1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
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 (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The author can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
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24 | |
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25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <pwd.h> |
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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> |
30 | #include <spells.h> |
32 | #include <spells.h> |
31 | #include <skills.h> |
33 | #include <skills.h> |
32 | |
34 | |
33 | #include <algorithm> |
35 | #include <algorithm> |
34 | #include <functional> |
36 | #include <functional> |
35 | |
37 | |
36 | player * |
38 | playervec players; |
37 | find_player (const char *plname) |
|
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38 | { |
|
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39 | for_all_players (pl) |
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40 | if (pl->ob && !strcmp (query_name (pl->ob), plname)) |
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41 | return pl; |
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42 | |
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43 | return 0; |
|
|
44 | } |
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45 | |
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|
46 | void |
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47 | display_motd (const object *op) |
|
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48 | { |
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49 | char buf[MAX_BUF]; |
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50 | char motd[HUGE_BUF]; |
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51 | FILE *fp; |
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52 | int comp; |
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53 | int size; |
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54 | |
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55 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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56 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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57 | return; |
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58 | |
|
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59 | motd[0] = '\0'; |
|
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60 | size = 0; |
|
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61 | |
|
|
62 | while (fgets (buf, MAX_BUF, fp)) |
|
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63 | { |
|
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64 | if (*buf == '#') |
|
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65 | continue; |
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66 | |
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67 | strncat (motd + size, buf, HUGE_BUF - size); |
|
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68 | size += strlen (buf); |
|
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69 | } |
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70 | |
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71 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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72 | close_and_delete (fp, comp); |
|
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73 | } |
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74 | |
|
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75 | void |
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76 | send_rules (const object *op) |
|
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77 | { |
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78 | char buf[MAX_BUF]; |
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79 | char rules[HUGE_BUF]; |
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80 | FILE *fp; |
|
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81 | int comp; |
|
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82 | int size; |
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83 | |
|
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84 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
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85 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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86 | return; |
|
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87 | |
|
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88 | rules[0] = '\0'; |
|
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89 | size = 0; |
|
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90 | |
|
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91 | while (fgets (buf, MAX_BUF, fp)) |
|
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92 | { |
|
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93 | if (*buf == '#') |
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94 | continue; |
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95 | |
|
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96 | if (size + strlen (buf) >= HUGE_BUF) |
|
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97 | { |
|
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98 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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99 | break; |
|
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100 | } |
|
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101 | |
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102 | strncat (rules + size, buf, HUGE_BUF - size); |
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103 | size += strlen (buf); |
|
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104 | } |
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105 | |
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106 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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107 | close_and_delete (fp, comp); |
|
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108 | } |
|
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109 | |
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110 | void |
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111 | send_news (const object *op) |
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112 | { |
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113 | char buf[MAX_BUF]; |
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114 | char news[HUGE_BUF]; |
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115 | char subject[MAX_BUF]; |
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116 | FILE *fp; |
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117 | int comp; |
|
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118 | int size; |
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119 | |
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120 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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121 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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122 | return; |
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123 | |
|
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124 | news[0] = '\0'; |
|
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125 | subject[0] = '\0'; |
|
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126 | size = 0; |
|
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127 | |
|
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128 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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129 | { |
|
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130 | if (*buf == '#') |
|
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131 | continue; |
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132 | |
|
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133 | if (*buf == '%') |
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134 | { /* send one news */ |
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135 | if (size > 0) |
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136 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ |
|
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137 | strcpy (subject, buf + 1); |
|
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138 | strip_endline (subject); |
|
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139 | size = 0; |
|
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140 | news[0] = '\0'; |
|
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141 | } |
|
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142 | else |
|
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143 | { |
|
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144 | if (size + strlen (buf) >= HUGE_BUF) |
|
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145 | { |
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146 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
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147 | break; |
|
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148 | } |
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149 | strncat (news + size, buf, HUGE_BUF - size); |
|
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150 | size += strlen (buf); |
|
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151 | } |
|
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152 | } |
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153 | |
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154 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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155 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
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156 | close_and_delete (fp, comp); |
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157 | } |
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158 | |
39 | |
159 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
160 | static void |
41 | static void |
161 | set_first_map (object *op) |
42 | set_first_map (object *op) |
162 | { |
43 | { |
163 | strcpy (op->contr->maplevel, first_map_path); |
44 | op->contr->maplevel = first_map_path; |
164 | op->x = -1; |
45 | op->x = -1; |
165 | op->y = -1; |
46 | op->y = -1; |
166 | enter_exit (op, 0); |
47 | } |
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48 | |
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49 | void |
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50 | player::activate () |
|
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51 | { |
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52 | if (active) |
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53 | return; |
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54 | |
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55 | players.insert (this); |
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56 | ob->remove (); |
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57 | ob->map = 0; |
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58 | ob->activate_recursive (); |
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59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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60 | add_friendly_object (ob); |
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61 | } |
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62 | |
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63 | void |
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64 | player::deactivate () |
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65 | { |
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66 | if (!active) |
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67 | return; |
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68 | |
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69 | terminate_all_pets (ob); |
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70 | remove_friendly_object (ob); |
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71 | ob->deactivate_recursive (); |
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72 | |
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73 | if (ob->map) |
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74 | maplevel = ob->map->path; |
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75 | |
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76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
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78 | ob->map = 0; |
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79 | party = 0; |
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80 | |
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81 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
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82 | |
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83 | players.erase (this); |
167 | } |
84 | } |
168 | |
85 | |
169 | // connect the player with a specific client |
86 | // connect the player with a specific client |
170 | // also changed, rationalises, and fixes some incorrect settings |
87 | // also changes, rationalises, and fixes some incorrect settings |
171 | void |
88 | void |
172 | player::connect (client *ns) |
89 | player::connect (client *ns) |
173 | { |
90 | { |
174 | this->ns = ns; |
91 | this->ns = ns; |
175 | ns->pl = this; |
92 | ns->pl = this; |
176 | |
93 | |
177 | next = first_player; |
94 | run_on = 0; |
178 | first_player = this; |
95 | fire_on = 0; |
|
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96 | ob->close_container (); //TODO: client-specific |
179 | |
97 | |
180 | ns->update_look = 0; |
98 | ns->update_look = 0; |
181 | ns->look_position = 0; |
99 | ns->look_position = 0; |
182 | |
100 | |
183 | clear_los (ob); |
101 | clear_los (); |
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102 | |
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103 | ns->reset_stats (); |
184 | |
104 | |
185 | /* make sure he's a player -- needed because of class change. */ |
105 | /* make sure he's a player -- needed because of class change. */ |
186 | ob->type = PLAYER; // we are paranoid |
106 | ob->type = PLAYER; // we are paranoid |
187 | ob->race = ob->arch->clone.race; |
107 | ob->race = ob->arch->race; |
188 | |
108 | |
189 | if (!legal_range (ob, shoottype)) |
109 | ob->update_weight (); |
190 | shoottype = range_none; |
|
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191 | |
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192 | ob->carrying = sum_weight (ob); |
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193 | link_player_skills (ob); |
110 | link_skills (); |
194 | |
111 | |
195 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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196 | update_ob_speed (ob); |
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197 | |
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198 | assign (title, ob->arch->clone.name); |
112 | assign (title, ob->arch->object::name); |
199 | |
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200 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
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201 | * from the class, and not race. I don't see any way to get the class information |
|
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202 | * to then update this. I don't think this will actually break anything - anyone |
|
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203 | * that can use armour should be able to use a shield. What this may 'break' |
|
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204 | * are features new characters get, eg, if someone starts up with a Q, they |
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205 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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206 | */ |
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207 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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208 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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209 | |
113 | |
210 | /* if it's a dragon player, set the correct title here */ |
114 | /* if it's a dragon player, set the correct title here */ |
211 | if (is_dragon_pl (ob)) |
115 | if (ob->is_dragon ()) |
212 | { |
116 | { |
213 | object *tmp, *abil = 0, *skin = 0; |
117 | object *tmp, *abil = 0, *skin = 0; |
214 | |
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215 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
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216 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
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217 | |
118 | |
218 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
119 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
219 | if (tmp->type == FORCE) |
120 | if (tmp->type == FORCE) |
220 | if (tmp->arch->name == dragon_ability_force) |
121 | if (tmp->arch->archname == shstr_dragon_ability_force) |
221 | abil = tmp; |
122 | abil = tmp; |
222 | else if (tmp->arch->name == dragon_skin_force) |
123 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
223 | skin = tmp; |
124 | skin = tmp; |
224 | |
125 | |
225 | set_dragon_name (ob, abil, skin); |
126 | set_dragon_name (ob, abil, skin); |
226 | } |
127 | } |
227 | |
128 | |
228 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
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229 | add_friendly_object (ob); |
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230 | |
|
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231 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
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232 | |
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233 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
129 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
234 | new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name); |
|
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235 | |
130 | |
236 | esrv_new_player (this, ob->weight + ob->carrying); |
131 | esrv_new_player (this); |
237 | |
132 | |
238 | ob->update_stats (); |
133 | ob->update_stats (); |
|
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134 | |
239 | ns->floorbox_update (); |
135 | ns->floorbox_update (); |
240 | |
|
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241 | esrv_send_inventory (ob, ob); |
136 | esrv_send_inventory (ob, ob); |
242 | esrv_add_spells (this, 0); |
137 | esrv_add_spells (this, 0); |
243 | |
138 | |
244 | enter_exit (ob, 0); |
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; |
245 | |
143 | |
246 | send_rules (ob); |
144 | for (object *op = ob->inv; op; op = op->below) |
247 | send_news (ob); |
145 | if (op->flag [FLAG_APPLIED]) |
248 | display_motd (ob); |
146 | switch (op->type) |
|
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147 | { |
|
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148 | case SKILL: |
|
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149 | op->flag [FLAG_APPLIED] = false; |
|
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150 | break; |
|
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151 | |
|
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152 | case SPELL: |
|
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153 | case WAND: |
|
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154 | case ROD: |
|
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155 | case HORN: |
|
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156 | case BOW: |
|
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157 | case RANGED: |
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158 | ranged_ob = op; |
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159 | op->flag [FLAG_APPLIED] = false; |
|
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160 | break; |
|
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161 | |
|
|
162 | case WEAPON: |
|
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163 | combat_ob = op; |
|
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164 | op->flag [FLAG_APPLIED] = false; |
|
|
165 | break; |
|
|
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 | |
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174 | activate (); |
|
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175 | |
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176 | INVOKE_PLAYER (CONNECT, this); |
249 | INVOKE_PLAYER (LOGIN, this); |
177 | INVOKE_PLAYER (LOGIN, this); |
250 | } |
178 | } |
251 | |
179 | |
252 | void |
180 | void |
253 | player::disconnect () |
181 | player::disconnect () |
254 | { |
182 | { |
255 | //TODO: don't be so harsh and destroy :) |
183 | if (ob) |
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184 | { |
|
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185 | ob->close_container (); //TODO: client-specific |
