 | } |
2153 | } |
2155 | |
2154 | |
2156 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2155 | /* This goes throws the inventory and removes unpaid objects, and puts them |
… | |
… | |
2163 | { |
2162 | { |
2164 | while (op) |
2163 | while (op) |
2165 | { |
2164 | { |
2166 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2165 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
2167 | |
2166 | |
2168 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
2167 | if (op->flag [FLAG_UNPAID]) |
2169 | op->insert_at (env); |
2168 | op->insert_at (env); |
2170 | else if (op->inv) |
2169 | else if (op->inv) |
2171 | drop_unpaid_items (op->inv, env); |
2170 | drop_unpaid_items (op->inv, env); |
2172 | |
2171 | |
2173 | op = next; |
2172 | op = next; |
… | |
… | |
2184 | void |
2183 | void |
2185 | do_some_living (object *op) |
2184 | do_some_living (object *op) |
2186 | { |
2185 | { |
2187 | int last_food = op->stats.food; |
2186 | int last_food = op->stats.food; |
2188 | int gen_hp, gen_sp, gen_grace; |
2187 | int gen_hp, gen_sp, gen_grace; |
2189 | int over_hp, over_sp, over_grace; |
|
|
2190 | int i; |
|
|
2191 | int rate_hp = 1200; |
2188 | int rate_hp = 1200; |
2192 | int rate_sp = 2500; |
2189 | int rate_sp = 2500; |
2193 | int rate_grace = 2000; |
2190 | int rate_grace = 2000; |
2194 | const int max_hp = 1; |
2191 | const int max_hp = 1; |
2195 | const int max_sp = 1; |
2192 | const int max_sp = 1; |
2196 | const int max_grace = 1; |
2193 | const int max_grace = 1; |
2197 | |
2194 | |
|
|
2195 | #if 0 |
2198 | if (op->contr->hidden) |
2196 | if (op->contr->hidden) |
2199 | { |
2197 | { |
2200 | op->invisible = 1000; |
2198 | op->invisible = 1000; |
2201 | /* the socket code flashes the player visible/invisible |
2199 | /* the socket code flashes the player visible/invisible |
2202 | * depending on the value of invisible, so we need to |
2200 | * depending on the value of invisible, so we need to |
2203 | * alternate it here for it to work correctly. |
2201 | * alternate it here for it to work correctly. |
2204 | */ |
2202 | */ |
2205 | if (pticks & 2) |
2203 | if (server_tick & 2) |
2206 | op->invisible--; |
2204 | op->invisible--; |
2207 | } |
2205 | } |
|
|
2206 | else |
|
|
2207 | #endif |
2208 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2208 | if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2209 | { |
2209 | { |
2210 | if (!op->invisible--) |
2210 | if (!op->invisible--) |
2211 | { |
2211 | { |
2212 | make_visible (op); |
2212 | make_visible (op); |
2213 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2213 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2247 | if (--op->last_grace < 0) |
2247 | if (--op->last_grace < 0) |
2248 | { |
2248 | { |
2249 | if (op->stats.grace < op->stats.maxgrace / 2) |
2249 | if (op->stats.grace < op->stats.maxgrace / 2) |
2250 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2250 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2251 | |
2251 | |
|
|
2252 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2253 | |
2252 | if (max_grace > 1) |
2254 | if (max_grace > 1) |
2253 | { |
2255 | { |
2254 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2256 | int over_grace = temp / rate_grace; |
|
|
2257 | |
2255 | if (over_grace > 0) |
2258 | if (over_grace > 0) |
2256 | { |
2259 | { |
2257 | op->stats.sp += over_grace |
2260 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2258 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2259 | op->last_grace = 0; |
2261 | op->last_grace = 0; |
2260 | } |
2262 | } |
2261 | else |
2263 | else |
2262 | { |
2264 | op->last_grace = rate_grace / temp; |
2263 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2264 | } |
|
|
2265 | } |
2265 | } |
2266 | else |
2266 | else |
2267 | { |
2267 | op->last_grace = rate_grace / temp; |
2268 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2268 | |
2269 | } |
|
|
2270 | /* wearing stuff doesn't detract from grace generation. */ |
2269 | /* wearing stuff doesn't detract from grace generation. */ |
2271 | } |
2270 | } |
2272 | |
2271 | |
2273 | if (op->stats.food > 0) |
2272 | if (op->stats.food > 0) |
2274 | { |
2273 | { |
… | |
… | |
2280 | if (op->stats.sp < op->stats.maxsp) |
2279 | if (op->stats.sp < op->stats.maxsp) |
2281 | { |
2280 | { |
2282 | op->stats.sp++; |
2281 | op->stats.sp++; |
2283 | |
2282 | |
2284 | /* dms do not consume food */ |
2283 | /* dms do not consume food */ |
2285 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2284 | if (!op->flag [FLAG_WIZ]) |
2286 | { |
2285 | { |
2287 | op->stats.food--; |
2286 | op->stats.food--; |
2288 | |
2287 | |
2289 | if (op->contr->digestion < 0) |
2288 | if (op->contr->digestion < 0) |
2290 | op->stats.food += op->contr->digestion; |
2289 | op->stats.food += op->contr->digestion; |
… | |
… | |
2293 | } |
2292 | } |
2294 | } |
2293 | } |
2295 | |
2294 | |
2296 | if (max_sp > 1) |
2295 | if (max_sp > 1) |
2297 | { |
2296 | { |
2298 | over_sp = (gen_sp + 10) / rate_sp; |
2297 | int over_sp = (gen_sp + 10) / rate_sp; |
2299 | if (over_sp > 0) |
2298 | if (over_sp > 0) |
2300 | { |
2299 | { |
2301 | if (op->stats.sp < op->stats.maxsp) |
2300 | if (op->stats.sp < op->stats.maxsp) |
2302 | { |
2301 | { |
2303 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2302 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2324 | if (op->stats.hp < op->stats.maxhp) |
2323 | if (op->stats.hp < op->stats.maxhp) |
2325 | { |
2324 | { |
2326 | op->stats.hp++; |
2325 | op->stats.hp++; |
2327 | |
2326 | |
2328 | /* dms do not consume food */ |
2327 | /* dms do not consume food */ |
2329 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2328 | if (!op->flag [FLAG_WIZ]) |
2330 | { |
2329 | { |
2331 | op->stats.food--; |
2330 | op->stats.food--; |
2332 | |
2331 | |
2333 | if (op->contr->digestion < 0) |
2332 | if (op->contr->digestion < 0) |
2334 | op->stats.food += op->contr->digestion; |
2333 | op->stats.food += op->contr->digestion; |
2335 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2334 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2336 | op->stats.food = last_food; |
2335 | op->stats.food = last_food; |
2337 | } |
2336 | } |
2338 | } |
2337 | } |
2339 | |
2338 | |
|
|
2339 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2340 | |
2340 | if (max_hp > 1) |
2341 | if (max_hp > 1) |
2341 | { |
2342 | { |
2342 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2343 | int over_hp = temp / rate_hp; |
2343 | |
2344 | |
2344 | if (over_hp > 0) |
2345 | if (over_hp > 0) |
2345 | { |
2346 | { |
2346 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2347 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2347 | op->last_heal = 0; |
2348 | op->last_heal = 0; |
2348 | } |
2349 | } |
2349 | else |
2350 | else |
2350 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2351 | op->last_heal = rate_hp / temp; |
2351 | } |
2352 | } |
2352 | else |
2353 | else |
2353 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2354 | op->last_heal = rate_hp / temp; |
2354 | } |
2355 | } |
2355 | } |
2356 | } |
2356 | |
2357 | |
2357 | /* Digestion */ |
2358 | /* Digestion */ |
2358 | if (--op->last_eat < 0) |
2359 | if (--op->last_eat < 0) |
… | |
… | |
2361 | penalty = max (0, -op->contr->digestion); |
2362 | penalty = max (0, -op->contr->digestion); |
2362 | |
2363 | |
2363 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2364 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2364 | |
2365 | |
2365 | /* dms do not consume food */ |
2366 | /* dms do not consume food */ |
2366 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2367 | if (!op->flag [FLAG_WIZ]) |
2367 | op->stats.food--; |
2368 | op->stats.food--; |
2368 | } |
2369 | } |