|
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186 | ob->drop_unpaid_items (); |
|
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187 | } |
|
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188 | |
256 | if (ns) |
189 | if (ns) |
257 | destroy (); |
190 | { |
|
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191 | if (active) |
|
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192 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
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193 | |
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194 | INVOKE_PLAYER (DISCONNECT, this); |
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195 | |
|
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196 | ns->reset_stats (); |
|
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197 | ns->pl = 0; |
|
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198 | ns = 0; |
|
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199 | } |
|
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200 | |
|
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201 | // this is important for the player scheduler to get the correct refcount |
|
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202 | // when ns = 0 |
|
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203 | observe = viewpoint = ob; |
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204 | |
|
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205 | deactivate (); |
258 | } |
206 | } |
|
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207 | |
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208 | //-GPL |
259 | |
209 | |
260 | // the need for this function can be explained |
210 | // the need for this function can be explained |
261 | // by load_object not returning the object |
211 | // by load_object not returning the object |
262 | void |
212 | void |
263 | player::set_object (object *op) |
213 | player::set_object (object *op) |
264 | { |
214 | { |
265 | ob = op; |
215 | ob = observe = viewpoint = op; |
266 | ob->contr = this; /* this aren't yet in archetype */ |
216 | ob->contr = this; /* this aren't yet in archetype */ |
267 | |
217 | |
|
|
218 | ob->speed = 1.0f; |
268 | ob->speed_left = 0.5; |
219 | ob->speed_left = 0.5f; |
269 | ob->speed = 1.0; |
220 | |
270 | ob->direction = 5; /* So player faces south */ |
221 | ob->direction = 5; /* So player faces south */ |
271 | ob->stats.wc = 2; |
|
|
272 | ob->run_away = 25; /* Then we panick... */ |
|
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273 | |
|
|
274 | set_first_map (ob); |
|
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275 | |
|
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276 | ob->roll_stats (); |
|
|
277 | } |
222 | } |
|
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223 | |
|
|
224 | void |
|
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225 | player::set_observe (object *op) |
|
|
226 | { |
|
|
227 | observe = viewpoint = op ? op : ob; |
|
|
228 | do_los = 1; |
|
|
229 | } |
|
|
230 | |
|
|
231 | void |
|
|
232 | player::set_viewpoint (object *op) |
|
|
233 | { |
|
|
234 | viewpoint = op ? op : (object *)observe; |
|
|
235 | do_los = 1; |
|
|
236 | } |
|
|
237 | |
|
|
238 | //+GPL |
278 | |
239 | |
279 | player::player () |
240 | player::player () |
280 | { |
241 | { |
281 | /* There are some elements we want initialized to non zero value - |
242 | /* There are some elements we want initialised to non zero value - |
282 | * we deal with that below this point. |
243 | * we deal with that below this point. |
283 | */ |
244 | */ |
284 | outputs_sync = 16; /* Every 2 seconds */ |
245 | outputs_sync = 4; |
285 | outputs_count = 8; /* Keeps present behaviour */ |
246 | outputs_count = 4; |
286 | unapply = unapply_nochoice; |
247 | unapply = unapply_nochoice; |
287 | |
248 | |
288 | assign (savebed_map, first_map_path); /* Init. respawn position */ |
249 | savebed_map = first_map_path; /* Init. respawn position */ |
289 | |
250 | |
290 | gen_sp_armour = 10; |
251 | gen_sp_armour = 10; |
291 | last_speed = -1; |
|
|
292 | shoottype = range_none; |
|
|
293 | bowtype = bow_normal; |
252 | bowtype = bow_normal; |
294 | petmode = pet_normal; |
253 | petmode = pet_normal; |
295 | listening = 10; |
|
|
296 | usekeys = containers; |
254 | usekeys = containers; |
297 | last_weapon_sp = -1; |
|
|
298 | peaceful = 1; /* default peaceful */ |
255 | peaceful = 1; /* default peaceful */ |
299 | do_los = 1; |
256 | do_los = 1; |
300 | |
257 | |
301 | /* we need to clear these to -1 and not zero - otherwise, |
258 | weapon_sp = 1.0f; |
302 | * if a player quits and starts a new character, we wont |
259 | weapon_sp_left = 0.5f; |
303 | * send new values to the client, as things like exp start |
|
|
304 | * at zero. |
|
|
305 | */ |
|
|
306 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
307 | last_skill_exp[i] = -1; |
|
|
308 | |
|
|
309 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
310 | last_resist[i] = -1; |
|
|
311 | |
|
|
312 | last_stats.exp = -1; |
|
|
313 | last_weight = (uint32) - 1; |
|
|
314 | } |
260 | } |
315 | |
261 | |
316 | void |
262 | void |
317 | player::do_destroy () |
263 | player::do_destroy () |
318 | { |
264 | { |
|
|
265 | disconnect (); |
|
|
266 | |
319 | attachable::do_destroy (); |
267 | attachable::do_destroy (); |
320 | |
268 | |
321 | disconnect (); |
|
|
322 | |
|
|
323 | terminate_all_pets (ob); |
|
|
324 | |
|
|
325 | if (first_player != this) |
|
|
326 | { |
|
|
327 | player *prev = first_player; |
|
|
328 | |
|
|
329 | while (prev && prev->next && prev->next != this) |
|
|
330 | prev = prev->next; |
|
|
331 | |
|
|
332 | if (prev->next != this) |
|
|
333 | { |
|
|
334 | LOG (llevError, "Free_player: Can't find previous player.\n"); |
|
|
335 | abort (); |
|
|
336 | } |
|
|
337 | |
|
|
338 | prev->next = next; |
|
|
339 | } |
|
|
340 | else |
|
|
341 | first_player = next; |
|
|
342 | |
|
|
343 | if (ob) |
269 | if (ob) |
|
|
270 | { |
344 | ob->destroy (true); |
271 | ob->destroy_inv (false); |
345 | |
|
|
346 | if (ns) |
|
|
347 | { |
|
|
348 | client *ns = this->ns; |
|
|
349 | ns->send_packet ("goodbye"); |
|
|
350 | ns->flush (); |
|
|
351 | ns->pl = 0; |
|
|
352 | this->ns = 0; |
|
|
353 | ns->destroy (); |
272 | ob->destroy (); |
354 | } |
273 | } |
|
|
274 | |
|
|
275 | ob = observe = viewpoint = 0; |
355 | } |
276 | } |
356 | |
277 | |
357 | player::~player () |
278 | player::~player () |
358 | { |
279 | { |
359 | /* Clear item stack */ |
280 | /* Clear item stack */ |
360 | free (stack_items); |
281 | free (stack_items); |
|
|
282 | } |
|
|
283 | |
|
|
284 | /* |
|
|
285 | * get_player_archetype() return next player archetype from archetype |
|
|
286 | * list. Not very efficient routine, but used only creating new players. |
|
|
287 | * Note: there MUST be at least one player archetype! |
|
|
288 | */ |
|
|
289 | static archetype * |
|
|
290 | get_player_archetype (archetype *at) |
|
|
291 | { |
|
|
292 | // archetypes could have been reloaded |
|
|
293 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
294 | |
|
|
295 | if (!nat) |
|
|
296 | return at; |
|
|
297 | |
|
|
298 | archvec::iterator i = archetypes.find (nat); |
|
|
299 | |
|
|
300 | for (;;) |
|
|
301 | { |
|
|
302 | if (++i == archetypes.end ()) |
|
|
303 | i = archetypes.begin (); |
|
|
304 | else if (*i == at) |
|
|
305 | cleanup ("not a single player archetype found"); |
|
|
306 | |
|
|
307 | if ((*i)->type == PLAYER) |
|
|
308 | return *i; |
|
|
309 | } |
361 | } |
310 | } |
362 | |
311 | |
363 | /* Tries to add player on the connection passed in ns. |
312 | /* Tries to add player on the connection passed in ns. |
364 | * 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 |
365 | * mode. |
314 | * mode. |
… | |
… | |
367 | player * |
316 | player * |
368 | player::create () |
317 | player::create () |
369 | { |
318 | { |
370 | player *pl = new player; |
319 | player *pl = new player; |
371 | |
320 | |
372 | pl->set_object (arch_to_object (get_player_archetype (0))); |
321 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
322 | |
|
|
323 | pl->ob->roll_stats (); |
|
|
324 | pl->ob->stats.wc = 2; |
|
|
325 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
326 | |
|
|
327 | set_first_map (pl->ob); |
373 | |
328 | |
374 | return pl; |
329 | return pl; |
375 | } |
|
|
376 | |
|
|
377 | /* |
|
|
378 | * get_player_archetype() return next player archetype from archetype |
|
|
379 | * list. Not very efficient routine, but used only creating new players. |
|
|
380 | * Note: there MUST be at least one player archetype! |
|
|
381 | */ |
|
|
382 | archetype * |
|
|
383 | get_player_archetype (archetype *at) |
|
|
384 | { |
|
|
385 | archetype *start = at; |
|
|
386 | |
|
|
387 | for (;;) |
|
|
388 | { |
|
|
389 | if (at == NULL || at->next == NULL) |
|
|
390 | at = first_archetype; |
|
|
391 | else |
|
|
392 | at = at->next; |
|
|
393 | |
|
|
394 | if (at->clone.type == PLAYER) |
|
|
395 | return at; |
|
|
396 | |
|
|
397 | if (at == start) |
|
|
398 | { |
|
|
399 | LOG (llevError, "No Player archetypes\n"); |
|
|
400 | exit (-1); |
|
|
401 | } |
|
|
402 | } |
|
|
403 | } |
330 | } |
404 | |
331 | |
405 | object * |
332 | object * |
406 | get_nearest_player (object *mon) |
333 | get_nearest_player (object *mon) |
407 | { |
334 | { |
408 | object *op = NULL; |
335 | object *op = NULL; |
409 | objectlink *ol; |
336 | objectlink *ol; |
410 | unsigned lastdist; |
337 | unsigned lastdist; |
411 | rv_vector rv; |
338 | rv_vector rv; |
412 | |
339 | |
413 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
340 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
414 | { |
341 | { |
415 | /* We should not find free objects on this friendly list, but it |
|
|
416 | * does periodically happen. Given that, lets deal with it. |
|
|
417 | * While unlikely, it is possible the next object on the friendly |
|
|
418 | * list is also free, so encapsulate this in a while loop. |
|
|
419 | */ |
|
|
420 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
421 | { |
|
|
422 | object *tmp = ol->ob; |
|
|
423 | |
|
|
424 | /* Can't do much more other than log the fact, because the object |
|
|
425 | * itself will have been cleared. |
|
|
426 | */ |
|
|
427 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
|
|
428 | ol = ol->next; |
|
|
429 | remove_friendly_object (tmp); |
|
|
430 | if (!ol) |
|
|
431 | return op; |
|
|
432 | } |
|
|
433 | |
|
|
434 | /* Remove special check for player from this. First, it looks to cause |
|
|
435 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
436 | * complicated method of state checking would be needed in any case - |
|
|
437 | * as it was, a clever player could type quit, and the function would |
|
|
438 | * skip them over while waiting for confirmation. Remove |
|
|
439 | * on_same_map check, as can_detect_enemy also does this |
|
|
440 | */ |
|
|
441 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
342 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
442 | continue; |
343 | continue; |
443 | |
344 | |
444 | if (lastdist > rv.distance) |
345 | if (lastdist > rv.distance) |
445 | { |
346 | { |
… | |
… | |
521 | x = mon->x; |
422 | x = mon->x; |
522 | y = mon->y; |
423 | y = mon->y; |
523 | m = mon->map; |
424 | m = mon->map; |
524 | dir = rv.direction; |
425 | dir = rv.direction; |
525 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
426 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
526 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
427 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
428 | |
527 | /* If we can't solve it within the search distance, return now. */ |
429 | /* If we can't solve it within the search distance, return now. */ |
528 | if (diff > max) |
430 | if (diff > max) |
529 | return 0; |
431 | return 0; |
|
|
432 | |
530 | while (diff > 1 && max > 0) |
433 | while (diff > 1 && max > 0) |
531 | { |
434 | { |
532 | lastx = x; |
435 | lastx = x; |
533 | lasty = y; |
436 | lasty = y; |
534 | lastmap = m; |
437 | lastmap = m; |
… | |
… | |
616 | max--; |
519 | max--; |
617 | lastdir = dir; |
520 | lastdir = dir; |
618 | if (!firstdir) |
521 | if (!firstdir) |
619 | firstdir = dir; |
522 | firstdir = dir; |
620 | } |
523 | } |
|
|
524 | |
621 | if (diff <= 1) |
525 | if (diff <= 1) |
622 | { |
526 | { |
623 | /* Recalculate diff (distance) because we may not have actually |
527 | /* Recalculate diff (distance) because we may not have actually |
624 | * headed toward player for entire distance. |
528 | * headed toward player for entire distance. |
625 | */ |
529 | */ |
626 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
530 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
627 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
531 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
628 | } |
532 | } |
|
|
533 | |
629 | if (diff > max) |
534 | if (diff > max) |
630 | return 0; |
535 | return 0; |
631 | } |
536 | } |
|
|
537 | |
632 | /* If we reached the max, didn't find a direction in time */ |
538 | /* If we reached the max, didn't find a direction in time */ |
633 | if (!max) |
539 | if (!max) |
634 | return 0; |
540 | return 0; |
635 | |
541 | |
636 | return firstdir; |
542 | return firstdir; |
637 | } |
543 | } |
638 | |
544 | |
639 | void |
545 | void |
640 | give_initial_items (object *pl, treasurelist * items) |
546 | give_initial_items (object *pl, treasurelist *items) |
641 | { |
547 | { |
642 | object *op, *next = NULL; |
|
|
643 | |
|
|
644 | if (pl->randomitems != NULL) |
548 | if (pl->randomitems) |
645 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
549 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
646 | |
550 | |
647 | for (op = pl->inv; op; op = next) |
551 | for (object *next, *op = pl->inv; op; op = next) |
648 | { |
552 | { |
649 | next = op->below; |
553 | next = op->below; |
650 | |
554 | |
651 | /* Forces get applied per default, unless they have the |
555 | /* Forces get applied per default, unless they have the |
652 | * flag "neutral" set. Sorry but I can't think of a better way |
556 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
657 | /* we never give weapons/armour if these cannot be used |
561 | /* we never give weapons/armour if these cannot be used |
658 | * by this player due to race restrictions |
562 | * by this player due to race restrictions |
659 | */ |
563 | */ |
660 | if (pl->type == PLAYER) |
564 | if (pl->type == PLAYER) |
661 | { |
565 | { |
662 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
566 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
567 | && |
663 | (op->type == ARMOUR || op->type == BOOTS || |
568 | (op->type == ARMOUR || op->type == BOOTS |
664 | op->type == CLOAK || op->type == HELMET || |
569 | || op->type == CLOAK || op->type == HELMET |
665 | op->type == SHIELD || op->type == GLOVES || |
570 | || op->type == SHIELD || op->type == GLOVES |
|
|
571 | || op->type == BRACERS || op->type == GIRDLE)) |
666 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
572 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
667 | { |
573 | { |
668 | op->destroy (); |
574 | op->destroy (); |
669 | continue; |
575 | continue; |
670 | } |
576 | } |
671 | } |
577 | } |
672 | |
578 | |
673 | /* This really needs to be better - we should really give |
579 | /* Here we remove duplicated skills (as duplicated spell objects have |
674 | * a substitute spellbook. The problem is that we don't really |
580 | * _very_ confusing effects for players), which could for instance be |
675 | * have a good idea what to replace it with (need something like |
581 | * generated by bad treasurelists. - elmex |
676 | * a first level treasurelist for each skill.) |
|
|
677 | * remove duplicate skills also |
|
|
678 | */ |
582 | */ |
679 | if (op->type == SPELLBOOK || op->type == SKILL) |
583 | if (op->type == SKILL) |
680 | { |
584 | { |
681 | object *tmp; |
|
|
682 | |
|
|
683 | for (tmp = op->below; tmp; tmp = tmp->below) |
585 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
684 | if (tmp->type == op->type && tmp->name == op->name) |
586 | if (tmp->type == op->type && tmp->name == op->name) |
685 | break; |
|
|
686 | |
|
|
687 | if (tmp) |
|
|
688 | { |
587 | { |
689 | op->destroy (); |
588 | op->destroy (); |
|
|
589 | LOG (llevError, |
690 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
590 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
691 | continue; |
591 | break; |
692 | } |
592 | } |
693 | |
593 | |
694 | if (op->nrof > 1) |
594 | if (op->nrof > 1) |
695 | op->nrof = 1; |
595 | op->nrof = 1; |
696 | } |
596 | } |
697 | |
597 | |
698 | if (op->type == SPELLBOOK && op->inv) |
598 | if (op->type == SPELLBOOK && op->inv) |
699 | { |
|
|
700 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
599 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
701 | } |
|
|
702 | |
600 | |
703 | /* Give starting characters identified, uncursed, and undamned |
601 | /* Give starting characters identified, uncursed, and undamned |
704 | * items. Just don't identify gold or silver, or it won't be |
602 | * items. Just don't identify gold or silver, or it won't be |
705 | * merged properly. |
603 | * merged properly. |
706 | */ |
604 | */ |
707 | if (need_identify (op)) |
605 | if (need_identify (op)) |
708 | { |
606 | { |
709 | SET_FLAG (op, FLAG_IDENTIFIED); |
607 | SET_FLAG (op, FLAG_IDENTIFIED); |
710 | CLEAR_FLAG (op, FLAG_CURSED); |
608 | CLEAR_FLAG (op, FLAG_CURSED); |
711 | CLEAR_FLAG (op, FLAG_DAMNED); |
609 | CLEAR_FLAG (op, FLAG_DAMNED); |
712 | } |
610 | } |
|
|
611 | |
713 | if (op->type == SPELL) |
612 | if (op->type == SPELL) |
714 | { |
613 | { |
715 | op->destroy (); |
614 | op->destroy (); |
716 | continue; |
615 | continue; |
717 | } |
616 | } |
… | |
… | |
719 | { |
618 | { |
720 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
619 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
721 | op->stats.exp = 0; |
620 | op->stats.exp = 0; |
722 | op->level = 1; |
621 | op->level = 1; |
723 | } |
622 | } |
724 | /* lock all 'normal items by default */ |
623 | else /* lock all 'normal items by default */ |
725 | else |
|
|
726 | SET_FLAG (op, FLAG_INV_LOCKED); |
624 | SET_FLAG (op, FLAG_INV_LOCKED); |
727 | } /* for loop of objects in player inv */ |
625 | } /* for loop of objects in player inv */ |
728 | |
626 | |
729 | /* Need to set up the skill pointers */ |
627 | /* Need to set up the skill pointers */ |
730 | link_player_skills (pl); |
628 | pl->contr->link_skills (); |
731 | } |
629 | } |
732 | |
630 | |
733 | void |
631 | void |
734 | get_party_password (object *op, partylist *party) |
632 | get_party_password (object *op, partylist *party) |
735 | { |
633 | { |
… | |
… | |
745 | 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:"); |
746 | } |
644 | } |
747 | |
645 | |
748 | /* 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. */ |
749 | static int |
647 | static int |
750 | roll_stat (void) |
648 | roll_stat () |
751 | { |
649 | { |
752 | int a[4], i, j, k; |
650 | int a[4], i, j, k; |
753 | |
651 | |
754 | for (i = 0; i < 4; i++) |
652 | for (i = 0; i < 4; i++) |
755 | a[i] = (int) RANDOM () % 6 + 1; |
653 | a[i] = (int) rndm (6) + 1; |
756 | |
654 | |
757 | for (i = 0, j = 0, k = 7; i < 4; i++) |
655 | for (i = 0, j = 0, k = 7; i < 4; i++) |
758 | if (a[i] < k) |
656 | if (a[i] < k) |
759 | k = a[i], j = i; |
657 | k = a[i], j = i; |
760 | |
658 | |
… | |
… | |
766 | } |
664 | } |
767 | |
665 | |
768 | void |
666 | void |
769 | object::roll_stats () |
667 | object::roll_stats () |
770 | { |
668 | { |
771 | int statsort [7]; |
669 | int statsort [NUM_STATS]; |
772 | |
670 | |
773 | for (;;) |
671 | for (;;) |
774 | { |
672 | { |
775 | int sum = 0; |
673 | int sum = 0; |
776 | for (int i = 7; i--; ) |
674 | for (int i = NUM_STATS; i--; ) |
777 | sum += statsort [i] = roll_stat (); |
675 | sum += statsort [i] = roll_stat (); |
778 | |
676 | |
779 | if (sum >= 82 && sum <= 116) |
677 | if (sum >= 82 && sum <= 116) |
780 | break; |
678 | break; |
781 | } |
679 | } |
782 | |
680 | |
783 | // Sort the stats so that rerolling is easier... |
681 | // Sort the stats so that rerolling is easier... |
784 | std::sort (statsort, statsort + 7, std::greater<int>()); |
682 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
785 | |
683 | |
|
|
684 | for (int i = 0; i < NUM_STATS; ++i) |
786 | stats.Str = statsort[0]; |
685 | stats.stat (i) = statsort [i]; |
787 | stats.Dex = statsort[1]; |
|
|
788 | stats.Con = statsort[2]; |
|
|
789 | stats.Int = statsort[3]; |
|
|
790 | stats.Wis = statsort[4]; |
|
|
791 | stats.Pow = statsort[5]; |
|
|
792 | stats.Cha = statsort[6]; |
|
|
793 | |
686 | |
794 | stats.exp = 0; |
687 | stats.exp = 0; |
795 | stats.ac = 0; |
688 | stats.ac = 0; |
796 | |
689 | |
797 | stats.hp = stats.maxhp; |
690 | stats.hp = stats.maxhp; |
… | |
… | |
809 | } |
702 | } |
810 | |
703 | |
811 | void |
704 | void |
812 | object::swap_stats (int a, int b) |
705 | object::swap_stats (int a, int b) |
813 | { |
706 | { |
814 | int tmp = get_attr_value (&contr->orig_stats, a); |
707 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
815 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