2369 | |
2370 | |
2370 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2371 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2371 | { |
2372 | { |
2372 | object *flesh = 0; |
2373 | object *flesh = 0; |
2373 | |
2374 | |
2374 | for_inv_removable (op, tmp) |
2375 | for_inv_removable (op, tmp) |
2375 | { |
2376 | { |
2376 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
2377 | if (tmp->flag [FLAG_UNPAID]) |
2377 | continue; |
2378 | continue; |
2378 | |
2379 | |
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2380 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2380 | { |
2381 | { |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2382 | op->statusmsg ("You blindly grab for a bite of food. " |
… | |
… | |
2416 | op->contr->killer->destroy (); |
2417 | op->contr->killer->destroy (); |
2417 | } |
2418 | } |
2418 | } |
2419 | } |
2419 | |
2420 | |
2420 | /* killer should be set here already */ |
2421 | /* killer should be set here already */ |
2421 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2422 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2422 | kill_player (op); |
2423 | kill_player (op); |
2423 | } |
2424 | } |
2424 | } |
2425 | } |
2425 | |
2426 | |
2426 | /* If the player should die (lack of hp, food, etc), we call this. |
2427 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2621 | * difference. |
2622 | * difference. |
2622 | */ |
2623 | */ |
2623 | if (this_stat >= -50) |
2624 | if (this_stat >= -50) |
2624 | { |
2625 | { |
2625 | change_attr_value (&(dep->stats), i, -1); |
2626 | change_attr_value (&(dep->stats), i, -1); |
2626 | SET_FLAG (dep, FLAG_APPLIED); |
2627 | dep->set_flag (FLAG_APPLIED); |
2627 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2628 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2628 | op->update_stats (); |
2629 | op->update_stats (); |
2629 | lost_a_stat = 1; |
2630 | lost_a_stat = 1; |
2630 | } |
2631 | } |
2631 | } |
2632 | } |
… | |
… | |
2698 | if (will_kill_again) |
2699 | if (will_kill_again) |
2699 | { |
2700 | { |
2700 | object *force; |
2701 | object *force; |
2701 | int at; |
2702 | int at; |
2702 | |
2703 | |
2703 | force = get_archetype (FORCE_NAME); |
2704 | force = archetype::get (FORCE_NAME); |
2704 | /* 50 ticks should be enough time for the spell to abate */ |
2705 | /* 50 ticks should be enough time for the spell to abate */ |
2705 | force->speed = 0.1f; |
|
|
2706 | force->speed_left = -5.f; |
2706 | force->speed_left = -5.f; |
2707 | SET_FLAG (force, FLAG_APPLIED); |
2707 | force->set_speed (0.1f); |
|
|
2708 | force->set_flag (FLAG_APPLIED); |
|
|
2709 | |
2708 | for (at = 0; at < NROFATTACKS; at++) |
2710 | for (at = 0; at < NROFATTACKS; at++) |
2709 | if (will_kill_again & (1 << at)) |
2711 | if (will_kill_again & (1 << at)) |
2710 | force->resist[at] = 100; |
2712 | force->resist[at] = 100; |
2711 | |
2713 | |
2712 | insert_ob_in_ob (force, op); |
2714 | insert_ob_in_ob (force, op); |
… | |
… | |
2717 | } |
2719 | } |
2718 | |
2720 | |
2719 | static void |
2721 | static void |
2720 | loot_object (object *op) |
2722 | loot_object (object *op) |
2721 | { /* Grab and destroy some treasure */ |
2723 | { /* Grab and destroy some treasure */ |
2722 | object *tmp, *tmp2, *next; |
2724 | object *tmp, *next; |
2723 | |
2725 | |
2724 | op->close_container (); /* close open sack first */ |
2726 | op->close_container (); /* close open sack first */ |
2725 | |
2727 | |
2726 | for (tmp = op->inv; tmp; tmp = next) |
2728 | for (tmp = op->inv; tmp; tmp = next) |
2727 | { |
2729 | { |
… | |
… | |
2734 | tmp->x = op->x, tmp->y = op->y; |
2736 | tmp->x = op->x, tmp->y = op->y; |
2735 | |
2737 | |
2736 | if (tmp->type == CONTAINER) |
2738 | if (tmp->type == CONTAINER) |
2737 | loot_object (tmp); /* empty container to ground */ |
2739 | loot_object (tmp); /* empty container to ground */ |