816 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
817 | |
708 | |
|
|
709 | for (int i = 0; i < NUM_STATS; ++i) |
818 | stats.Str = contr->orig_stats.Str; |
710 | stats.stat (i) = contr->orig_stats.stat (i); |
819 | stats.Dex = contr->orig_stats.Dex; |
|
|
820 | stats.Con = contr->orig_stats.Con; |
|
|
821 | stats.Int = contr->orig_stats.Int; |
|
|
822 | stats.Wis = contr->orig_stats.Wis; |
|
|
823 | stats.Pow = contr->orig_stats.Pow; |
|
|
824 | stats.Cha = contr->orig_stats.Cha; |
|
|
825 | |
711 | |
826 | //TODO: the following code looks so borked and should, at the very least, |
712 | //TODO: the following code looks so borked and should, at the very least, |
827 | // be merged with the similar code in roll_stats |
713 | // be merged with the similar code in roll_stats |
828 | stats.ac = 0; |
714 | stats.ac = 0; |
829 | |
715 | |
… | |
… | |
841 | contr->levsp[1] = 6; |
727 | contr->levsp[1] = 6; |
842 | contr->levgrace[1] = 3; |
728 | contr->levgrace[1] = 3; |
843 | |
729 | |
844 | contr->orig_stats = stats; |
730 | contr->orig_stats = stats; |
845 | } |
731 | } |
|
|
732 | } |
|
|
733 | |
|
|
734 | static void |
|
|
735 | start_info (object *op) |
|
|
736 | { |
|
|
737 | char buf[MAX_BUF]; |
|
|
738 | |
|
|
739 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
|
|
740 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
846 | } |
741 | } |
847 | |
742 | |
848 | /* This function takes the key that is passed, and does the |
743 | /* This function takes the key that is passed, and does the |
849 | * appropriate action with it (change race, or other things). |
744 | * appropriate action with it (change race, or other things). |
850 | * The function name is for historical reasons - now we have |
745 | * The function name is for historical reasons - now we have |
851 | * separate race and class; this actually changes the RACE, |
746 | * separate race and class; this actually changes the RACE, |
852 | * not the class. |
747 | * not the class. |
853 | */ |
748 | */ |
854 | int |
749 | void |
855 | key_change_class (object *op, char key) |
750 | player::chargen_race_done () |
856 | { |
751 | { |
857 | int tmp_loop; |
|
|
858 | |
|
|
859 | if (key == 'd' || key == 'D') |
|
|
860 | { |
|
|
861 | char buf[MAX_BUF]; |
|
|
862 | |
|
|
863 | /* this must before then initial items are given */ |
752 | /* this must before then initial items are given */ |
864 | esrv_new_player (op->contr, op->weight + op->carrying); |
753 | esrv_new_player (ob->contr); |
865 | |
754 | |
866 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
755 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
867 | if (tl) |
756 | if (tl) |
868 | create_treasure (tl, op, 0, 0, 0); |
757 | create_treasure (tl, ob, 0, 0, 0); |
869 | |
758 | |
870 | INVOKE_PLAYER (BIRTH, op->contr); |
759 | INVOKE_PLAYER (BIRTH, ob->contr); |
871 | INVOKE_PLAYER (LOGIN, op->contr); |
760 | INVOKE_PLAYER (LOGIN, ob->contr); |
872 | |
761 | |
873 | op->contr->ns->state = ST_PLAYING; |
762 | ob->contr->ns->state = ST_PLAYING; |
874 | |
763 | |
875 | if (op->msg) |
764 | if (ob->msg) |
876 | op->msg = NULL; |
765 | ob->msg = 0; |
877 | |
766 | |
878 | /* We create this now because some of the unique maps will need it |
|
|
879 | * to save here. |
|
|
880 | */ |
|
|
881 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
882 | make_path_to_file (buf); |
|
|
883 | |
|
|
884 | #ifdef AUTOSAVE |
|
|
885 | op->contr->last_save_tick = pticks; |
|
|
886 | #endif |
|
|
887 | start_info (op); |
767 | start_info (ob); |
888 | CLEAR_FLAG (op, FLAG_WIZ); |
768 | CLEAR_FLAG (ob, FLAG_WIZ); |
889 | give_initial_items (op, op->randomitems); |
769 | give_initial_items (ob, ob->randomitems); |
890 | link_player_skills (op); |
|
|
891 | esrv_send_inventory (op, op); |
770 | esrv_send_inventory (ob, ob); |
892 | op->update_stats (); |
771 | ob->update_stats (); |
893 | |
772 | |
894 | /* This moves the player to a different start map, if there |
773 | /* This moves the player to a different start map, if there |
895 | * is one for this race |
774 | * is one for this race |
896 | */ |
775 | */ |
897 | if (*first_map_ext_path) |
776 | if (*first_map_ext_path) |
898 | { |
777 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
899 | object *tmp; |
|
|
900 | char mapname[MAX_BUF]; |
|
|
901 | |
|
|
902 | snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name); |
|
|
903 | tmp = object::create (); |
|
|
904 | EXIT_PATH (tmp) = mapname; |
|
|
905 | EXIT_X (tmp) = op->x; |
|
|
906 | EXIT_Y (tmp) = op->y; |
|
|
907 | enter_exit (op, tmp); /* we don't really care if it succeeded; |
|
|
908 | * if the map isn't there, then stay on the |
|
|
909 | * default initial map */ |
|
|
910 | tmp->destroy (); |
|
|
911 | } |
|
|
912 | else |
778 | else |
913 | LOG (llevDebug, "first_map_ext_path not set\n"); |
779 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
780 | } |
914 | |
781 | |
915 | return 0; |
782 | void |
916 | } |
783 | player::chargen_race_next () |
917 | |
784 | { |
918 | /* Following actually changes the race - this is the default command |
785 | /* Following actually changes the race - this is the default command |
919 | * if we don't match with one of the options above. |
786 | * if we don't match with one of the options above. |
920 | */ |
787 | */ |
921 | |
788 | |
922 | tmp_loop = 0; |
789 | do |
923 | while (!tmp_loop) |
|
|
924 | { |
790 | { |
925 | shstr name = op->name; |
791 | shstr name = ob->name; |
926 | int x = op->x, y = op->y; |
792 | int x = ob->x, y = ob->y; |
927 | |
793 | |
928 | op->remove_statbonus (); |
794 | ob->remove_statbonus (); |
929 | op->remove (); |
795 | ob->remove (); |
930 | op->arch = get_player_archetype (op->arch); |
796 | ob->arch = get_player_archetype (ob->arch); |
931 | op->arch->clone.copy_to (op); |
797 | ob->arch->copy_to (ob); |
932 | op->instantiate (); |
798 | ob->instantiate (); |
933 | op->stats = op->contr->orig_stats; |
799 | ob->stats = ob->contr->orig_stats; |
934 | op->name = op->name_pl = name; |
800 | ob->name = ob->name_pl = name; |
935 | op->x = x; |
801 | ob->x = x; |
936 | op->y = y; |
802 | ob->y = y; |
937 | SET_ANIMATION (op, 2); /* So player faces south */ |
803 | SET_ANIMATION (ob, 2); /* So player faces south */ |
938 | insert_ob_in_map (op, op->map, op, 0); |
804 | insert_ob_in_map (ob, ob->map, ob, 0); |
939 | assign (op->contr->title, op->arch->clone.name); |
805 | assign (ob->contr->title, ob->arch->object::name); |
940 | op->add_statbonus (); |
806 | ob->add_statbonus (); |
941 | tmp_loop = allowed_class (op); |
|
|
942 | } |
807 | } |
|
|
808 | while (!allowed_class (ob)); |
943 | |
809 | |
944 | update_object (op, UP_OBJ_FACE); |
810 | update_object (ob, UP_OBJ_FACE); |
945 | esrv_update_item (UPD_FACE, op, op); |
811 | esrv_update_item (UPD_FACE, ob, ob); |
946 | op->update_stats (); |
812 | ob->update_stats (); |
947 | op->stats.hp = op->stats.maxhp; |
813 | ob->stats.hp = ob->stats.maxhp; |
948 | op->stats.sp = op->stats.maxsp; |
814 | ob->stats.sp = ob->stats.maxsp; |
949 | op->stats.grace = 0; |
815 | ob->stats.grace = 0; |
950 | |
|
|
951 | if (op->msg) |
|
|
952 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
953 | |
|
|
954 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
955 | return 0; |
|
|
956 | } |
816 | } |
957 | |
817 | |
958 | int |
818 | static void |
959 | key_confirm_quit (object *op, char key) |
|
|
960 | { |
|
|
961 | if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q') |
|
|
962 | { |
|
|
963 | op->contr->ns->state = ST_PLAYING; |
|
|
964 | new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play."); |
|
|
965 | return 1; |
|
|
966 | } |
|
|
967 | |
|
|
968 | INVOKE_PLAYER (LOGOUT, op->contr); |
|
|
969 | INVOKE_PLAYER (QUIT, op->contr); |
|
|
970 | |
|
|
971 | op->contr->enable_save = false; |
|
|
972 | |
|
|
973 | terminate_all_pets (op); |
|
|
974 | leave_map (op); |
|
|
975 | op->direction = 0; |
|
|
976 | new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name); |
|
|
977 | |
|
|
978 | strcpy (op->contr->killer, "quit"); |
|
|
979 | check_score (op); |
|
|
980 | op->contr->party = 0; |
|
|
981 | op->contr->own_title[0] = '\0'; |
|
|
982 | |
|
|
983 | object_ptr ob = op; |
|
|
984 | |
|
|
985 | /* We need to hunt for any per player unique maps in memory and |
|
|
986 | * get rid of them. The trailing slash in the path is intentional, |
|
|
987 | * so that players named 'Ab' won't match against players 'Abe' pathname |
|
|
988 | */ |
|
|
989 | char buf[MAX_BUF]; |
|
|
990 | sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name); |
|
|
991 | |
|
|
992 | for (maptile *next, *mp = first_map; mp; mp = next) |
|
|
993 | { |
|
|
994 | next = mp->next; |
|
|
995 | |
|
|
996 | if (!strncmp (mp->path, buf, strlen (buf))) |
|
|
997 | delete_map (mp); |
|
|
998 | } |
|
|
999 | |
|
|
1000 | delete_character (ob->name, 1); |
|
|
1001 | ob->contr->destroy (); |
|
|
1002 | |
|
|
1003 | return 1; |
|
|
1004 | } |
|
|
1005 | |
|
|
1006 | void |
|
|
1007 | flee_player (object *op) |
819 | flee_player (object *op) |
1008 | { |
820 | { |
1009 | int dir, diff; |
821 | int dir, diff; |
1010 | rv_vector rv; |
822 | rv_vector rv; |
1011 | |
823 | |
… | |
… | |
1014 | LOG (llevDebug, "Fleeing player is dead.\n"); |
826 | LOG (llevDebug, "Fleeing player is dead.\n"); |
1015 | CLEAR_FLAG (op, FLAG_SCARED); |
827 | CLEAR_FLAG (op, FLAG_SCARED); |
1016 | return; |
828 | return; |
1017 | } |
829 | } |
1018 | |
830 | |
1019 | if (op->enemy == NULL) |
831 | if (!op->enemy) |
1020 | { |
832 | { |
1021 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
833 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
1022 | CLEAR_FLAG (op, FLAG_SCARED); |
834 | CLEAR_FLAG (op, FLAG_SCARED); |
1023 | return; |
835 | return; |
1024 | } |
836 | } |
1025 | |
837 | |
1026 | /* Seen some crashes here. Since we don't store an |
|
|
1027 | * op->enemy_count, it is possible that something destroys the |
|
|
1028 | * actual enemy, and the object is recycled. |
|
|
1029 | */ |
|
|
1030 | if (op->enemy->map == NULL) |
|
|
1031 | { |
|
|
1032 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1033 | op->enemy = NULL; |
|
|
1034 | return; |
|
|
1035 | } |
|
|
1036 | |
|
|
1037 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
838 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1038 | { |
839 | { |
1039 | op->enemy = NULL; |
840 | op->enemy = NULL; |
1040 | CLEAR_FLAG (op, FLAG_SCARED); |
841 | CLEAR_FLAG (op, FLAG_SCARED); |
1041 | return; |
842 | return; |
… | |
… | |
1044 | get_rangevector (op, op->enemy, &rv, 0); |
845 | get_rangevector (op, op->enemy, &rv, 0); |
1045 | |
846 | |
1046 | dir = absdir (4 + rv.direction); |
847 | dir = absdir (4 + rv.direction); |
1047 | for (diff = 0; diff < 3; diff++) |
848 | for (diff = 0; diff < 3; diff++) |
1048 | { |
849 | { |
1049 | int m = 1 - (RANDOM () & 2); |
850 | int m = 1 - rndm (2) * 2; |
1050 | |
851 | |
1051 | 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)))) |
1052 | return; |
853 | return; |
1053 | } |
854 | } |
1054 | |
855 | |
1055 | /* Cornered, get rid of scared */ |
856 | /* Cornered, get rid of scared */ |
1056 | CLEAR_FLAG (op, FLAG_SCARED); |
857 | CLEAR_FLAG (op, FLAG_SCARED); |
1057 | op->enemy = NULL; |
858 | op->enemy = NULL; |
1058 | } |
859 | } |
1059 | |
860 | |
1060 | |
|
|
1061 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
861 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1062 | * IT returns 1 if the player should keep on moving, 0 if he should |
862 | * It returns 1 if the player should keep on moving, 0 if he should |
1063 | * stop. |
863 | * stop. |
1064 | */ |
864 | */ |
1065 | int |
865 | int |
1066 | check_pick (object *op) |
866 | check_pick (object *op) |
1067 | { |
867 | { |
1068 | object *tmp, *next; |
868 | object *tmp, *next; |
1069 | int stop = 0; |
869 | int stop = 0; |
1070 | int j, k, wvratio; |
870 | int wvratio; |
1071 | char putstring[128], tmpstr[16]; |
|
|
1072 | |
871 | |
1073 | /* if you're flying, you cna't pick up anything */ |
872 | /* if you're flying, you can't pick up anything */ |
1074 | if (op->move_type & MOVE_FLYING) |
873 | if (op->move_type & MOVE_FLYING) |
1075 | return 1; |
874 | return 1; |
1076 | |
875 | |
1077 | next = op->below; |
876 | next = op->below; |
|
|
877 | |
|
|
878 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
879 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1078 | |
880 | |
1079 | /* 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 |
1080 | * destroyed */ |
882 | * destroyed */ |
1081 | while (next && !next->destroyed ()) |
883 | while (next && !next->destroyed ()) |
1082 | { |
884 | { |
1083 | tmp = next; |
885 | tmp = next; |
1084 | next = tmp->below; |
886 | next = tmp->below; |
1085 | |
887 | |
|
|
888 | if (cnt <= 0) |
|
|
889 | { |
|
|
890 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
891 | return 0; |
|
|
892 | } |
|
|
893 | |
1086 | if (op->destroyed ()) |
894 | if (op->destroyed ()) |
1087 | return 0; |
895 | return 0; |
1088 | |
896 | |
1089 | if (!can_pick (op, tmp)) |
897 | if (!can_pick (op, tmp)) |
1090 | continue; |
898 | continue; |
1091 | |
899 | |
1092 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
900 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1093 | { |
901 | { |
1094 | if (item_matched_string (op, tmp, op->contr->search_str)) |
902 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1095 | pick_up (op, tmp); |
903 | CHK_PICK_PICKUP; |
|
|
904 | |
1096 | continue; |
905 | continue; |
1097 | } |
906 | } |
1098 | |
907 | |
1099 | /* high not bit set? We're using the old autopickup model */ |
908 | /* pickup handling */ |
|
|
909 | if (op->contr->mode & PU_DEBUG) |
|
|
910 | { |
|
|
911 | /* some debugging code to figure out item information */ |
|
|
912 | const char *str = tmp->name |
|
|
913 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
914 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
915 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
916 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
917 | |
|
|
918 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
919 | } |
|
|
920 | |
|
|
921 | if (op->contr->mode & PU_INHIBIT) |
|
|
922 | return 1; |
|
|
923 | |
|
|
924 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
925 | return 1; |
|
|
926 | |
|
|
927 | /* philosophy: |
|
|
928 | * It's easy to grab an item type from a pile, as long as it's |
|
|
929 | * generic. This takes no game-time. For more detailed pickups |
|
|
930 | * and selections, select-items should be used. This is a |
|
|
931 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
932 | * example. |
|
|
933 | * The drawback: right now it has no frontend, so you need to |
|
|
934 | * stick the bits you want into a calculator in hex mode and then |
|
|
935 | * convert to decimal and then 'pickup <#> |
|
|
936 | */ |
|
|
937 | |
|
|
938 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
939 | * STOP then we stop. All the rest are applied sequentially, |
|
|
940 | * meaning if any test passes, the item gets picked up. */ |
|
|
941 | |
|
|
942 | /* if mode is set to pick nothing up, return */ |
|
|
943 | if (op->contr->mode == PU_NOTHING) |
|
|
944 | return 1; |
|
|
945 | |
|
|
946 | /* if mode is set to stop when encountering objects, return */ |
|
|
947 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
948 | * anything up */ |
|
|
949 | if (op->contr->mode & PU_STOP) |
|
|
950 | return 0; |
|
|
951 | |
|
|
952 | /* useful for going into stores and not losing your settings... */ |
|
|
953 | /* and for battles wher you don't want to get loaded down while |
|
|
954 | * fighting */ |
|
|
955 | if (op->contr->mode & PU_INHIBIT) |
|
|
956 | return 1; |
|
|
957 | |
|
|
958 | /* prevent us from turning into auto-thieves :) */ |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
960 | continue; |
|
|
961 | |
|
|
962 | /* ignore known cursed objects */ |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
964 | continue; |
|
|
965 | |
|
|
966 | /* all food and drink if desired */ |
|
|
967 | /* question: don't pick up known-poisonous stuff? */ |
1100 | if (!(op->contr->mode & PU_NEWMODE)) |
968 | if (op->contr->mode & PU_FOOD) |
|
|
969 | if (tmp->type == FOOD) |
1101 | { |
970 | { |
1102 | switch (op->contr->mode) |
971 | CHK_PICK_PICKUP; |
|
|
972 | continue; |
|
|
973 | } |
|
|
974 | |
|
|
975 | if (op->contr->mode & PU_DRINK) |
|
|
976 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
977 | { |
|
|
978 | CHK_PICK_PICKUP; |
|
|
979 | continue; |
|
|
980 | } |
|
|
981 | |
|
|
982 | if (op->contr->mode & PU_POTION) |
|
|
983 | if (tmp->type == POTION) |
|
|
984 | { |
|
|
985 | CHK_PICK_PICKUP; |
|
|
986 | continue; |
|
|
987 | } |
|
|
988 | |
|
|
989 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
990 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
991 | if (tmp->type == SPELLBOOK) |
|
|
992 | { |
|
|
993 | CHK_PICK_PICKUP; |
|
|
994 | continue; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
998 | if (tmp->type == SKILLSCROLL) |
|
|
999 | { |
|
|
1000 | CHK_PICK_PICKUP; |
|
|
1001 | continue; |
|
|
1002 | } |
|
|
1003 | |
|
|
1004 | if (op->contr->mode & PU_READABLES) |
|
|
1005 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
1006 | { |
|
|
1007 | CHK_PICK_PICKUP; |
|
|
1008 | continue; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | /* wands/staves/rods/horns */ |
|
|
1012 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1013 | if (tmp->type == WAND |
|
|
1014 | || tmp->type == ROD |
|
|
1015 | || tmp->type == HORN |
|
|
1016 | || tmp->type == POWER_CRYSTAL) |
|
|
1017 | { |
|
|
1018 | CHK_PICK_PICKUP; |
|
|
1019 | continue; |
|
|
1020 | } |
|
|
1021 | |
|
|
1022 | /* pick up all magical items */ |
|
|
1023 | if (op->contr->mode & PU_MAGICAL) |
|
|
1024 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1025 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1026 | { |
|
|
1027 | CHK_PICK_PICKUP; |
|
|
1028 | continue; |
|
|
1029 | } |
|
|
1030 | |
|
|
1031 | if (op->contr->mode & PU_VALUABLES) |
|
|
1032 | { |
|
|
1033 | if (tmp->type == MONEY || tmp->type == GEM) |
1103 | { |
1034 | { |
1104 | case 0: |
1035 | CHK_PICK_PICKUP; |
1105 | return 1; /* don't pick up */ |
1036 | continue; |
1106 | case 1: |
|
|
1107 | pick_up (op, tmp); |
|
|
1108 | return 1; |
|
|
1109 | case 2: |
|
|
1110 | pick_up (op, tmp); |
|
|
1111 | return 0; |
|
|
1112 | case 3: |
|
|
1113 | return 0; /* stop before pickup */ |
|
|
1114 | case 4: |
|
|
1115 | pick_up (op, tmp); |
|
|
1116 | break; |
|
|
1117 | case 5: |
|
|
1118 | pick_up (op, tmp); |
|
|
1119 | stop = 1; |
|
|
1120 | break; |
|
|
1121 | case 6: |
|
|
1122 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1123 | pick_up (op, tmp); |
|
|
1124 | break; |
|
|
1125 | |
|
|
1126 | case 7: |
|
|
1127 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1128 | pick_up (op, tmp); |
|
|
1129 | break; |
|
|
1130 | |
|
|
1131 | default: |
|
|
1132 | /* use value density */ |
|
|
1133 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1134 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1135 | pick_up (op, tmp); |
|
|
1136 | } |
1037 | } |
1137 | } |
1038 | } |
1138 | else |
1039 | |
1139 | { /* old model */ |
1040 | /* rings & amulets - talismans seems to be typed AMULET */ |
1140 | /* NEW pickup handling */ |
|
|
1141 | if (op->contr->mode & PU_DEBUG) |
1041 | if (op->contr->mode & PU_JEWELS) |
|
|
1042 | if (tmp->type == RING |
|
|
1043 | || tmp->type == AMULET |
|
|
1044 | || tmp->type == GIRDLE |
|
|
1045 | || tmp->type == SKILL_TOOL) |
1142 | { |
1046 | { |
1143 | /* some debugging code to figure out item information */ |
1047 | CHK_PICK_PICKUP; |
1144 | if (tmp->name != NULL) |
|
|
1145 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1146 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1147 | else |
|
|
1148 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1149 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1150 | |
|
|
1151 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1152 | } |
|
|
1153 | |
|
|
1154 | /* philosophy: |
|
|
1155 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1156 | * generic. This takes no game-time. For more detailed pickups |
|
|
1157 | * and selections, select-items should be used. This is a |
|
|
1158 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1159 | * example. |
|
|
1160 | * The drawback: right now it has no frontend, so you need to |
|
|
1161 | * stick the bits you want into a calculator in hex mode and then |
|
|
1162 | * convert to decimal and then 'pickup <#> |
|
|
1163 | */ |
|
|
1164 | |
|
|
1165 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1166 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1167 | * meaning if any test passes, the item gets picked up. */ |
|
|
1168 | |
|
|
1169 | /* if mode is set to pick nothing up, return */ |
|
|
1170 | |
|
|
1171 | if (op->contr->mode & PU_NOTHING) |
|
|
1172 | return 1; |
|
|
1173 | |
|
|
1174 | /* if mode is set to stop when encountering objects, return */ |
|
|
1175 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1176 | * anything up */ |
|
|
1177 | |
|
|
1178 | if (op->contr->mode & PU_STOP) |
|
|
1179 | return 0; |
|
|
1180 | |
|
|
1181 | /* useful for going into stores and not losing your settings... */ |
|
|
1182 | /* and for battles wher you don't want to get loaded down while |
|
|
1183 | * fighting */ |
|
|
1184 | if (op->contr->mode & PU_INHIBIT) |
|
|
1185 | return 1; |
|
|
1186 | |
|
|
1187 | /* prevent us from turning into auto-thieves :) */ |
|
|
1188 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1189 | continue; |
1048 | continue; |
|
|
1049 | } |
1190 | |
1050 | |
1191 | /* ignore known cursed objects */ |
1051 | /* we don't forget dragon food */ |
1192 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1052 | if (op->contr->mode & PU_FLESH) |
|
|
1053 | if (tmp->type == FLESH) |
|
|
1054 | { |
|
|
1055 | CHK_PICK_PICKUP; |
1193 | continue; |
1056 | continue; |
|
|
1057 | } |
1194 | |
1058 | |
1195 | /* all food and drink if desired */ |
1059 | /* bows and arrows. Bows are good for selling! */ |
1196 | /* question: don't pick up known-poisonous stuff? */ |
1060 | if (op->contr->mode & PU_BOW) |
|
|
1061 | if (tmp->type == BOW) |
|
|
1062 | { |
|
|
1063 | CHK_PICK_PICKUP; |
|
|
1064 | continue; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | if (op->contr->mode & PU_ARROW) |
|
|
1068 | if (tmp->type == ARROW) |
|
|
1069 | { |
|
|
1070 | CHK_PICK_PICKUP; |
|
|
1071 | continue; |
|
|
1072 | } |
|
|
1073 | |
|
|
1074 | /* all kinds of armor etc. */ |
|
|
1075 | if (op->contr->mode & PU_ARMOUR) |
|
|
1076 | if (tmp->type == ARMOUR) |
|
|
1077 | { |
|
|
1078 | CHK_PICK_PICKUP; |
|
|
1079 | continue; |
|
|
1080 | } |
|
|
1081 | |
|
|
1082 | if (op->contr->mode & PU_HELMET) |
|
|
1083 | if (tmp->type == HELMET) |
|
|
1084 | { |
|
|
1085 | CHK_PICK_PICKUP; |
|
|
1086 | continue; |
|
|
1087 | } |
|
|
1088 | |
|
|
1089 | if (op->contr->mode & PU_SHIELD) |
|
|
1090 | if (tmp->type == SHIELD) |
|
|
1091 | { |
|
|
1092 | CHK_PICK_PICKUP; |
|
|
1093 | continue; |
|
|
1094 | } |
|
|
1095 | |
1197 | if (op->contr->mode & PU_FOOD) |
1096 | if (op->contr->mode & PU_BOOTS) |
1198 | if (tmp->type == FOOD) |
1097 | if (tmp->type == BOOTS) |
|
|
1098 | { |
|
|
1099 | CHK_PICK_PICKUP; |
|
|
1100 | continue; |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (op->contr->mode & PU_GLOVES) |
|
|
1104 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1105 | { |
|
|
1106 | CHK_PICK_PICKUP; |
|
|
1107 | continue; |
|
|
1108 | } |
|
|
1109 | |
|
|
1110 | if (op->contr->mode & PU_CLOAK) |
|
|
1111 | if (tmp->type == CLOAK) |
|
|
1112 | { |
|
|
1113 | CHK_PICK_PICKUP; |
|
|
1114 | continue; |
|
|
1115 | } |
|
|
1116 | |
|
|
1117 | /* hoping to catch throwing daggers here */ |
|
|
1118 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1119 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1120 | { |
|
|
1121 | CHK_PICK_PICKUP; |
|
|
1122 | continue; |
|
|
1123 | } |
|
|
1124 | |
|
|
1125 | /* careful: chairs and tables are weapons! */ |
|
|
1126 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1127 | { |
|
|
1128 | if (tmp->type == WEAPON) |
|
|
1129 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1199 | { |
1130 | { |
1200 | pick_up (op, tmp); |
1131 | CHK_PICK_PICKUP; |
1201 | continue; |
1132 | continue; |
1202 | } |
1133 | } |
|
|
1134 | } |
1203 | |
1135 | |
|
|
1136 | /* misc stuff that's useful */ |
1204 | if (op->contr->mode & PU_DRINK) |
1137 | if (op->contr->mode & PU_KEY) |
1205 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1138 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1206 | { |
1139 | { |
1207 | pick_up (op, tmp); |
1140 | CHK_PICK_PICKUP; |
1208 | continue; |
1141 | continue; |
1209 | } |
1142 | } |
1210 | |
1143 | |
|
|
1144 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1145 | * pickups */ |
1211 | if (op->contr->mode & PU_POTION) |
1146 | if (op->contr->mode & PU_RATIO) |
1212 | if (tmp->type == POTION) |
1147 | { |
|
|
1148 | /* use value density to decide what else to grab */ |
|
|
1149 | /* >=7 was >= op->contr->mode */ |
|
|
1150 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1213 | { |
1151 | */ |
1214 | pick_up (op, tmp); |
|
|
1215 | continue; |
|
|
1216 | } |
|
|
1217 | |
|
|
1218 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1219 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1220 | if (tmp->type == SPELLBOOK) |
|
|
1221 | { |
|
|
1222 | pick_up (op, tmp); |
|
|
1223 | continue; |
|
|
1224 | } |
|
|
1225 | |
|
|
1226 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1227 | if (tmp->type == SKILLSCROLL) |
|
|
1228 | { |
|
|
1229 | pick_up (op, tmp); |
|
|
1230 | continue; |
|
|
1231 | } |
|
|
1232 | |
|
|
1233 | if (op->contr->mode & PU_READABLES) |
|
|
1234 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1235 | { |
|
|
1236 | pick_up (op, tmp); |
|
|
1237 | continue; |
|
|
1238 | } |
|
|
1239 | |
|
|
1240 | /* wands/staves/rods/horns */ |
|
|
1241 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1242 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1243 | { |
|
|
1244 | pick_up (op, tmp); |
|
|
1245 | continue; |
|
|
1246 | } |
|
|
1247 | |
|
|
1248 | /* pick up all magical items */ |
|
|
1249 | if (op->contr->mode & PU_MAGICAL) |
1152 | wvratio = op->contr->mode & PU_RATIO; |
1250 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1153 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1251 | { |
|
|
1252 | pick_up (op, tmp); |
|
|
1253 | continue; |
|
|
1254 | } |
|
|
1255 | |
|
|
1256 | if (op->contr->mode & PU_VALUABLES) |
|
|
1257 | { |
1154 | { |
1258 | if (tmp->type == MONEY || tmp->type == GEM) |
1155 | #if 0 |
|
|
1156 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1157 | if (tmp->name != NULL) |
1259 | { |
1158 | { |
1260 | pick_up (op, tmp); |
1159 | fprintf (stderr, "%s", tmp->name); |
1261 | continue; |
|
|
1262 | } |
1160 | } |
1263 | } |
|
|
1264 | |
|
|
1265 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1266 | if (op->contr->mode & PU_JEWELS) |
|
|
1267 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1268 | { |
|
|
1269 | pick_up (op, tmp); |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | /* we don't forget dragon food */ |
|
|
1274 | if (op->contr->mode & PU_FLESH) |
|
|
1275 | if (tmp->type == FLESH) |
|
|
1276 | { |
|
|
1277 | pick_up (op, tmp); |
|
|
1278 | continue; |
|
|
1279 | } |
|
|
1280 | |
|
|
1281 | /* bows and arrows. Bows are good for selling! */ |
|
|
1282 | if (op->contr->mode & PU_BOW) |
|
|
1283 | if (tmp->type == BOW) |
|
|
1284 | { |
|
|
1285 | pick_up (op, tmp); |
|
|
1286 | continue; |
|
|
1287 | } |
|
|
1288 | |
|
|
1289 | if (op->contr->mode & PU_ARROW) |
|
|
1290 | if (tmp->type == ARROW) |
|
|
1291 | { |
|
|
1292 | pick_up (op, tmp); |
|
|
1293 | continue; |
|
|
1294 | } |
|
|
1295 | |
|
|
1296 | /* all kinds of armor etc. */ |
|
|
1297 | if (op->contr->mode & PU_ARMOUR) |
|
|
1298 | if (tmp->type == ARMOUR) |
|
|
1299 | { |
|
|
1300 | pick_up (op, tmp); |
|
|
1301 | continue; |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | if (op->contr->mode & PU_HELMET) |
|
|
1305 | if (tmp->type == HELMET) |
|
|
1306 | { |
|
|
1307 | pick_up (op, tmp); |
|
|
1308 | continue; |
|
|
1309 | } |
|
|
1310 | |
|
|
1311 | if (op->contr->mode & PU_SHIELD) |
|
|
1312 | if (tmp->type == SHIELD) |
|
|
1313 | { |
|
|
1314 | pick_up (op, tmp); |
|
|
1315 | continue; |
|
|
1316 | } |
|
|
1317 | |
|
|
1318 | if (op->contr->mode & PU_BOOTS) |
|
|
1319 | if (tmp->type == BOOTS) |
|
|
1320 | { |
|
|
1321 | pick_up (op, tmp); |
|
|
1322 | continue; |
|
|
1323 | } |
|
|
1324 | |
|
|
1325 | if (op->contr->mode & PU_GLOVES) |
|
|
1326 | if (tmp->type == GLOVES) |
|
|
1327 | { |
|
|
1328 | pick_up (op, tmp); |
|
|
1329 | continue; |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | if (op->contr->mode & PU_CLOAK) |
|
|
1333 | if (tmp->type == CLOAK) |
|
|
1334 | { |
|
|
1335 | pick_up (op, tmp); |
|
|
1336 | continue; |
|
|
1337 | } |
|
|
1338 | |
|
|
1339 | /* hoping to catch throwing daggers here */ |
|
|
1340 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1341 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1342 | { |
|
|
1343 | pick_up (op, tmp); |
|
|
1344 | continue; |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | /* careful: chairs and tables are weapons! */ |
|
|
1348 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1349 | { |
|
|
1350 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1351 | { |
|
|
1352 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1353 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1354 | { |
|
|
1355 | pick_up (op, tmp); |
|
|
1356 | continue; |
|
|
1357 | } |
|
|
1358 | } |
|
|
1359 | |
|
|
1360 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1361 | { |
|
|
1362 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1363 | { |
|
|
1364 | pick_up (op, tmp); |
|
|
1365 | continue; |
|
|
1366 | } |
|
|
1367 | } |
|
|
1368 | } |
|
|
1369 | |
|
|
1370 | /* misc stuff that's useful */ |
|
|
1371 | if (op->contr->mode & PU_KEY) |
|
|
1372 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1373 | { |
|
|
1374 | pick_up (op, tmp); |
|
|
1375 | continue; |
|
|
1376 | } |
|
|
1377 | |
|
|
1378 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1379 | * pickups */ |
|
|
1380 | if (op->contr->mode & PU_RATIO) |
|
|
1381 | { |
|
|
1382 | /* use value density to decide what else to grab */ |
|
|
1383 | /* >=7 was >= op->contr->mode */ |
|
|
1384 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1385 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1386 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1387 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1388 | { |
|
|
1389 | pick_up (op, tmp); |
|
|
1390 | #if 0 |
|
|
1391 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1392 | if (tmp->name != NULL) |
|
|
1393 | { |
|
|
1394 | fprintf (stderr, "%s", tmp->name); |
|
|
1395 | } |
|
|
1396 | else |
1161 | else |
1397 | fprintf (stderr, "%s", tmp->arch->name); |
1162 | fprintf (stderr, "%s", tmp->arch->archname); |
1398 | fprintf (stderr, ",%d] = ", tmp->type); |
1163 | fprintf (stderr, ",%d] = ", tmp->type); |
1399 | 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)))); |
1400 | #endif |
1165 | #endif |
|
|
1166 | CHK_PICK_PICKUP; |
1401 | continue; |
1167 | continue; |
1402 | } |
|
|
1403 | } |
1168 | } |
1404 | } /* the new pickup model */ |
1169 | } /* the new pickup model */ |
1405 | } |
1170 | } |
1406 | |
1171 | |
1407 | return !stop; |
1172 | return !stop; |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* routine for both players and monsters. We call this when |
|
|
1176 | * there is a possibility for our action distrubing our hiding |
|
|
1177 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1178 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1179 | * return 0. |
|
|
1180 | */ |
|
|
1181 | static int |
|
|
1182 | action_makes_visible (object *op) |
|
|
1183 | { |
|
|
1184 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1185 | { |
|
|
1186 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1187 | { |
|
|
1188 | // artefact invisibility is permanent, but we still make noise |
|
|
1189 | // this is important for game-balance. |
|
|
1190 | if (op->contr) |
|
|
1191 | op->make_noise (); |
|
|
1192 | |
|
|
1193 | return 0; |
|
|
1194 | } |
|
|
1195 | |
|
|
1196 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1197 | return 0; |
|
|
1198 | |
|
|
1199 | /* If monsters, they should become visible */ |
|
|
1200 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1201 | { |
|
|
1202 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1203 | return 1; |
|
|
1204 | } |
|
|
1205 | } |
|
|
1206 | |
|
|
1207 | return 0; |
1408 | } |
1208 | } |
1409 | |
1209 | |
1410 | /* |
1210 | /* |
1411 | * Find an arrow in the inventory and after that |
1211 | * Find an arrow in the inventory and after that |
1412 | * in the right type container (quiver). Pointer to the |
1212 | * in the right type container (quiver). Pointer to the |
1413 | * found object is returned. |
1213 | * found object is returned. |
1414 | */ |
1214 | */ |
1415 | object * |
1215 | static object * |
1416 | find_arrow (object *op, const char *type) |
1216 | find_arrow (object *op, const char *type) |
1417 | { |
1217 | { |
1418 | object *tmp = NULL; |
|
|
1419 | |
|
|
1420 | for (op = op->inv; op; op = op->below) |
1218 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1421 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1422 | tmp = find_arrow (op, type); |
|
|
1423 | else if (op->type == ARROW && op->race == type) |
1219 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1220 | return splay (tmp); |
|
|
1221 | |
|
|
1222 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1223 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1224 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1225 | { |
|
|
1226 | splay (tmp); |
1424 | return op; |
1227 | return arrow; |
|
|
1228 | } |
|
|
1229 | |
1425 | return tmp; |
1230 | return 0; |
1426 | } |
1231 | } |
1427 | |
1232 | |
1428 | /* |
1233 | /* |
1429 | * 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 |
1430 | * 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 |
1431 | * 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 |
1432 | * 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. |
1433 | */ |
1238 | */ |
1434 | |
1239 | static object * |
1435 | object * |
|
|
1436 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1240 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1437 | { |
1241 | { |
1438 | object *tmp = NULL, *arrow, *ntmp; |
1242 | object *tmp = NULL, *arrow, *ntmp; |
1439 | int attacknum, attacktype, betterby = 0, i; |
1243 | int attacknum, attacktype, betterby = 0, i; |
1440 | |
1244 | |
1441 | if (!type) |
1245 | if (!type) |
… | |
… | |
1445 | { |
1249 | { |
1446 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1250 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1447 | { |
1251 | { |
1448 | i = 0; |
1252 | i = 0; |
1449 | ntmp = find_better_arrow (arrow, target, type, &i); |
1253 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1254 | |
1450 | if (i > betterby) |
1255 | if (i > betterby) |
1451 | { |
1256 | { |
1452 | tmp = ntmp; |
1257 | tmp = ntmp; |
1453 | betterby = i; |
1258 | betterby = i; |
1454 | } |
1259 | } |
1455 | } |
1260 | } |
1456 | else if (arrow->type == ARROW && arrow->race == type) |
1261 | else if (arrow->type == ARROW && arrow->race == type) |
1457 | { |
1262 | { |
1458 | /* allways prefer assasination/slaying */ |
1263 | /* allways prefer assasination/slaying */ |
1459 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1264 | if (target->race && arrow->slaying.contains (target->race)) |
1460 | { |
1265 | { |
1461 | if (arrow->attacktype & AT_DEATH) |
1266 | if (arrow->attacktype & AT_DEATH) |
1462 | { |
1267 | { |
1463 | *better = 100; |
1268 | *better = 100; |
1464 | return arrow; |
1269 | return arrow; |
… | |
… | |
1472 | else |
1277 | else |
1473 | { |
1278 | { |
1474 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1279 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1475 | { |
1280 | { |
1476 | attacktype = 1 << attacknum; |
1281 | attacktype = 1 << attacknum; |
1477 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1282 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1478 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1283 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1479 | { |
1284 | { |
1480 | tmp = arrow; |
1285 | tmp = arrow; |
1481 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1286 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1482 | } |
1287 | } |
1483 | } |
1288 | } |
|
|
1289 | |
1484 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1290 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1485 | { |
1291 | { |
1486 | tmp = arrow; |
1292 | tmp = arrow; |
1487 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1293 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1488 | } |
1294 | } |
|
|
1295 | |
1489 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1296 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1490 | { |
1297 | { |
1491 | tmp = arrow; |
1298 | tmp = arrow; |
1492 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1299 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1493 | } |
1300 | } |
1494 | } |
1301 | } |
1495 | } |
1302 | } |
1496 | } |
1303 | } |
|
|
1304 | |
1497 | if (tmp == NULL && arrow == NULL) |
1305 | if (tmp == NULL && arrow == NULL) |
1498 | return find_arrow (op, type); |
1306 | return find_arrow (op, type); |
1499 | |
1307 | |
1500 | *better = betterby; |
1308 | *better = betterby; |
1501 | return tmp; |
1309 | return tmp; |
… | |
… | |
1505 | * find_better_arrow to find a decent arrow to use. |
1313 | * find_better_arrow to find a decent arrow to use. |
1506 | * op = the shooter |
1314 | * op = the shooter |
1507 | * type = bow->race |
1315 | * type = bow->race |
1508 | * dir = fire direction |
1316 | * dir = fire direction |
1509 | */ |
1317 | */ |
1510 | |
1318 | static object * |
1511 | object * |
|
|
1512 | pick_arrow_target (object *op, const char *type, int dir) |
1319 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1513 | { |
1320 | { |
1514 | object *tmp = NULL; |
1321 | object *tmp = NULL; |
1515 | maptile *m; |
1322 | maptile *m; |
1516 | int i, mflags, found, number; |
1323 | int i, mflags, found, number; |
1517 | sint16 x, y; |
1324 | sint16 x, y; |
… | |
… | |
1532 | for (i = 0, found = 0; i < 20; i++) |
1339 | for (i = 0, found = 0; i < 20; i++) |
1533 | { |
1340 | { |
1534 | x += freearr_x[dir]; |
1341 | x += freearr_x[dir]; |
1535 | y += freearr_y[dir]; |
1342 | y += freearr_y[dir]; |
1536 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1343 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1344 | |
1537 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1345 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1538 | { |
1346 | { |
1539 | tmp = NULL; |
1347 | tmp = 0; |
1540 | break; |
1348 | break; |
1541 | } |
1349 | } |
1542 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1350 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1543 | { |
1351 | { |
1544 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1352 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1545 | * perhaps a bad assumption. |
1353 | * perhaps a bad assumption. |
1546 | */ |
1354 | */ |
1547 | tmp = NULL; |
1355 | tmp = 0; |
1548 | break; |
1356 | break; |
1549 | } |
1357 | } |
|
|
1358 | |
1550 | if (mflags & P_IS_ALIVE) |
1359 | if (mflags & P_IS_ALIVE) |
1551 | { |
|
|
1552 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1360 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1553 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1554 | { |
|
|
1555 | found++; |
|
|
1556 | break; |
|
|
1557 | } |
|
|
1558 | if (found) |
|
|
1559 | break; |
1362 | break; |
1560 | } |
|
|
1561 | } |
1363 | } |
1562 | if (tmp == NULL) |
1364 | |
|
|
1365 | if (!tmp) |
1563 | return find_arrow (op, type); |
1366 | return find_arrow (op, type); |
1564 | |
1367 | |
1565 | if (tmp->head) |
1368 | if (tmp->head) |
1566 | tmp = tmp->head; |
1369 | tmp = tmp->head; |
1567 | |
1370 | |
… | |
… | |
1580 | */ |
1383 | */ |
1581 | int |
1384 | int |
1582 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1385 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1583 | { |
1386 | { |
1584 | object *left, *bow; |
1387 | object *left, *bow; |
1585 | int bowspeed, mflags; |
1388 | int mflags; |
1586 | maptile *m; |
1389 | maptile *m; |
1587 | |
1390 | |
1588 | if (!dir) |
1391 | if (!dir) |
1589 | { |
1392 | { |
1590 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1393 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1591 | return 0; |
1394 | return 0; |
1592 | } |
1395 | } |
1593 | |
1396 | |
1594 | if (op->type == PLAYER) |
1397 | if (op->contr) |
1595 | bow = op->contr->ranges[range_bow]; |
1398 | bow = op->current_weapon; |
1596 | else |
1399 | else |
1597 | { |
1400 | { |
1598 | for (bow = op->inv; bow; bow = bow->below) |
1401 | for (bow = op->inv; bow; bow = bow->below) |
1599 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1402 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1600 | * don't need to switch back and forth between bows and weapons. |
1403 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1605 | if (!bow) |
1408 | if (!bow) |
1606 | { |
1409 | { |
1607 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1410 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1608 | return 0; |
1411 | return 0; |
1609 | } |
1412 | } |
|
|
1413 | |
|
|
1414 | // optimisation: move object to top so we will find it quickly again |
|
|
1415 | splay (bow); |
1610 | } |
1416 | } |
1611 | |
1417 | |
1612 | if (!bow->race || !bow->skill) |
1418 | if (!bow->race || !bow->skill) |
1613 | { |
1419 | { |
1614 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1420 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1615 | return 0; |
1421 | return 0; |
1616 | } |
1422 | } |
1617 | |
|
|
1618 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1619 | |
|
|
1620 | /* penalize ROF for bestarrow */ |
|
|
1621 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1622 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1623 | |
|
|
1624 | if (bowspeed < 1) |
|
|