2738 | |
2740 | |
2739 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2741 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2740 | { |
2742 | { |
2741 | if (tmp->nrof > 1) |
2743 | if (tmp->nrof > 1) |
2742 | { |
2744 | { |
2743 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2745 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2744 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2746 | insert_ob_in_map (tmp, op->map, NULL, 0); |
… | |
… | |
2759 | void |
2761 | void |
2760 | fix_weight () |
2762 | fix_weight () |
2761 | { |
2763 | { |
2762 | for_all_players (pl) |
2764 | for_all_players (pl) |
2763 | { |
2765 | { |
2764 | sint32 old = pl->ob->carrying; |
2766 | weight_t old = pl->ob->carrying; |
2765 | |
2767 | |
2766 | pl->ob->update_weight (); |
2768 | pl->ob->update_weight (); |
2767 | |
2769 | |
2768 | if (old != pl->ob->carrying) |
2770 | if (old != pl->ob->carrying) |
2769 | { |
2771 | { |
… | |
… | |
2834 | } |
2836 | } |
2835 | |
2837 | |
2836 | int |
2838 | int |
2837 | is_true_undead (object *op) |
2839 | is_true_undead (object *op) |
2838 | { |
2840 | { |
2839 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
2841 | if (op->arch->flag [FLAG_UNDEAD]) |
2840 | return 1; |
2842 | return 1; |
2841 | |
2843 | |
2842 | return 0; |
2844 | return 0; |
2843 | } |
2845 | } |
2844 | |
2846 | |
… | |
… | |
2942 | |
2944 | |
2943 | if (who->type == PLAYER) |
2945 | if (who->type == PLAYER) |
2944 | player = 1; |
2946 | player = 1; |
2945 | |
2947 | |
2946 | else |
2948 | else |
2947 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2949 | friendly = who->flag [FLAG_FRIENDLY]; |
2948 | |
2950 | |
2949 | /* search adjacent squares */ |
2951 | /* search adjacent squares */ |
2950 | for (i = 1; i < 9; i++) |
2952 | for (i = 1; i < 9; i++) |
2951 | { |
2953 | { |
2952 | x = who->x + freearr_x[i]; |
2954 | x = who->x + freearr_x[i]; |
… | |
… | |
2961 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2963 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2962 | continue; |
2964 | continue; |
2963 | |
2965 | |
2964 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2966 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2965 | { |
2967 | { |
2966 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2968 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
2967 | return 1; |
2969 | return 1; |
2968 | else if (tmp->type == PLAYER) |
2970 | else if (tmp->type == PLAYER) |
2969 | { |
|
|
2970 | /*don't let a hidden DM prevent you from hiding */ |
|
|
2971 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
|
|
2972 | return 1; |
2971 | return 1; |
2973 | } |
|
|
2974 | } |
2972 | } |
2975 | } |
2973 | } |
2976 | return 0; |
2974 | return 0; |
2977 | } |
2975 | } |
2978 | |
2976 | |
2979 | /* check the player los field for viewability of the |
2977 | /* check the player los field for viewability of the |
2980 | * object op. This function works fine for monsters, |
2978 | * object op. This function works fine for monsters, |
2981 | * but we dont worry if the object isnt the top one in |
2979 | * but we dont worry if the object isnt the top one in |
2982 | * a pile (say a coin under a table would return "viewable" |
2980 | * a pile (say a coin under a table would return "viewable" |
2983 | * by this routine). Another question, should we be |
2981 | * by this routine). Another question, should we be |
2984 | * concerned with the direction the player is looking |
2982 | * concerned with the direction the player is looking |
2985 | * in? Realistically, most of us can't see stuff behind |
2983 | * in? Realistically, most of us can't see stuff behind |
2986 | * our backs...on the other hand, does the "facing" direction |
2984 | * our backs...on the other hand, does the "facing" direction |
2987 | * imply the way your head, or body is facing? It's possible |