1625 | bowspeed = 1; |
|
|
1626 | |
1423 | |
1627 | if (arrow == NULL) |
1424 | if (arrow == NULL) |
1628 | { |
1425 | { |
1629 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1426 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1630 | { |
1427 | { |
1631 | if (op->type == PLAYER) |
1428 | if (op->type == PLAYER) |
1632 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1429 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1633 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1430 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1634 | else |
1431 | else |
1635 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1432 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1433 | |
1636 | return 0; |
1434 | return 0; |
1637 | } |
1435 | } |
1638 | } |
1436 | } |
1639 | |
1437 | |
1640 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1438 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1648 | } |
1446 | } |
1649 | |
1447 | |
1650 | /* this should not happen, but sometimes does */ |
1448 | /* this should not happen, but sometimes does */ |
1651 | if (arrow->nrof == 0) |
1449 | if (arrow->nrof == 0) |
1652 | { |
1450 | { |
|
|
1451 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1653 | arrow->destroy (); |
1452 | arrow->destroy (); |
1654 | return 0; |
1453 | return 0; |
1655 | } |
1454 | } |
1656 | |
1455 | |
1657 | left = arrow; /* these are arrows left to the player */ |
1456 | left = arrow; /* these are arrows left to the player */ |
1658 | arrow = get_split_ob (arrow, 1); |
1457 | arrow = arrow->split (); |
1659 | if (!arrow) |
1458 | if (!arrow) |
1660 | { |
1459 | { |
1661 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1460 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1662 | return 0; |
1461 | return 0; |
1663 | } |
1462 | } |
1664 | |
1463 | |
1665 | arrow->set_owner (op); |
1464 | arrow->set_owner (op); |
1666 | arrow->skill = bow->skill; |
1465 | arrow->skill = bow->skill; |
1667 | |
|
|
1668 | arrow->direction = dir; |
1466 | arrow->direction = dir; |
1669 | arrow->x = sx; |
1467 | |
1670 | arrow->y = sy; |
1468 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1469 | arrow->stats.hp = arrow->stats.dam; |
|
|
1470 | arrow->stats.grace = arrow->attacktype; |
|
|
1471 | arrow->custom_name = arrow->slaying; |
|
|
1472 | |
|
|
1473 | #if 0 |
|
|
1474 | if (player *pl = op->contr) |
|
|
1475 | { |
|
|
1476 | float speed = pl->weapon_sp; |
|
|
1477 | |
|
|
1478 | /* penalize ROF for bestarrow */ |
|
|
1479 | if (pl->bowtype == bow_bestarrow) |
|
|
1480 | speed *= .9f; |
|
|
1481 | else |
|
|
1482 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1483 | |
|
|
1484 | op->speed_left += speed - op->speed; |
|
|
1485 | } |
|
|
1486 | #endif |
|
|
1487 | |
|
|
1488 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1489 | |
|
|
1490 | /* update the speed */ |
|
|
1491 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1492 | + bow->stats.dam / 7.f; |
|
|
1493 | |
|
|
1494 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1495 | arrow->speed_left = 0; |
|
|
1496 | |
|
|
1497 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1671 | |
1498 | |
1672 | if (op->type == PLAYER) |
1499 | if (op->type == PLAYER) |
1673 | { |
1500 | { |
1674 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1675 | op->update_stats (); |
|
|
1676 | } |
|
|
1677 | |
|
|
1678 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1679 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1680 | arrow->stats.hp = arrow->stats.dam; |
|
|
1681 | arrow->stats.grace = arrow->attacktype; |
|
|
1682 | if (arrow->slaying != NULL) |
|
|
1683 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1684 | |
|
|
1685 | /* Note that this was different for monsters - they got their level |
|
|
1686 | * added to the damage. I think the strength bonus is more proper. |
|
|
1687 | */ |
|
|
1688 | |
|
|
1689 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1690 | |
|
|
1691 | /* update the speed */ |
|
|
1692 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1693 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1694 | |
|
|
1695 | if (arrow->speed < 1.0) |
|
|
1696 | arrow->speed = 1.0; |
|
|
1697 | update_ob_speed (arrow); |
|
|
1698 | arrow->speed_left = 0; |
|
|
1699 | |
|
|
1700 | if (op->type == PLAYER) |
|
|
1701 | { |
|
|
1702 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1703 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1704 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1705 | |
|
|
1706 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1501 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1502 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1503 | |
|
|
1504 | if (!arrow->slaying) |
|
|
1505 | arrow->slaying = op->slaying; |
|
|
1506 | |
|
|
1507 | arrow->attacktype |= op->attacktype; |
1707 | } |
1508 | } |
1708 | else |
1509 | else |
1709 | { |
1510 | { |
1710 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1711 | arrow->level = op->level; |
1511 | arrow->level = op->level; |
1712 | } |
1512 | arrow->stats.wc -= bow->magic; |
1713 | |
1513 | |
1714 | if (arrow->attacktype == AT_PHYSICAL) |
1514 | if (!arrow->slaying) |
|
|
1515 | arrow->slaying = bow->slaying; |
|
|
1516 | |
1715 | arrow->attacktype |= bow->attacktype; |
1517 | arrow->attacktype |= bow->attacktype; |
|
|
1518 | } |
1716 | |
1519 | |
1717 | if (bow->slaying) |
1520 | wc -= arrow->level; |
1718 | arrow->slaying = bow->slaying; |
1521 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1719 | |
1522 | |
1720 | arrow->map = m; |
1523 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1721 | arrow->move_type = MOVE_FLY_LOW; |
1524 | arrow->move_type = MOVE_FLY_LOW; |
1722 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1525 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1723 | |
1526 | |
1724 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1527 | op->play_sound (sound_find ("fire_arrow")); |
1725 | insert_ob_in_map (arrow, m, op, 0); |
1528 | m->insert (arrow, sx, sy, op); |
1726 | |
1529 | |
1727 | if (!arrow->destroyed ()) |
1530 | if (!arrow->destroyed ()) |
1728 | move_arrow (arrow); |
1531 | move_arrow (arrow); |
1729 | |
|
|
1730 | if (op->type == PLAYER) |
|
|
1731 | { |
|
|
1732 | if (left->destroyed ()) |
|
|
1733 | esrv_del_item (op->contr, left->count); |
|
|
1734 | else |
|
|
1735 | esrv_send_item (op, left); |
|
|
1736 | } |
|
|
1737 | |
1532 | |
1738 | return 1; |
1533 | return 1; |
1739 | } |
1534 | } |
1740 | |
1535 | |
1741 | /* Special fire code for players - this takes into |
1536 | /* Special fire code for players - this takes into |
… | |
… | |
1743 | * but monsters can't. Putting that code here |
1538 | * but monsters can't. Putting that code here |
1744 | * makes the fire_bow code much cleaner. |
1539 | * makes the fire_bow code much cleaner. |
1745 | * this function should only be called if 'op' is a player, |
1540 | * this function should only be called if 'op' is a player, |
1746 | * hence the function name. |
1541 | * hence the function name. |
1747 | */ |
1542 | */ |
1748 | int |
1543 | static int |
1749 | player_fire_bow (object *op, int dir) |
1544 | player_fire_bow (object *op, int dir) |
1750 | { |
1545 | { |
1751 | int ret = 0, wcmod = 0; |
1546 | int ret; |
1752 | |
1547 | |
1753 | if (op->contr->bowtype == bow_bestarrow) |
1548 | if (op->contr->bowtype == bow_bestarrow) |
1754 | { |
1549 | { |
1755 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1550 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1756 | } |
1551 | } |
1757 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1552 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1758 | { |
1553 | { |
1759 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1554 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1760 | wcmod = -1; |
|
|
1761 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1555 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1762 | } |
1556 | } |
1763 | else if (op->contr->bowtype == bow_threewide) |
1557 | else if (op->contr->bowtype == bow_threewide) |
1764 | { |
1558 | { |
1765 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1559 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1766 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1560 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1767 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1561 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1768 | } |
1562 | } |
1769 | else if (op->contr->bowtype == bow_spreadshot) |
1563 | else if (op->contr->bowtype == bow_spreadshot) |
1770 | { |
1564 | { |
1771 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1565 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1772 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1566 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1773 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1567 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1774 | |
|
|
1775 | } |
1568 | } |
1776 | else |
1569 | else |
1777 | { |
1570 | { |
1778 | /* Simple case */ |
1571 | /* Simple case */ |
1779 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1572 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1780 | } |
1573 | } |
|
|
1574 | |
1781 | return ret; |
1575 | return ret; |
1782 | } |
1576 | } |
1783 | |
|
|
1784 | |
1577 | |
1785 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1578 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1786 | * Broken apart from 'fire' to keep it more readable. |
1579 | * Broken apart from 'fire' to keep it more readable. |
1787 | */ |
1580 | */ |
1788 | void |
1581 | static void |
1789 | fire_misc_object (object *op, int dir) |
1582 | fire_misc_object (object *op, int dir) |
1790 | { |
1583 | { |
1791 | object *item; |
1584 | object *item = op->contr->ranged_ob; |
1792 | |
1585 | |
1793 | if (!op->contr->ranges[range_misc]) |
1586 | if (!item) |
1794 | { |
1587 | { |
1795 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1588 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1796 | return; |
1589 | return; |
1797 | } |
1590 | } |
1798 | |
1591 | |
1799 | item = op->contr->ranges[range_misc]; |
|
|
1800 | if (!item->inv) |
1592 | if (!item->inv) |
1801 | { |
1593 | { |
1802 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1594 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1803 | return; |
1595 | return; |
1804 | } |
1596 | } |
|
|
1597 | |
|
|
1598 | if (!op->apply (item)) |
|
|
1599 | return; |
|
|
1600 | |
1805 | if (item->type == WAND) |
1601 | if (item->type == WAND) |
1806 | { |
1602 | { |
1807 | if (item->stats.food <= 0) |
1603 | if (item->stats.food <= 0) |
1808 | { |
1604 | { |
1809 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1605 | op->contr->play_sound (sound_find ("wand_poof")); |
1810 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1606 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1607 | |
1811 | return; |
1608 | return; |
1812 | } |
1609 | } |
1813 | } |
1610 | } |
1814 | else if (item->type == ROD || item->type == HORN) |
1611 | else if (item->type == ROD || item->type == HORN) |
1815 | { |
1612 | { |
1816 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1613 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1614 | |
|
|
1615 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1616 | // for a rod or horn, this fixes some broken rods. |
|
|
1617 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1817 | { |
1618 | { |
1818 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1619 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1620 | |
1819 | if (item->type == ROD) |
1621 | if (item->type == ROD) |
1820 | 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)); |
1821 | else |
1623 | else |
1822 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1624 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1625 | |
1823 | return; |
1626 | return; |
1824 | } |
1627 | } |
1825 | } |
1628 | } |
1826 | |
1629 | |
1827 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1630 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1828 | { |
1631 | { |
1829 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1632 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1633 | |
1830 | if (item->type == WAND) |
1634 | if (item->type == WAND) |
1831 | { |
1635 | { |
1832 | if (!(--item->stats.food)) |
1636 | if (!(--item->stats.food)) |
1833 | { |
1637 | { |
1834 | object *tmp; |
1638 | object *tmp; |
1835 | |
1639 | |
1836 | if (item->arch) |
1640 | if (item->arch) |
1837 | { |
1641 | { |
1838 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1642 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1839 | item->face = item->arch->clone.face; |
1643 | item->face = item->arch->face; |
1840 | item->speed = 0; |
1644 | item->set_speed (0); |
1841 | update_ob_speed (item); |
|
|
1842 | } |
1645 | } |
1843 | if ((tmp = item->in_player ())) |
1646 | |
|
|
1647 | if (object *pl = item->visible_to ()) |
1844 | esrv_update_item (UPD_ANIM, tmp, item); |
1648 | esrv_update_item (UPD_ANIM, pl, item); |
1845 | } |
1649 | } |
1846 | } |
1650 | } |
1847 | else if (item->type == ROD || item->type == HORN) |
1651 | else if (item->type == ROD || item->type == HORN) |
1848 | { |
|
|
1849 | drain_rod_charge (item); |
1652 | drain_rod_charge (item); |
1850 | } |
|
|
1851 | } |
1653 | } |
1852 | } |
1654 | } |
1853 | |
1655 | |
1854 | /* Received a fire command for the player - go and do it. |
1656 | /* Received a fire command for the player - go and do it. |
1855 | */ |
1657 | */ |
1856 | void |
1658 | bool |
1857 | fire (object *op, int dir) |
1659 | fire (object *who, int dir) |
1858 | { |
1660 | { |
1859 | int spellcost = 0; |
1661 | int spellcost = 0; |
1860 | |
1662 | |
|
|
1663 | player *pl = who->contr; |
|
|
1664 | |
|
|
1665 | if (pl->golem) |
|
|
1666 | { |
|
|
1667 | control_golem (who->contr->golem, dir); |
|
|
1668 | return false; |
|
|
1669 | } |
|
|
1670 | |
|
|
1671 | object *ob = pl->ranged_ob; |
|
|
1672 | |
|
|
1673 | if (!ob) |
|
|
1674 | return false; |
|
|
1675 | |
|
|
1676 | if (who->speed_left > 0.f) |
|
|
1677 | --who->speed_left; |
|
|
1678 | else |
|
|
1679 | return false; |
|
|
1680 | |
|
|
1681 | if (!who->apply (ob)) |
|
|
1682 | return false; |
|
|
1683 | |
1861 | /* check for loss of invisiblity/hide */ |
1684 | /* check for loss of invisiblity/hide */ |
1862 | if (action_makes_visible (op)) |
1685 | if (action_makes_visible (who)) |
1863 | make_visible (op); |
1686 | make_visible (who); |
1864 | |
1687 | |
1865 | switch (op->contr->shoottype) |
1688 | switch (ob->type) |
1866 | { |
1689 | { |
1867 | case range_none: |
1690 | case BOW: |
1868 | return; |
|
|
1869 | |
|
|
1870 | case range_bow: |
|
|
1871 | player_fire_bow (op, dir); |
1691 | player_fire_bow (who, dir); |
1872 | return; |
1692 | break; |
1873 | |
1693 | |
1874 | case range_magic: /* Casting spells */ |
1694 | case SPELL: |
1875 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1695 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1876 | return; |
1696 | break; |
1877 | |
1697 | |
1878 | case range_misc: |
1698 | case BUILDER: |
1879 | fire_misc_object (op, dir); |
|
|
1880 | return; |
|
|
1881 | |
|
|
1882 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1883 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1884 | { |
|
|
1885 | op->contr->ranges[range_golem] = 0; |
|
|
1886 | op->contr->shoottype = range_none; |
|
|
1887 | } |
|
|
1888 | else |
|
|
1889 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1890 | return; |
|
|
1891 | |
|
|
1892 | case range_skill: |
|
|
1893 | if (!op->chosen_skill) |
|
|
1894 | { |
|
|
1895 | if (op->type == PLAYER) |
|
|
1896 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1897 | return; |
|
|
1898 | } |
|
|
1899 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1900 | return; |
|
|
1901 | case range_builder: |
|
|
1902 | apply_map_builder (op, dir); |
1699 | apply_map_builder (who, dir); |
1903 | return; |
1700 | break; |
|
|
1701 | |
|
|
1702 | case SKILL: |
|
|
1703 | do_skill (who, who, ob, dir, 0); |
|
|
1704 | break; |
|
|
1705 | |
|
|
1706 | case RANGED: |
|
|
1707 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1708 | break; |
|
|
1709 | |
1904 | default: |
1710 | default: |
1905 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1711 | fire_misc_object (who, dir); |
1906 | return; |
1712 | break; |
1907 | } |
1713 | } |
1908 | } |
|
|
1909 | |
1714 | |
|
|
1715 | return true; |
|
|
1716 | } |
1910 | |
1717 | |
1911 | |
1718 | static object * |
1912 | /* find_key |
|
|
1913 | * We try to find a key for the door as passed. If we find a key |
|
|
1914 | * and successfully use it, we return the key, otherwise NULL |
|
|
1915 | * This function merges both normal and locked door, since the logic |
|
|
1916 | * for both is the same - just the specific key is different. |
|
|
1917 | * pl is the player, |
|
|
1918 | * inv is the objects inventory to searched |
|
|
1919 | * door is the door we are trying to match against. |
|
|
1920 | * This function can be called recursively to search containers. |
|
|
1921 | */ |
|
|
1922 | |
|
|
1923 | object * |
|
|
1924 | find_key (object *pl, object *container, object *door) |
1719 | find_key_ (object *pl, object *container, object *door) |
1925 | { |
1720 | { |
1926 | object *tmp, *key; |
1721 | object *tmp, *key; |
1927 | |
1722 | |
1928 | /* Should not happen, but sanity checking is never bad */ |
1723 | /* Should not happen, but sanity checking is never bad */ |
1929 | if (container->inv == NULL) |
1724 | if (!container->inv) |
1930 | return NULL; |
1725 | return 0; |
1931 | |
1726 | |
1932 | /* First, lets try to find a key in the top level inventory */ |
1727 | /* First, lets try to find a key in the top level inventory */ |
1933 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1728 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1934 | { |
1729 | { |
1935 | if (door->type == DOOR && tmp->type == KEY) |
1730 | if (door->type == DOOR && tmp->type == KEY) |
1936 | break; |
1731 | break; |
|
|
1732 | |
1937 | /* For sanity, we should really check door type, but other stuff |
1733 | /* For sanity, we should really check door type, but other stuff |
1938 | * (like containers) can be locked with special keys |
1734 | * (like containers) can be locked with special keys |
1939 | */ |
1735 | */ |
1940 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1736 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1941 | break; |
1737 | break; |
1942 | } |
1738 | } |
|
|
1739 | |
1943 | /* No key found - lets search inventories now */ |
1740 | /* No key found - lets search inventories now */ |
1944 | /* If we find and use a key in an inventory, return at that time. |
1741 | /* If we find and use a key in an inventory, return at that time. |
1945 | * otherwise, if we search all the inventories and still don't find |
1742 | * otherwise, if we search all the inventories and still don't find |
1946 | * a key, return |
1743 | * a key, return |
1947 | */ |
1744 | */ |
1948 | if (!tmp) |
1745 | if (!tmp) |
1949 | { |
1746 | { |
1950 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1747 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1951 | { |
|
|
1952 | /* No reason to search empty containers */ |
1748 | /* No reason to search empty containers */ |
1953 | if (tmp->type == CONTAINER && tmp->inv) |
1749 | if (tmp->type == CONTAINER && tmp->inv) |
1954 | { |
|
|
1955 | if ((key = find_key (pl, tmp, door)) != NULL) |
1750 | if ((key = find_key_ (pl, tmp, door))) |
1956 | return key; |
1751 | return key; |
1957 | } |
1752 | |
1958 | } |
|
|
1959 | if (!tmp) |
1753 | if (!tmp) |
1960 | return NULL; |
1754 | return 0; |
1961 | } |
1755 | } |
|
|
1756 | |
1962 | /* We get down here if we have found a key. Now if its in a container, |
1757 | /* We get down here if we have found a key. Now if its in a container, |
1963 | * see if we actually want to use it |
1758 | * see if we actually want to use it |
1964 | */ |
1759 | */ |
1965 | if (pl != container) |
1760 | if (pl != container) |
1966 | { |
1761 | { |
1967 | /* Only let players use keys in containers */ |
1762 | /* Only let players use keys in containers */ |
1968 | if (!pl->contr) |
1763 | if (!pl->contr) |
1969 | return NULL; |
1764 | return 0; |
|
|
1765 | |
1970 | /* cases where this fails: |
1766 | /* cases where this fails: |
1971 | * If we only search the player inventory, return now since we |
1767 | * If we only search the player inventory, return now since we |
1972 | * are not in the players inventory. |
1768 | * are not in the players inventory. |
1973 | * If the container is not active, return now since only active |
1769 | * If the container is not active, return now since only active |
1974 | * containers can be used. |
1770 | * containers can be used. |
… | |
… | |
1978 | * inv must have been an container and must have been active. |
1774 | * inv must have been an container and must have been active. |
1979 | * |
1775 | * |
1980 | * Change the color so that the message doesn't disappear with |
1776 | * Change the color so that the message doesn't disappear with |
1981 | * all the others. |
1777 | * all the others. |
1982 | */ |