2985 | * imply the way your head, or body is facing? It's possible |
2988 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2986 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2989 | * -b.t. |
2987 | * -b.t. |
2990 | * This function is now map tiling safe. |
2988 | * This function is now map tiling safe. |
2991 | */ |
2989 | */ |
2992 | int |
2990 | int |
2993 | player_can_view (object *pl, object *op) |
2991 | player_can_view (object *pl, object *op) |
2994 | { |
2992 | { |
… | |
… | |
3045 | * and the exit-coordinates sp/hp must both be > 0. |
3043 | * and the exit-coordinates sp/hp must both be > 0. |
3046 | * => The intention here is to prevent abuse of the battleground- |
3044 | * => The intention here is to prevent abuse of the battleground- |
3047 | * feature (like pickable or hidden battleground tiles). */ |
3045 | * feature (like pickable or hidden battleground tiles). */ |
3048 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3046 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3049 | { |
3047 | { |
3050 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3048 | if (tmp->flag [FLAG_IS_FLOOR]) |
3051 | { |
3049 | { |
3052 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3050 | if (tmp->flag [FLAG_NO_PICK] |
3053 | && tmp->type == BATTLEGROUND |
3051 | && tmp->type == BATTLEGROUND |
3054 | && tmp->name == shstr_battleground |
3052 | && tmp->name == shstr_battleground |
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3053 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3056 | { |
3054 | { |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3055 | /* before we assign the exit, check if this is a teambattle */ |
… | |
… | |
3209 | else |
3207 | else |
3210 | j = 1; |
3208 | j = 1; |
3211 | strcat (buf, spellpathnames[i]); |
3209 | strcat (buf, spellpathnames[i]); |
3212 | } |
3210 | } |
3213 | } |
3211 | } |
|
|
3212 | |
3214 | strcat (buf, "."); |
3213 | strcat (buf, "."); |
3215 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3214 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3216 | } |
3215 | } |
3217 | |
3216 | |
3218 | /* evtl. adding flags: */ |
3217 | /* evtl. adding flags: */ |
3219 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3218 | if (item->flag [FLAG_XRAYS]) |
3220 | SET_FLAG (skin, FLAG_XRAYS); |
3219 | skin->set_flag (FLAG_XRAYS); |
3221 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3220 | if (item->flag [FLAG_STEALTH]) |
3222 | SET_FLAG (skin, FLAG_STEALTH); |
3221 | skin->set_flag (FLAG_STEALTH); |
3223 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3222 | if (item->flag [FLAG_SEE_IN_DARK]) |
3224 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3223 | skin->set_flag (FLAG_SEE_IN_DARK); |
3225 | |
3224 | |
3226 | /* print message if there is one */ |
3225 | /* print message if there is one */ |
3227 | if (item->msg != NULL) |
3226 | if (item->msg != NULL) |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3227 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3229 | } |
3228 | } |
… | |
… | |
3271 | { |
3270 | { |
3272 | play_sound (sound_find ("generic_failure")); |
3271 | play_sound (sound_find ("generic_failure")); |
3273 | statusmsg (msg, color); |
3272 | statusmsg (msg, color); |
3274 | } |
3273 | } |
3275 | |
3274 | |
|
|
3275 | void |
|
|
3276 | object::failmsgf (const char *format, ...) |
|
|
3277 | { |
|
|
3278 | if (!contr) |
|
|
3279 | return; |
|
|
3280 | |
|
|
3281 | va_list ap; |
|
|
3282 | va_start (ap, format); |
|
|
3283 | contr->failmsg (vformat (format, ap)); |
|
|
3284 | va_end (ap); |
|
|
3285 | } |
|
|
3286 | |
|
|
3287 | void |
|
|
3288 | player::failmsgf (const char *format, ...) |
|
|
3289 | { |
|
|
3290 | va_list ap; |
|
|
3291 | va_start (ap, format); |
|
|
3292 | failmsg (vformat (format, ap)); |
|
|
3293 | va_end (ap); |
|
|
3294 | } |
|
|
3295 | |