1778 | */ |
1983 | if (pl->contr->usekeys == key_inventory || |
1779 | if (pl->contr->usekeys == key_inventory |
1984 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1780 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1985 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1781 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1986 | { |
1782 | { |
1987 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1783 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1988 | "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)); |
1989 | return NULL; |
1785 | return NULL; |
1990 | } |
1786 | } |
1991 | } |
1787 | } |
|
|
1788 | |
1992 | 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); |
1993 | } |
1815 | } |
1994 | |
1816 | |
1995 | /* moved door processing out of move_player_attack. |
1817 | /* moved door processing out of move_player_attack. |
1996 | * returns 1 if player has opened the door with a key |
1818 | * returns 1 if player has opened the door with a key |
1997 | * such that the caller should not do anything more, |
1819 | * such that the caller should not do anything more, |
1998 | * 0 otherwise |
1820 | * 0 otherwise |
1999 | */ |
1821 | */ |
2000 | static int |
1822 | static int |
2001 | player_attack_door (object *op, object *door) |
1823 | player_attack_door (object *op, object *door) |
2002 | { |
1824 | { |
2003 | /* If its a door, try to find a use a key. If we do destroy the door, |
1825 | /* If its a door, try to find a key. If we do destroy the door, |
2004 | * might as well return immediately as there is nothing more to do - |
1826 | * might as well return immediately as there is nothing more to do - |
2005 | * otherwise, we fall through to the rest of the code. |
1827 | * otherwise, we fall through to the rest of the code. |
2006 | */ |
1828 | */ |
2007 | object *key = find_key (op, op, door); |
1829 | object *key = find_key (op, op, door); |
2008 | |
1830 | |
2009 | /* IF we found a key, do some extra work */ |
1831 | /* If we found a key, do some extra work */ |
2010 | if (key) |
1832 | if (key) |
2011 | { |
1833 | { |
2012 | object *container = key->env; |
1834 | object *container = key->env; |
2013 | |
1835 | |
2014 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
2015 | if (action_makes_visible (op)) |
1836 | if (action_makes_visible (op)) |
2016 | make_visible (op); |
1837 | make_visible (op); |
|
|
1838 | |
2017 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1839 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
2018 | spring_trap (door->inv, op); |
1840 | spring_trap (door->inv, op); |
|
|
1841 | |
2019 | if (door->type == DOOR) |
1842 | if (door->type == DOOR) |
2020 | { |
|
|
2021 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1843 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
2022 | } |
|
|
2023 | else if (door->type == LOCKED_DOOR) |
1844 | else if (door->type == LOCKED_DOOR) |
2024 | { |
1845 | { |
2025 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1846 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
2026 | remove_door2 (door); /* remove door without violence ;-) */ |
1847 | remove_door2 (door); /* remove door without violence ;-) */ |
2027 | } |
1848 | } |
|
|
1849 | |
2028 | /* Do this after we print the message */ |
1850 | /* Do this after we print the message */ |
2029 | decrease_ob (key); /* Use up one of the keys */ |
1851 | key->decrease (); /* Use up one of the keys */ |
2030 | /* Need to update the weight the container the key was in */ |
1852 | |
2031 | if (container != op) |
|
|
2032 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2033 | return 1; /* Nothing more to do below */ |
1853 | return 1; /* Nothing more to do below */ |
2034 | } |
1854 | } |
2035 | else if (door->type == LOCKED_DOOR) |
1855 | else if (door->type == LOCKED_DOOR) |
2036 | { |
1856 | { |
2037 | /* Might as well return now - no other way to open this */ |
1857 | /* Might as well return now - no other way to open this */ |
2038 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1858 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2039 | return 1; |
1859 | return 1; |
2040 | } |
1860 | } |
|
|
1861 | |
2041 | return 0; |
1862 | return 0; |
2042 | } |
1863 | } |
2043 | |
1864 | |
2044 | /* This function is just part of a breakup from move_player. |
1865 | /* This function is just part of a breakup from move_player. |
2045 | * It should keep the code cleaner. |
1866 | * It should keep the code cleaner. |
2046 | * When this is called, the players direction has been updated |
1867 | * When this is called, the players direction has been updated |
2047 | * (taking into account confusion.) The player is also actually |
1868 | * (taking into account confusion.) The player is also actually |
2048 | * going to try and move (not fire weapons). |
1869 | * going to try and move (not fire weapons). |
2049 | */ |
1870 | */ |
2050 | void |
1871 | bool |
2051 | move_player_attack (object *op, int dir) |
1872 | move_player_attack (object *op, int dir) |
2052 | { |
1873 | { |
2053 | object *tmp, *mon; |
1874 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2054 | sint16 nx, ny; |
1875 | { |
2055 | int on_battleground; |
1876 | --op->speed_left; |
2056 | maptile *m; |
1877 | return true; |
|
|
1878 | } |
2057 | |
1879 | |
2058 | nx = freearr_x[dir] + op->x; |
1880 | sint16 nx = freearr_x[dir] + op->x; |
2059 | ny = freearr_y[dir] + op->y; |
1881 | sint16 ny = freearr_y[dir] + op->y; |
2060 | |
1882 | |
2061 | on_battleground = op_on_battleground (op, 0, 0); |
1883 | if (out_of_map (op->map, nx, ny)) |
|
|
1884 | return false; |
2062 | |
1885 | |
2063 | /* 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 |
2064 | * map, attack it. Note order of if statement is important - don't |
1887 | * map, attack it. Note order of if statement is important - don't |
2065 | * want to be calling move_ob if braced, because move_ob will move the |
1888 | * want to be calling move_ob if braced, because move_ob will move the |
2066 | * player. This is a pretty nasty hack, because if we could |
1889 | * player. This is a pretty nasty hack, because if we could |
2067 | * move to some space, it then means that if we are braced, we should |
1890 | * move to some space, it then means that if we are braced, we should |
2068 | * do nothing at all. As it is, if we are braced, we go through |
1891 | * do nothing at all. As it is, if we are braced, we go through |
2069 | * quite a bit of processing. However, it probably is less than what |
1892 | * quite a bit of processing. However, it probably is less than what |
2070 | * move_ob uses. |
1893 | * move_ob uses. |
2071 | */ |
1894 | */ |
2072 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1895 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1896 | |
|
|
1897 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1898 | * we find a monster - that is something we know we want to attack. |
|
|
1899 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1900 | * on the space |
|
|
1901 | */ |
|
|
1902 | object *mon; |
|
|
1903 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1904 | { |
|
|
1905 | if ((mon->flag [FLAG_ALIVE] |
|
|
1906 | || mon->type == LOCKED_DOOR |
|
|
1907 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1908 | && mon != op) |
|
|
1909 | break; |
2073 | { |
1910 | } |
2074 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1911 | |
|
|
1912 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1913 | return false; /* into a wall */ |
|
|
1914 | |
|
|
1915 | mon = mon->head_ (); |
|
|
1916 | |
|
|
1917 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1918 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1919 | if (player_attack_door (op, mon)) |
|
|
1920 | { |
|
|
1921 | --op->contr->weapon_sp_left; |
|
|
1922 | return true; |
2075 | { |
1923 | } |
2076 | m = get_map_from_coord (op->map, &nx, &ny); |
1924 | |
2077 | if (!m) |
1925 | /* The following deals with possibly attacking peaceful |
2078 | return; /* Don't think this should happen */ |
1926 | * or friendly creatures. Basically, all players are considered |
|
|
1927 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1928 | * object should be pushed instead of attacked. It is assumed that |
|
|
1929 | * if you are braced, you will not attack friends accidently, |
|
|
1930 | * and thus will not push them. |
|
|
1931 | */ |
|
|
1932 | |
|
|
1933 | /* If the creature is a pet, push it even if the player is not |
|
|
1934 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1935 | * player owns it and it is either friendly or unagressive. |
|
|
1936 | */ |
|
|
1937 | if (op->type == PLAYER |
|
|
1938 | && ((mon->owner && mon->owner->contr |
|
|
1939 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1940 | || mon->owner == op) |
|
|
1941 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1942 | { |
|
|
1943 | /* If we're braced, we don't want to switch places with it */ |
|
|
1944 | if (op->contr->braced) |
|
|
1945 | return false; |
|
|
1946 | |
|
|
1947 | if (op->speed_left > 0.f) |
|
|
1948 | { |
|
|
1949 | --op->speed_left; |
|
|
1950 | |
|
|
1951 | op->play_sound (sound_find ("push_player")); |
|
|
1952 | push_ob (mon, dir, op); |
|
|
1953 | |
|
|
1954 | if (action_makes_visible (op)) |
|
|
1955 | make_visible (op); |
|
|
1956 | |
|
|
1957 | return true; |
2079 | } |
1958 | } |
2080 | else |
1959 | else |
2081 | m = op->map; |
|
|
2082 | |
|
|
2083 | if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL) |
|
|
2084 | { |
|
|
2085 | /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */ |
|
|
2086 | return; |
1960 | return false; |
2087 | } |
1961 | } |
2088 | |
1962 | |
2089 | mon = 0; |
1963 | bool on_battleground = op_on_battleground (op, 0, 0); |
2090 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2091 | * we find a monster - that is something we know we want to attack. |
|
|
2092 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2093 | * on the space |
|
|
2094 | */ |
|
|
2095 | while (tmp) |
|
|
2096 | { |
|
|
2097 | if (tmp == op) |
|
|
2098 | { |
|
|
2099 | tmp = tmp->above; |
|
|
2100 | continue; |
|
|
2101 | } |
|
|
2102 | |
1964 | |
2103 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2104 | { |
|
|
2105 | mon = tmp; |
|
|
2106 | break; |
|
|
2107 | } |
|
|
2108 | |
|
|
2109 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2110 | mon = tmp; |
|
|
2111 | |
|
|
2112 | tmp = tmp->above; |
|
|
2113 | } |
|
|
2114 | |
|
|
2115 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2116 | return; /* into a wall */ |
|
|
2117 | |
|
|
2118 | if (mon->head) |
|
|
2119 | mon = mon->head; |
|
|
2120 | |
|
|
2121 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2122 | if (player_attack_door (op, mon)) |
|
|
2123 | return; |
|
|
2124 | |
|
|
2125 | /* The following deals with possibly attacking peaceful |
|
|
2126 | * or frienddly creatures. Basically, all players are considered |
|
|
2127 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2128 | * object should be pushed instead of attacked. It is assumed that |
|
|
2129 | * if you are braced, you will not attack friends accidently, |
|
|
2130 | * and thus will not push them. |
|
|
2131 | */ |
|
|
2132 | |
|
|
2133 | /* If the creature is a pet, push it even if the player is not |
|
|
2134 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2135 | * player owns it and it is either friendly or unagressive. |
|
|
2136 | */ |
|
|
2137 | if ((op->type == PLAYER) |
|
|
2138 | #if COZY_SERVER |
|
|
2139 | && |
|
|
2140 | ((mon->owner && mon->owner->contr |
|
|
2141 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2142 | #else |
|
|
2143 | && mon->owner == op |
|
|
2144 | #endif |
|
|
2145 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2146 | { |
|
|
2147 | /* If we're braced, we don't want to switch places with it */ |
|
|
2148 | if (op->contr->braced) |
|
|
2149 | return; |
|
|
2150 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2151 | (void) push_ob (mon, dir, op); |
|
|
2152 | if (op->contr->tmp_invis || op->hide) |
|
|
2153 | make_visible (op); |
|
|
2154 | return; |
|
|
2155 | } |
|
|
2156 | |
|
|
2157 | /* in certain circumstances, you shouldn't attack friendly |
1965 | /* in certain circumstances, you shouldn't attack friendly |
2158 | * creatures. Note that if you are braced, you can't push |
1966 | * creatures. Note that if you are braced, you can't push |
2159 | * 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 |
2160 | * attack them either. |
1968 | * attack them either. |
2161 | */ |
1969 | */ |
2162 | if ((mon->type == PLAYER || mon->enemy != op) && |
1970 | if ((mon->type == PLAYER || mon->enemy != op) |
2163 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1971 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2164 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2165 | (op->contr->peaceful |
1972 | && ((op->contr->peaceful |
2166 | || (mon->type == PLAYER |
1973 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2167 | && mon->contr-> |
|
|
2168 | peaceful)) && |
|
|
2169 | #else |
|
|
2170 | op->contr->peaceful && |
|
|
2171 | #endif |
|
|
2172 | !on_battleground)) |
1974 | && !on_battleground)) |
|
|
1975 | { |
|
|
1976 | if (op->speed_left > 0.f) |
2173 | { |
1977 | { |
|
|
1978 | --op->speed_left; |
|
|
1979 | |
2174 | if (!op->contr->braced) |
1980 | if (!op->contr->braced) |
2175 | { |
1981 | { |
2176 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1982 | op->play_sound (sound_find ("push_player")); |
2177 | (void) push_ob (mon, dir, op); |
1983 | push_ob (mon, dir, op); |
2178 | } |
1984 | } |
2179 | else |
1985 | else |
2180 | new_draw_info (0, 0, op, "You withhold your attack"); |
1986 | op->statusmsg ("You withhold your attack"); |
2181 | |
1987 | |
2182 | if (op->contr->tmp_invis || op->hide) |
1988 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2183 | make_visible (op); |
1989 | make_visible (op); |
2184 | } |
|
|
2185 | |
1990 | |
|
|
1991 | return true; |
|
|
1992 | } |
|
|
1993 | } |
2186 | /* If the object is a boulder or other rollable object, then |
1994 | /* If the object is a boulder or other rollable object, then |
2187 | * roll it if not braced. You can't roll it if you are braced. |
1995 | * roll it if not braced. You can't roll it if you are braced. |
2188 | */ |
1996 | */ |
2189 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1997 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1998 | { |
|
|
1999 | if (op->speed_left > 0.f) |
2190 | { |
2000 | { |
|
|
2001 | --op->speed_left; |
|
|
2002 | |
2191 | recursive_roll (mon, dir, op); |
2003 | recursive_roll (mon, dir, op); |
2192 | if (action_makes_visible (op)) |
2004 | if (action_makes_visible (op)) |
2193 | make_visible (op); |
2005 | make_visible (op); |
2194 | } |
|
|
2195 | |
2006 | |
|
|
2007 | return true; |
|
|
2008 | } |
|
|
2009 | } |
2196 | /* Any generic living creature. Including things like doors. |
2010 | /* Any generic living creature. Including things like doors. |
2197 | * Way it works is like this: First, it must have some hit points |
2011 | * Way it works is like this: First, it must have some hit points |
2198 | * and be living. Then, it must be one of the following: |
2012 | * and be living. Then, it must be one of the following: |
2199 | * 1) Not a player, 2) A player, but of a different party. Note |
2013 | * 1) Not a player, 2) A player, but of a different party. Note |
2200 | * that party_number -1 is no party, so attacks can still happen. |
2014 | * that party_number -1 is no party, so attacks can still happen. |
2201 | */ |
2015 | */ |
2202 | |
|
|
2203 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2016 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2204 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2017 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2205 | { |
2018 | { |
2206 | |
2019 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2207 | /* If the player hasn't hit something this tick, and does |
|
|
2208 | * so, give them speed boost based on weapon speed. Doing |
|
|
2209 | * it here is better than process_players2, which basically |
|
|
2210 | * incurred a 1 tick offset. |
|
|
2211 | */ |
|
|
2212 | if (!op->contr->has_hit) |
|
|
2213 | { |
2020 | { |
2214 | op->speed_left += op->speed / op->contr->weapon_sp; |
2021 | --op->contr->weapon_sp_left; |
2215 | |
|
|
2216 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2217 | } |
|
|
2218 | |
2022 | |
2219 | skill_attack (mon, op, 0, 0, 0); |
2023 | skill_attack (mon, op, 0, 0, 0); |
2220 | |
|
|
2221 | /* If attacking another player, that player gets automatic |
|
|
2222 | * hitback, and doesn't loose luck either. |
|
|
2223 | * Disable hitback on the battleground or if the target is |
|
|
2224 | * the wiz. |
|
|
2225 | */ |
|
|
2226 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2227 | { |
|
|
2228 | short luck = mon->stats.luck; |
|
|
2229 | |
|
|
2230 | mon->contr->has_hit = 1; |
|
|
2231 | skill_attack (op, mon, 0, 0, 0); |
|
|
2232 | mon->stats.luck = luck; |
|
|
2233 | } |
|
|
2234 | |
2024 | |
2235 | if (action_makes_visible (op)) |
2025 | if (action_makes_visible (op)) |
2236 | make_visible (op); |
2026 | make_visible (op); |
2237 | } |
|
|
2238 | } /* if player should attack something */ |
|
|
2239 | } |
|
|
2240 | |
2027 | |
2241 | int |
2028 | return true; |
|
|
2029 | } |
|
|
2030 | } |
|
|
2031 | |
|
|
2032 | return false; |
|
|
2033 | } |
|
|
2034 | |
|
|
2035 | bool |
2242 | move_player (object *op, int dir) |
2036 | move_player (object *op, int dir) |
2243 | { |
2037 | { |
2244 | int pick; |
|
|
2245 | |
|
|
2246 | if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) |
2038 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2247 | return 0; |
2039 | return 0; |
2248 | |
2040 | |
2249 | /* Sanity check: make sure dir is valid */ |
2041 | /* Sanity check: make sure dir is valid */ |
2250 | if ((dir < 0) || (dir >= 9)) |
2042 | if (dir < 0 || dir >= 9) |
2251 | { |
2043 | { |
2252 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2044 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2253 | return 0; |
2045 | return 0; |
2254 | } |
2046 | } |
2255 | |
2047 | |
2256 | /* peterm: added following line */ |
2048 | /* peterm: added following line */ |
2257 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2049 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2258 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2050 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2259 | |
2051 | |
2260 | op->facing = dir; |
2052 | op->facing = dir; |
2261 | |
2053 | |
2262 | if (op->hide) |
2054 | if (op->flag [FLAG_HIDDEN]) |
2263 | do_hidden_move (op); |
2055 | do_hidden_move (op); |
2264 | |
2056 | |
|
|
2057 | bool retval; |
|
|
2058 | int pick = 0; |
|
|
2059 | |
2265 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2060 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2266 | /*nop */ ; |
2061 | retval = RESULT_INT (0); |
2267 | else if (op->contr->fire_on) |
2062 | else if (op->contr->fire_on) |
2268 | fire (op, dir); |
2063 | retval = fire (op, dir); |
2269 | else |
2064 | else |
2270 | { |
2065 | { |
2271 | move_player_attack (op, dir); |
2066 | retval = move_player_attack (op, dir); |
2272 | pick = check_pick (op); |
2067 | pick = check_pick (op); |
2273 | } |
2068 | } |
2274 | |
2069 | |
2275 | /* Add special check for newcs players and fire on - this way, the |
2070 | /* Add special check for newcs players and fire on - this way, the |
2276 | * server can handle repeat firing. |
2071 | * server can handle repeat firing. |
… | |
… | |
2283 | /* Update how the player looks. Use the facing, so direction may |
2078 | /* Update how the player looks. Use the facing, so direction may |
2284 | * get reset to zero. This allows for full animation capabilities |
2079 | * get reset to zero. This allows for full animation capabilities |
2285 | * for players. |
2080 | * for players. |
2286 | */ |
2081 | */ |
2287 | animate_object (op, op->facing); |
2082 | animate_object (op, op->facing); |
2288 | return 0; |
2083 | |
|
|
2084 | return retval; |
2289 | } |
2085 | } |
2290 | |
2086 | |
2291 | /* This is similar to handle_player, below, but is only used by the |
2087 | /* This is similar to handle_player, below, but is only used by the |
2292 | * new client/server stuff. |
2088 | * new client/server stuff. |
2293 | * This is sort of special, in that the new client/server actually uses |
2089 | * This is sort of special, in that the new client/server actually uses |
2294 | * the new speed values for commands. |
2090 | * the new speed values for commands. |
2295 | * |
2091 | * |
2296 | * Returns true if there are more actions we can do. |
2092 | * Returns true if there are more actions we can do. Should not do |
|
|
2093 | * many actions in a row, as that would be too unfair to other |
|
|
2094 | * players. |
2297 | */ |
2095 | */ |
2298 | int |
2096 | bool |
2299 | handle_newcs_player (object *op) |
2097 | handle_newcs_player (object *op) |
2300 | { |
2098 | { |
2301 | if (op->contr->hidden) |
|
|
2302 | { |
|
|
2303 | op->invisible = 1000; |
|
|
2304 | /* the socket code flashes the player visible/invisible |
|
|
2305 | * depending on the value of invisible, so we need to |
|
|
2306 | * alternate it here for it to work correctly. |
|
|
2307 | */ |
|
|
2308 | if (pticks & 2) |
|
|
2309 | op->invisible--; |
|
|
2310 | } |
|
|
2311 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2312 | { |
|
|
2313 | op->invisible--; |
|
|
2314 | if (!op->invisible) |
|
|
2315 | { |
|
|
2316 | make_visible (op); |
|
|
2317 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2318 | } |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2099 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2322 | { |
2100 | { |
2323 | flee_player (op); |
2101 | if (op->speed_left > 0.f) |
2324 | /* If player is still scared, that is his action for this tick */ |
|
|
2325 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2326 | { |
2102 | { |
2327 | op->speed_left--; |
2103 | --op->speed_left; |
|
|
2104 | flee_player (op); |
|
|
2105 | |
2328 | return 0; |
2106 | return true; |
2329 | } |
2107 | } |
|
|
2108 | else |
|
|
2109 | return false; |
2330 | } |
2110 | } |
2331 | |
|
|
2332 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2333 | * the player object still points to the defunct golem. The code that |
|
|
2334 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2335 | * put this in a a workaround to clean up the golem pointer. |
|
|
2336 | */ |
|
|
2337 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2338 | op->contr->ranges[range_golem] = 0; |
|
|
2339 | |
2111 | |
2340 | /* call this here - we also will call this in do_ericserver, but |
2112 | /* call this here - we also will call this in do_ericserver, but |
2341 | * the players time has been increased when doericserver has been |
2113 | * the players time has been increased when doericserver has been |
2342 | * called, so we recheck it here. |
2114 | * called, so we recheck it here. |
2343 | */ |
2115 | */ |
2344 | //TODO: better than handling 8 commands, use some more intelligent rate-limiting |
2116 | if (op->contr->ns->handle_command ()) |
2345 | for (int rep = 8; --rep && op->contr->ns->handle_command (); ) |
|
|
2346 | ; |
|
|
2347 | |
|
|
2348 | if (op->speed_left < 0) |
|
|
2349 | return 0; |
2117 | return true; |
2350 | |
2118 | |
2351 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2119 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2352 | { |
|
|
2353 | /* All move commands take 1 tick, at least for now */ |
|
|
2354 | op->speed_left--; |
|
|
2355 | |
|
|
2356 | /* Instead of all the stuff below, let move_player take care |
|
|
2357 | * of it. Also, some of the skill stuff is only put in |
|
|
2358 | * there, as well as the confusion stuff. |
|
|
2359 | */ |
|
|
2360 | move_player (op, op->direction); |
2120 | return move_player (op, op->direction); |
2361 | if (op->speed_left > 0) |
|
|
2362 | return 1; |
|
|
2363 | else |
|
|
2364 | return 0; |
|
|
2365 | } |
|
|
2366 | |
2121 | |
2367 | return 0; |
2122 | return false; |
2368 | } |
2123 | } |
2369 | |
2124 | |
2370 | int |
2125 | static int |
2371 | save_life (object *op) |
2126 | save_life (object *op) |
2372 | { |
2127 | { |
2373 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2128 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2374 | return 0; |
2129 | return 0; |
2375 | |
2130 | |
2376 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2131 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2377 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2132 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2378 | { |
2133 | { |
2379 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2134 | op->play_sound (sound_find ("ob_evaporate")); |
2380 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2135 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2381 | |
|
|
2382 | if (op->contr) |
|
|
2383 | esrv_del_item (op->contr, tmp->count); |
|
|
2384 | |
2136 | |
2385 | tmp->destroy (); |
2137 | tmp->destroy (); |
2386 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2138 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2387 | |
2139 | |
2388 | if (op->stats.hp < 0) |
2140 | if (op->stats.hp < 0) |
2389 | op->stats.hp = op->stats.maxhp; |
2141 | op->stats.hp = op->stats.maxhp; |
2390 | |
2142 | |
2391 | if (op->stats.food < 0) |
2143 | if (op->stats.food < 0) |
2392 | op->stats.food = 999; |
2144 | op->stats.food = MAX_FOOD; |
2393 | |
2145 | |
2394 | op->update_stats (); |
2146 | op->update_stats (); |
2395 | return 1; |
2147 | return 1; |
2396 | } |
2148 | } |
2397 | |
2149 | |
… | |
… | |
2401 | return 0; |
2153 | return 0; |
2402 | } |
2154 | } |
2403 | |
2155 | |
2404 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2156 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2405 | * back in the map (location and map determined by values of env). This |
2157 | * back in the map (location and map determined by values of env). This |
2406 | * function will descend into containers. op is the object to start the search |
2158 | * function will descend into containers. op is the object to start the search |
2407 | * from. |
2159 | * from. |
2408 | */ |
2160 | */ |
|
|
2161 | static void |
|
|
2162 | drop_unpaid_items (object *op, object *env) |
|
|
2163 | { |
|
|
2164 | while (op) |
|
|
2165 | { |
|
|
2166 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2167 | |
|
|
2168 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2169 | op->insert_at (env); |
|
|
2170 | else if (op->inv) |
|
|
2171 | drop_unpaid_items (op->inv, env); |
|
|
2172 | |
|
|
2173 | op = next; |
|
|
2174 | } |
|
|
2175 | } |
|
|
2176 | |
2409 | void |
2177 | void |
2410 | remove_unpaid_objects (object *op, object *env) |
2178 | object::drop_unpaid_items () |
2411 | { |
2179 | { |
2412 | object *next; |
2180 | if (!flag [FLAG_REMOVED]) |
2413 | |
2181 | ::drop_unpaid_items (inv, this); |
2414 | while (op) |
|
|
2415 | { |
|
|
2416 | next = op->below; /* Make sure we have a good value, in case |
|
|
2417 | * we remove object 'op' |
|
|
2418 | */ |
|
|
2419 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2420 | { |
|
|
2421 | op->remove (); |
|
|
2422 | op->x = env->x; |
|
|
2423 | op->y = env->y; |
|
|
2424 | if (env->type == PLAYER) |
|
|
2425 | esrv_del_item (env->contr, op->count); |
|
|
2426 | insert_ob_in_map (op, env->map, NULL, 0); |
|
|
2427 | } |
|
|
2428 | else if (op->inv) |
|
|
2429 | remove_unpaid_objects (op->inv, env); |
|
|
2430 | |
|
|
2431 | op = next; |
|
|
2432 | } |
|
|
2433 | } |
|
|
2434 | |
|
|
2435 | /* |
|
|
2436 | * Returns pointer a static string containing gravestone text |
|
|
2437 | * Moved from apply.c to player.c - player.c is what |
|
|
2438 | * actually uses this function. player.c may not be quite the |
|
|
2439 | * best, a misc file for object actions is probably better, |
|
|
2440 | * but there isn't one in the server directory. |
|
|
2441 | */ |
|
|
2442 | char * |
|
|
2443 | gravestone_text (object *op) |
|
|
2444 | { |
|
|
2445 | static char buf2[MAX_BUF]; |
|
|
2446 | char buf[MAX_BUF]; |
|
|
2447 | time_t now = time (NULL); |
|
|
2448 | |
|
|
2449 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2450 | if (op->type == PLAYER) |
|
|
2451 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2452 | else |
|
|
2453 | sprintf (buf, "%s\n", &op->name); |
|
|
2454 | |
|
|
2455 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2456 | strcat (buf2, buf); |
|
|
2457 | if (op->type == PLAYER) |
|
|
2458 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2459 | else |
|
|
2460 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2461 | |
|
|
2462 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2463 | strcat (buf2, buf); |
|
|
2464 | if (op->type == PLAYER) |
|
|
2465 | { |
|
|
2466 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2467 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2468 | strcat (buf2, buf); |
|
|
2469 | } |
|
|
2470 | |
|
|
2471 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2472 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2473 | strcat (buf2, buf); |
|
|
2474 | |
|
|
2475 | return buf2; |
|
|
2476 | } |
2182 | } |
2477 | |
2183 | |
2478 | void |
2184 | void |
2479 | do_some_living (object *op) |
2185 | do_some_living (object *op) |
2480 | { |
2186 | { |
… | |
… | |
2487 | int rate_grace = 2000; |
2193 | int rate_grace = 2000; |
2488 | const int max_hp = 1; |
2194 | const int max_hp = 1; |
2489 | const int max_sp = 1; |
2195 | const int max_sp = 1; |
2490 | const int max_grace = 1; |
2196 | const int max_grace = 1; |
2491 | |
2197 | |
2492 | if (op->contr->outputs_sync) |
2198 | if (op->contr->hidden) |
|
|
2199 | { |
|
|
2200 | op->invisible = 1000; |
|
|
2201 | /* the socket code flashes the player visible/invisible |
|
|
2202 | * depending on the value of invisible, so we need to |
|
|
2203 | * alternate it here for it to work correctly. |
|
|
2204 | */ |
|
|
2205 | if (pticks & 2) |
|
|
2206 | op->invisible--; |
2493 | { |
2207 | } |
2494 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2208 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2495 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2209 | { |
2496 | flush_output_element (op, &op->contr->outputs[i]); |
2210 | if (!op->invisible--) |
|
|
2211 | { |
|
|
2212 | make_visible (op); |
|
|
2213 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2214 | } |
2497 | } |
2215 | } |
2498 | |
2216 | |
2499 | if (op->contr->ns->state == ST_PLAYING) |
2217 | if (op->contr->ns->state == ST_PLAYING) |
2500 | { |
2218 | { |
2501 | /* these next three if clauses make it possible to SLOW DOWN |
2219 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2520 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2238 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2521 | else |
2239 | else |
2522 | { |
2240 | { |
2523 | gen_grace = op->stats.maxgrace; |
2241 | gen_grace = op->stats.maxgrace; |
2524 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2242 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2525 | } |
|
|
2526 | |
|
|
2527 | /* Regenerate Spell Points */ |
|
|
2528 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2529 | { |
|
|
2530 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2531 | if (op->stats.sp < op->stats.maxsp) |
|
|
2532 | { |
|
|
2533 | op->stats.sp++; |
|
|
2534 | /* dms do not consume food */ |
|
|
2535 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2536 | { |
|
|
2537 | op->stats.food--; |
|
|
2538 | if (op->contr->digestion < 0) |
|
|
2539 | op->stats.food += op->contr->digestion; |
|
|
2540 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2541 | op->stats.food = last_food; |
|
|
2542 | } |
|
|
2543 | } |
|
|
2544 | |
|
|
2545 | if (max_sp > 1) |
|
|
2546 | { |
|
|
2547 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2548 | if (over_sp > 0) |
|
|
2549 | { |
|
|
2550 | if (op->stats.sp < op->stats.maxsp) |
|
|
2551 | { |
|
|
2552 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2553 | |
|
|
2554 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2555 | op->stats.sp--; |
|
|
2556 | |
|
|
2557 | if (op->stats.sp > op->stats.maxsp) |
|
|
2558 | op->stats.sp = op->stats.maxsp; |
|
|
2559 | } |
|
|
2560 | op->last_sp = 0; |
|
|
2561 | } |
|
|
2562 | else |
|
|
2563 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2564 | } |
|
|
2565 | else |
|
|
2566 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2567 | } |
2243 | } |
2568 | |
2244 | |
2569 | /* Regenerate Grace */ |
2245 | /* Regenerate Grace */ |
2570 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2246 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2571 | if (--op->last_grace < 0) |
2247 | if (--op->last_grace < 0) |
… | |
… | |
2592 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2268 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2593 | } |
2269 | } |
2594 | /* wearing stuff doesn't detract from grace generation. */ |
2270 | /* wearing stuff doesn't detract from grace generation. */ |
2595 | } |
2271 | } |
2596 | |
2272 | |
|
|
2273 | if (op->stats.food > 0) |
|
|
2274 | { |
2597 | /* Regenerate Hit Points */ |
2275 | /* Regenerate Spell Points */ |
2598 | if (--op->last_heal < 0) |
2276 | if (!op->contr->golem && --op->last_sp < 0) |
2599 | { |
|
|
2600 | if (op->stats.hp < op->stats.maxhp) |
|
|
2601 | { |
2277 | { |
2602 | op->stats.hp++; |
2278 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2603 | /* dms do not consume food */ |
2279 | |
2604 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2280 | if (op->stats.sp < op->stats.maxsp) |
2605 | { |
2281 | { |
|
|
2282 | op->stats.sp++; |
|
|
2283 | |
|
|
2284 | /* dms do not consume food */ |
|
|
2285 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2286 | { |
2606 | op->stats.food--; |
2287 | op->stats.food--; |
|
|
2288 | |
2607 | if (op->contr->digestion < 0) |
2289 | if (op->contr->digestion < 0) |
2608 | op->stats.food += op->contr->digestion; |
2290 | op->stats.food += op->contr->digestion; |
2609 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2291 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2610 | op->stats.food = last_food; |
2292 | op->stats.food = last_food; |
|
|
2293 | } |
2611 | } |
2294 | } |
2612 | } |
|
|
2613 | |
2295 | |
2614 | if (max_hp > 1) |
2296 | if (max_sp > 1) |
2615 | { |
|
|
2616 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2617 | if (over_hp > 0) |
|
|
2618 | { |
2297 | { |
2619 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2298 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2299 | if (over_sp > 0) |
|
|
2300 | { |
|
|
2301 | if (op->stats.sp < op->stats.maxsp) |
|
|
2302 | { |
|
|
2303 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2304 | |
|
|
2305 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2306 | op->stats.sp--; |
|
|
2307 | |
|
|
2308 | if (op->stats.sp > op->stats.maxsp) |
|
|
2309 | op->stats.sp = op->stats.maxsp; |
|
|
2310 | } |
|
|
2311 | |
2620 | op->last_heal = 0; |
2312 | op->last_sp = 0; |
|
|
2313 | } |
|
|
2314 | else |
|
|
2315 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2621 | } |
2316 | } |
2622 | else |
2317 | else |
|
|
2318 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2319 | } |
|
|
2320 | |
|
|
2321 | /* Regenerate Hit Points */ |
|
|
2322 | if (--op->last_heal < 0) |
|
|
2323 | { |
|
|
2324 | if (op->stats.hp < op->stats.maxhp) |
2623 | { |
2325 | { |
2624 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2326 | op->stats.hp++; |
|
|
2327 | |
|
|
2328 | /* dms do not consume food */ |
|
|
2329 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2330 | { |
|
|
2331 | op->stats.food--; |
|
|
2332 | |
|
|
2333 | if (op->contr->digestion < 0) |
|
|
2334 | op->stats.food += op->contr->digestion; |
|
|
2335 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2336 | op->stats.food = last_food; |
|
|
2337 | } |
2625 | } |
2338 | } |
|
|
2339 | |
|
|
2340 | if (max_hp > 1) |
|
|
2341 | { |
|
|
2342 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2343 | |
|
|
2344 | if (over_hp > 0) |
|
|
2345 | { |
|
|
2346 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2347 | op->last_heal = 0; |
|
|
2348 | } |
|
|
2349 | else |
|
|
2350 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2626 | } |
2351 | } |
2627 | else |
2352 | else |
2628 | { |
|
|
2629 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2353 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2630 | } |
2354 | } |
2631 | } |
2355 | } |
2632 | |
2356 | |
2633 | /* Digestion */ |
2357 | /* Digestion */ |
2634 | if (--op->last_eat < 0) |
2358 | if (--op->last_eat < 0) |
2635 | { |
2359 | { |
2636 | #ifdef COZY_SERVER |
2360 | int bonus = max (0, op->contr->digestion), |
2637 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2361 | penalty = max (0, -op->contr->digestion); |
2638 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2639 | #else |
|
|
2640 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2641 | #endif |
|
|
2642 | |
2362 | |
2643 | if (op->contr->gen_hp > 0) |
|
|
2644 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2363 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2645 | else |
|
|
2646 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2647 | |
2364 | |
2648 | /* dms do not consume food */ |
2365 | /* dms do not consume food */ |
2649 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2366 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2650 | op->stats.food--; |
2367 | op->stats.food--; |
2651 | } |
2368 | } |
2652 | |
2369 | |
2653 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2370 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2654 | { |
2371 | { |
2655 | object *tmp, *flesh = 0; |
2372 | object *flesh = 0; |
2656 | |
2373 | |
2657 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2374 | for_inv_removable (op, tmp) |
2658 | { |
2375 | { |
2659 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2376 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2377 | continue; |
|
|
2378 | |
|
|
2379 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2660 | { |
2380 | { |
2661 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2381 | op->statusmsg ("You blindly grab for a bite of food. " |
2662 | { |
2382 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2663 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2383 | op->apply (tmp); |
2664 | manual_apply (op, tmp, 0); |
2384 | |
2665 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2385 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2666 | break; |
2386 | break; |
2667 | } |
2387 | } |
2668 | else if (tmp->type == FLESH) |
2388 | else if (tmp->type == FLESH) |
2669 | flesh = tmp; |
2389 | flesh = tmp; |
2670 | } /* End if paid for object */ |
2390 | } |
2671 | } /* end of for loop */ |
|
|
2672 | |
2391 | |
2673 | /* If player is still starving, it means they don't have any food, so |
2392 | /* If player is still starving, it means they don't have any food, so |
2674 | * eat flesh instead. |
2393 | * eat flesh instead. |
2675 | */ |
2394 | */ |
2676 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2395 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2677 | { |
2396 | { |
2678 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2397 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2398 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2679 | manual_apply (op, flesh, 0); |
2399 | op->apply (flesh); |
2680 | } |
2400 | } |
|
|
2401 | |
|
|
2402 | // If player is still starving, alert him! |
|
|
2403 | if (op->stats.food < 0) |
|
|
2404 | op->failmsg ("You are starving! " |
|
|
2405 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | if (op->stats.food < 0) |
2681 | } |
2409 | { |
|
|
2410 | op->stats.hp += op->stats.food; |
|
|
2411 | op->stats.food = 0; |
2682 | |
2412 | |
2683 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2413 | if (op->stats.hp < 0) |
2684 | op->stats.food++, op->stats.hp--; |
2414 | { |
|
|
2415 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2416 | op->contr->killer->destroy (); |
|
|
2417 | } |
|
|
2418 | } |
2685 | |
2419 | |
|
|
2420 | /* killer should be set here already */ |
2686 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2421 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2687 | kill_player (op); |
2422 | kill_player (op); |
2688 | } |
2423 | } |
2689 | } |
2424 | } |
2690 | |
2425 | |
… | |
… | |
2694 | * file. |
2429 | * file. |
2695 | */ |
2430 | */ |
2696 | void |
2431 | void |
2697 | kill_player (object *op) |
2432 | kill_player (object *op) |
2698 | { |
2433 | { |
2699 | char buf[MAX_BUF]; |
|
|
2700 | int x, y; |
2434 | int x, y; |
2701 | |
|
|
2702 | //int i; |
|
|
2703 | maptile *map; /* this is for resurrection */ |
2435 | maptile *map; /* this is for resurrection */ |
2704 | |
|
|
2705 | /* int z; |
|
|
2706 | int num_stats_lose; |
|
|
2707 | int lost_a_stat; |
|
|
2708 | int lose_this_stat; |
|
|
2709 | int this_stat; */ |
|
|
2710 | int will_kill_again; |
2436 | int will_kill_again; |
2711 | archetype *at; |
2437 | archetype *at; |
2712 | object *tmp; |
2438 | object *tmp; |
2713 | |
2439 | |
2714 | if (save_life (op)) |
2440 | if (save_life (op)) |
2715 | return; |
2441 | return; |
2716 | |
2442 | |
|
|
2443 | dynbuf_text deathtab; |
|
|
2444 | |
|
|
2445 | /* restore player */ |
|
|
2446 | at = archetype::find (shstr_poisoning); |
|
|
2447 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2448 | { |
|
|
2449 | tmp->destroy (); |
|
|
2450 | deathtab << "Your body feels cleansed...\r"; |
|
|
2451 | } |
|
|
2452 | |
|
|
2453 | at = archetype::find (shstr_confusion); |
|
|
2454 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2455 | { |
|
|
2456 | tmp->destroy (); |
|
|
2457 | deathtab << "Your mind feels clearer...\r"; |
|
|
2458 | } |
|
|
2459 | |
|
|
2460 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2461 | |
|
|
2462 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2463 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2464 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2465 | max_it (op->stats.food , 200); |
|
|
2466 | |
|
|
2467 | // remove all spell effects that are active |
|
|
2468 | // to avoid long-term effects such as word-of-recall |
|
|
2469 | for (object *item = op->inv; item; ) |
|
|
2470 | { |
|
|
2471 | object *next = item->below; |
|
|
2472 | |
|
|
2473 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2474 | item->destroy (); |
|
|
2475 | |
|
|
2476 | item = next; |
|
|
2477 | } |
2717 | |
2478 | |
2718 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2479 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2719 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2480 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2720 | * Look at op_on_battleground() for more info --AndreasV |
2481 | * Look at op_on_battleground() for more info --AndreasV |
2721 | */ |
2482 | */ |
2722 | if (op_on_battleground (op, &x, &y)) |
2483 | if (op_on_battleground (op, &x, &y)) |
2723 | { |
2484 | { |
2724 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2485 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2725 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2726 | |
|
|
2727 | /* restore player */ |
|
|
2728 | at = archetype::find ("poisoning"); |
|
|
2729 | tmp = present_arch_in_ob (at, op); |
|
|
2730 | if (tmp) |
|
|
2731 | { |
|
|
2732 | tmp->destroy (); |
|
|
2733 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2734 | } |
|
|
2735 | |
|
|
2736 | at = archetype::find ("confusion"); |
|
|
2737 | tmp = present_arch_in_ob (at, op); |
|
|
2738 | if (tmp) |
|
|
2739 | { |
|
|
2740 | tmp->destroy (); |
|
|
2741 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2742 | } |
|
|
2743 | |
|
|
2744 | cure_disease (op, 0); /* remove any disease */ |
|
|
2745 | op->stats.hp = op->stats.maxhp; |
|
|
2746 | if (op->stats.food <= 0) |
|
|
2747 | op->stats.food = 999; |
|
|
2748 | |
2486 | |
2749 | /* create a bodypart-trophy to make the winner happy */ |
2487 | /* create a bodypart-trophy to make the winner happy */ |
2750 | tmp = arch_to_object (archetype::find ("finger")); |
2488 | object *tmp = archetype::find (shstr_finger)->instance (); |
2751 | if (tmp != NULL) |
2489 | |
2752 | { |
2490 | tmp->name = format ("%s's finger" , &op->name); |
2753 | sprintf (buf, "%s's finger", &op->name); |
2491 | tmp->name_pl = format ("%s's fingers", &op->name); |
2754 | tmp->name = buf; |
2492 | tmp->msg = format ( |
2755 | sprintf (buf, " This finger has been cut off %s\n" |
2493 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2756 | " the %s, when he was defeated at\n level %d by %s.\n", |
2494 | &op->name, op->contr->title, |
2757 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2495 | (int)op->level, |
2758 | tmp->msg = buf; |
2496 | op->contr->killer_name () |
|
|
2497 | ); |
2759 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2498 | tmp->value = 0, tmp->type = 0; |
2760 | tmp->materialname = NULL; |
2499 | tmp->material = name_to_material (shstr_organic); |
2761 | tmp->x = op->x, tmp->y = op->y; |
2500 | tmp->insert_at (op, tmp); |
2762 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
2763 | } |
|
|
2764 | |
2501 | |
2765 | /* teleport defeated player to new destination */ |
2502 | /* teleport defeated player to new destination */ |
2766 | transfer_ob (op, x, y, 0, NULL); |
2503 | transfer_ob (op, x, y, 0, NULL); |
2767 | op->contr->braced = 0; |
2504 | op->contr->braced = 0; |
|
|
2505 | |
|
|
2506 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2768 | return; |
2507 | return; |
2769 | } |
2508 | } |
2770 | |
2509 | |
|
|
2510 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2511 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2512 | |
2771 | INVOKE_PLAYER (DEATH, op->contr); |
2513 | INVOKE_PLAYER (DEATH, op->contr); |
2772 | |
2514 | |
2773 | command_kill_pets (op, 0); |
2515 | command_kill_pets (op, 0); |
2774 | |
2516 | |
2775 | if (op->stats.food < 0) |
2517 | op->contr->play_sound (sound_find ("player_dies")); |
2776 | { |
|
|
2777 | if (op->contr->explore) |
|
|
2778 | { |
|
|
2779 | new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are"); |
|
|
2780 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2781 | op->stats.food = 999; |
|
|
2782 | return; |
|
|
2783 | } |
|
|
2784 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2785 | strcpy (op->contr->killer, "starvation"); |
|
|
2786 | } |
|
|
2787 | else |
|
|
2788 | { |
|
|
2789 | if (op->contr->explore) |
|
|
2790 | { |
|
|
2791 | new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are"); |
|
|
2792 | new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so..."); |
|
|
2793 | op->stats.hp = op->stats.maxhp; |
|
|
2794 | return; |
|
|
2795 | } |
|
|
2796 | sprintf (buf, "%s died.", &op->name); |
|
|
2797 | } |
|
|
2798 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2799 | |
2518 | |
2800 | /* save the map location for corpse, gravestone */ |
2519 | /* save the map location for corpse, gravestone */ |
2801 | x = op->x; |
2520 | x = op->x; |
2802 | y = op->y; |
2521 | y = op->y; |
2803 | map = op->map; |
2522 | map = op->map; |
2804 | |
|
|
2805 | |
2523 | |
2806 | /* NOT_PERMADEATH code. This basically brings the character back to |
2524 | /* NOT_PERMADEATH code. This basically brings the character back to |
2807 | * life if they are dead - it takes some exp and a random stat. |
2525 | * life if they are dead - it takes some exp and a random stat. |
2808 | * See the config.h file for a little more in depth detail about this. |
2526 | * See the config.h file for a little more in depth detail about this. |
2809 | */ |
2527 | */ |
… | |
… | |
2826 | num_stats_lose = 1; |
2544 | num_stats_lose = 1; |
2827 | else |
2545 | else |
2828 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2546 | num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; |
2829 | } |
2547 | } |
2830 | else |
2548 | else |
2831 | { |
|
|
2832 | num_stats_lose = 1; |
2549 | num_stats_lose = 1; |
2833 | } |
2550 | |
2834 | lost_a_stat = 0; |
2551 | lost_a_stat = 0; |
2835 | |
2552 | |
2836 | for (z = 0; z < num_stats_lose; z++) |
2553 | for (z = 0; z < num_stats_lose; z++) |
2837 | { |
2554 | { |
2838 | i = RANDOM () % NUM_STATS; |
2555 | i = rndm (NUM_STATS); |
2839 | |
2556 | |
2840 | if (settings.stat_loss_on_death) |
2557 | if (settings.stat_loss_on_death) |
2841 | { |
2558 | { |
2842 | /* Pick a random stat and take a point off it. Tell the player |
2559 | /* Pick a random stat and take a point off it. Tell the player |
2843 | * what he lost. |
2560 | * what he lost. |
… | |
… | |
2850 | lost_a_stat = 1; |
2567 | lost_a_stat = 1; |
2851 | } |
2568 | } |
2852 | else |
2569 | else |
2853 | { |
2570 | { |
2854 | /* deplete a stat */ |
2571 | /* deplete a stat */ |
2855 | archetype *deparch = archetype::find ("depletion"); |
2572 | archetype *deparch = archetype::find (shstr_depletion); |
2856 | object *dep; |
2573 | object *dep; |
2857 | |
2574 | |
2858 | dep = present_arch_in_ob (deparch, op); |
2575 | dep = present_arch_in_ob (deparch, op); |
2859 | if (!dep) |
2576 | if (!dep) |
2860 | { |
2577 | { |
2861 | dep = arch_to_object (deparch); |
2578 | dep = deparch->instance (); |
2862 | insert_ob_in_ob (dep, op); |
2579 | insert_ob_in_ob (dep, op); |
2863 | } |
2580 | } |
2864 | lose_this_stat = 1; |
2581 | lose_this_stat = 1; |
2865 | if (settings.balanced_stat_loss) |
2582 | if (settings.balanced_stat_loss) |
2866 | { |
2583 | { |
… | |
… | |
2894 | } |
2611 | } |
2895 | } |
2612 | } |
2896 | |
2613 | |
2897 | if (lose_this_stat) |
2614 | if (lose_this_stat) |
2898 | { |
2615 | { |
2899 | this_stat = get_attr_value (&(dep->stats), i); |
2616 | this_stat = get_attr_value (&dep->stats, i); |
2900 | /* We could try to do something clever like find another |
2617 | /* We could try to do something clever like find another |
2901 | * stat to reduce if this fails. But chances are, if |
2618 | * stat to reduce if this fails. But chances are, if |
2902 | * stats have been depleted to -50, all are pretty low |
2619 | * stats have been depleted to -50, all are pretty low |
2903 | * and should be roughly the same, so it shouldn't make a |
2620 | * and should be roughly the same, so it shouldn't make a |
2904 | * difference. |
2621 | * difference. |
… | |
… | |
2912 | lost_a_stat = 1; |
2629 | lost_a_stat = 1; |
2913 | } |
2630 | } |
2914 | } |
2631 | } |
2915 | } |
2632 | } |
2916 | } |
2633 | } |
|
|
2634 | |
2917 | /* If no stat lost, tell the player. */ |
2635 | /* If no stat lost, tell the player. */ |
2918 | if (!lost_a_stat) |
2636 | if (!lost_a_stat) |
2919 | { |
2637 | { |
2920 | /* determine_god() seems to not work sometimes... why is this? |
2638 | /* determine_god() seems to not work sometimes... why is this? |
2921 | Should I be using something else? GD */ |
2639 | Should I be using something else? GD */ |
2922 | const char *god = determine_god (op); |
2640 | shstr_tmp god = determine_god (op); |
2923 | |
2641 | |
2924 | if (god && (strcmp (god, "none"))) |
2642 | if (god != shstr_none) |
2925 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2643 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2926 | else |
2644 | else |
2927 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2645 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2928 | } |
2646 | } |
2929 | #else |
2647 | #else |
2930 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2648 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2931 | #endif |
2649 | #endif |
2932 | |
2650 | |
2933 | /* Put a gravestone up where the character 'almost' died. List the |
2651 | /* Put a gravestone up where the character 'almost' died. List the |
2934 | * exp loss on the stone. |
2652 | * exp loss on the stone. |
2935 | */ |
2653 | */ |
2936 | tmp = arch_to_object (archetype::find ("gravestone")); |
2654 | tmp = archetype::find (shstr_gravestone)->instance (); |
2937 | sprintf (buf, "%s's gravestone", &op->name); |
2655 | tmp->name = format ("%s's gravestone", &op->name); |
2938 | tmp->name = buf; |
2656 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2939 | sprintf (buf, "%s's gravestones", &op->name); |
2657 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2940 | tmp->name_pl = buf; |
2658 | &op->name, op->contr->title, op->contr->killer_name ()); |
2941 | sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer); |
|
|
2942 | tmp->msg = buf; |
|
|
2943 | tmp->x = op->x, tmp->y = op->y; |
2659 | tmp->x = op->x, tmp->y = op->y; |
2944 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2660 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2945 | |
2661 | |
2946 | /**************************************/ |
2662 | /**************************************/ |
2947 | /* */ |
2663 | /* */ |
2948 | /* Subtract the experience points, */ |
2664 | /* Subtract the experience points, */ |
2949 | /* if we died cause of food, give us */ |
|
|
2950 | /* food, and reset HP's... */ |
|
|
2951 | /* */ |
2665 | /* */ |
2952 | /**************************************/ |
2666 | /**************************************/ |
2953 | |
2667 | |
2954 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2955 | /* restore player */ |
|
|
2956 | at = archetype::find ("poisoning"); |
|
|
2957 | tmp = present_arch_in_ob (at, op); |
|
|
2958 | |
|
|
2959 | if (tmp) |
|
|
2960 | { |
|
|
2961 | tmp->destroy (); |
|
|
2962 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2963 | } |
|
|
2964 | |
|
|
2965 | at = archetype::find ("confusion"); |
|
|
2966 | tmp = present_arch_in_ob (at, op); |
|
|
2967 | if (tmp) |
|
|
2968 | { |
|
|
2969 | tmp->destroy (); |
|
|
2970 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2971 | } |
|
|
2972 | |
|
|
2973 | cure_disease (op, 0); /* remove any disease */ |
|
|
2974 | |
|
|
2975 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2668 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2976 | apply_death_exp_penalty (op); |
2669 | apply_death_exp_penalty (op); |
2977 | if (op->stats.food < 100) |
|
|
2978 | op->stats.food = 900; |
|
|
2979 | op->stats.hp = op->stats.maxhp; |
|
|
2980 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2981 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2982 | |
2670 | |
2983 | /* |
2671 | /* |
2984 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2985 | * the player has any unpaid items. If so, remove them and put them back |
2672 | * Check to see if the player has any unpaid items. If so, remove them |
2986 | * in the map. |
2673 | * and put them back in the map. |
2987 | */ |
2674 | */ |
2988 | |
2675 | op->drop_unpaid_items (); |
2989 | if (is_in_shop (op)) |
|
|
2990 | remove_unpaid_objects (op->inv, op); |
|
|
2991 | |
2676 | |
2992 | /****************************************/ |
2677 | /****************************************/ |
2993 | /* */ |
2678 | /* */ |
2994 | /* Move player to his current respawn- */ |
2679 | /* Move player to his current respawn- */ |
2995 | /* position (usually last savebed) */ |
2680 | /* position (usually last savebed) */ |
2996 | /* */ |
2681 | /* */ |
2997 | /****************************************/ |
2682 | /****************************************/ |
2998 | |
2683 | |
2999 | enter_player_savebed (op); |
2684 | enter_player_savebed (op); |
3000 | |
2685 | |
3001 | /* Save the player before inserting the force to reduce |
|
|
3002 | * chance of abuse. |
|
|
3003 | */ |
|
|
3004 | op->contr->braced = 0; |
2686 | op->contr->braced = 0; |
3005 | op->contr->save (); |
|
|
3006 | |
2687 | |
3007 | /* it is possible that the player has blown something up |
2688 | /* it is possible that the player has blown something up |
3008 | * at his savebed location, and that can have long lasting |
2689 | * at his savebed location, and that can have long lasting |
3009 | * spell effects. So first see if there is a spell effect |
2690 | * spell effects. So first see if there is a spell effect |
3010 | * on the space that might harm the player. |
2691 | * on the space that might harm the player. |
… | |
… | |
3019 | object *force; |
2700 | object *force; |
3020 | int at; |
2701 | int at; |
3021 | |
2702 | |
3022 | force = get_archetype (FORCE_NAME); |
2703 | force = get_archetype (FORCE_NAME); |
3023 | /* 50 ticks should be enough time for the spell to abate */ |
2704 | /* 50 ticks should be enough time for the spell to abate */ |
3024 | force->speed = 0.1; |
2705 | force->speed = 0.1f; |
3025 | force->speed_left = -5.0; |
2706 | force->speed_left = -5.f; |
3026 | SET_FLAG (force, FLAG_APPLIED); |
2707 | SET_FLAG (force, FLAG_APPLIED); |
3027 | for (at = 0; at < NROFATTACKS; at++) |
2708 | for (at = 0; at < NROFATTACKS; at++) |
3028 | if (will_kill_again & (1 << at)) |
2709 | if (will_kill_again & (1 << at)) |
3029 | force->resist[at] = 100; |
2710 | force->resist[at] = 100; |
3030 | |
2711 | |
3031 | insert_ob_in_ob (force, op); |
2712 | insert_ob_in_ob (force, op); |
3032 | op->update_stats (); |
2713 | op->update_stats (); |
3033 | |
|
|
3034 | } |
2714 | } |
3035 | |
2715 | |
3036 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2716 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
3037 | } |
2717 | } |
3038 | |
2718 | |
3039 | void |
2719 | static void |
3040 | loot_object (object *op) |
2720 | loot_object (object *op) |
3041 | { /* Grab and destroy some treasure */ |
2721 | { /* Grab and destroy some treasure */ |
3042 | object *tmp, *tmp2, *next; |
2722 | object *tmp, *tmp2, *next; |
3043 | |
2723 | |
3044 | if (op->container) |
2724 | op->close_container (); /* close open sack first */ |
3045 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
3046 | |
2725 | |
3047 | for (tmp = op->inv; tmp; tmp = next) |
2726 | for (tmp = op->inv; tmp; tmp = next) |
3048 | { |
2727 | { |
3049 | next = tmp->below; |
2728 | next = tmp->below; |
3050 | |
2729 | |
3051 | if (tmp->invisible) |
2730 | if (tmp->invisible) |
3052 | continue; |
2731 | continue; |
3053 | |
2732 | |
3054 | tmp->remove (); |
2733 | tmp->remove (); |
3055 | tmp->x = op->x, tmp->y = op->y; |
2734 | tmp->x = op->x, tmp->y = op->y; |
|
|
2735 | |
3056 | if (tmp->type == CONTAINER) |
2736 | if (tmp->type == CONTAINER) |
3057 | { /* empty container to ground */ |
2737 | loot_object (tmp); /* empty container to ground */ |
3058 | loot_object (tmp); |
2738 | |
3059 | } |
|
|
3060 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2739 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
3061 | { |
2740 | { |
3062 | if (tmp->nrof > 1) |
2741 | if (tmp->nrof > 1) |
3063 | { |
2742 | { |
3064 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2743 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
3065 | tmp2->destroy (); |
|
|
3066 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2744 | insert_ob_in_map (tmp, op->map, NULL, 0); |
3067 | } |
2745 | } |
3068 | else |
2746 | else |
3069 | tmp->destroy (); |
2747 | tmp->destroy (); |
3070 | } |
2748 | } |
… | |
… | |
3076 | /* |
2754 | /* |
3077 | * fix_weight(): Check recursively the weight of all players, and fix |
2755 | * fix_weight(): Check recursively the weight of all players, and fix |
3078 | * 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 |
3079 | * was changed. |
2757 | * was changed. |
3080 | */ |
2758 | */ |
3081 | |
|
|
3082 | void |
2759 | void |
3083 | fix_weight (void) |
2760 | fix_weight () |
3084 | { |
2761 | { |
3085 | for_all_players (pl) |
2762 | for_all_players (pl) |
3086 | { |
2763 | { |
3087 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2764 | sint32 old = pl->ob->carrying; |
3088 | |
2765 | |
3089 | if (old == sum) |
2766 | pl->ob->update_weight (); |
3090 | continue; |
2767 | |
|
|
2768 | if (old != pl->ob->carrying) |
|
|
2769 | { |
3091 | pl->ob->update_stats (); |
2770 | pl->ob->update_stats (); |
3092 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2771 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2772 | } |
3093 | } |
2773 | } |
3094 | } |
2774 | } |
3095 | |
2775 | |
3096 | void |
2776 | void |
3097 | fix_luck (void) |
2777 | fix_luck () |
3098 | { |
2778 | { |
3099 | for_all_players (pl) |
2779 | for_all_players (pl) |
3100 | if (!pl->ob->contr->ns->state) |
2780 | if (!pl->ob->contr->ns->state) |
3101 | pl->ob->change_luck (0); |
2781 | pl->ob->change_luck (0); |
3102 | } |
2782 | } |
… | |
… | |
3139 | } |
2819 | } |
3140 | |
2820 | |
3141 | void |
2821 | void |
3142 | make_visible (object *op) |
2822 | make_visible (object *op) |
3143 | { |
2823 | { |
3144 | op->hide = 0; |
2824 | op->flag [FLAG_HIDDEN] = 0; |
3145 | op->invisible = 0; |
2825 | op->invisible = 0; |
|
|
2826 | |
3146 | if (op->type == PLAYER) |
2827 | if (op->type == PLAYER) |
3147 | { |
2828 | { |
3148 | op->contr->tmp_invis = 0; |
2829 | op->contr->tmp_invis = 0; |
3149 | op->contr->invis_race = 0; |
2830 | op->contr->invis_race = 0; |
3150 | } |
2831 | } |
|
|
2832 | |
3151 | update_object (op, UP_OBJ_FACE); |
2833 | update_object (op, UP_OBJ_CHANGE); |
3152 | } |
2834 | } |
3153 | |
2835 | |
3154 | int |
2836 | int |
3155 | is_true_undead (object *op) |
2837 | is_true_undead (object *op) |
3156 | { |
2838 | { |
3157 | object *tmp = NULL; |
|
|
3158 | |
|
|
3159 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2839 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3160 | return 1; |
2840 | return 1; |
3161 | |
2841 | |
3162 | return 0; |
2842 | return 0; |
3163 | } |
2843 | } |
3164 | |
2844 | |
3165 | /* look at the surrounding terrain to determine |
2845 | /* look at the surrounding terrain to determine |
3166 | * the hideability of this object. Positive levels |
2846 | * the hideability of this object. Positive levels |
3167 | * indicate greater hideability. |
2847 | * indicate greater hideability. |
3168 | */ |
2848 | */ |
3169 | |
|
|
3170 | int |
2849 | int |
3171 | hideability (object *ob) |
2850 | hideability (object *ob) |
3172 | { |
2851 | { |
3173 | int i, level = 0, mflag; |
2852 | int i, level = 0, mflag; |
3174 | sint16 x, y; |
2853 | sint16 x, y; |
3175 | |
2854 | |
3176 | if (!ob || !ob->map) |
2855 | if (!ob || !ob->map) |
3177 | return 0; |
2856 | return 0; |
3178 | |
2857 | |
3179 | /* so, on normal lighted maps, its hard to hide */ |
2858 | /* so, on normal lighted maps, its hard to hide */ |
3180 | level = ob->map->darkness - 2; |
2859 | level = ob->map->darklevel () - 2; |
3181 | |
2860 | |
3182 | /* this also picks up whether the object is glowing. |
2861 | /* this also picks up whether the object is glowing. |
3183 | * If you carry a light on a non-dark map, its not |
2862 | * If you carry a light on a non-dark map, its not |
3184 | * as bad as carrying a light on a pitch dark map */ |
2863 | * as bad as carrying a light on a pitch dark map */ |
3185 | if (has_carried_lights (ob)) |
2864 | if (ob->has_carried_lights ()) |
3186 | level = -(10 + (2 * ob->map->darkness)); |
2865 | level = -(10 + (2 * ob->map->darklevel ())); |
3187 | |
2866 | |
3188 | /* scan through all nearby squares for terrain to hide in */ |
2867 | /* scan through all nearby squares for terrain to hide in */ |
3189 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2868 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2869 | i <= SIZEOFFREE1; |
|
|
2870 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3190 | { |
2871 | { |
3191 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2872 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3192 | if (mflag & P_OUT_OF_MAP) |
2873 | if (mflag & P_OUT_OF_MAP) |
3193 | { |
|
|
3194 | continue; |
2874 | continue; |
3195 | } |
2875 | |
3196 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2876 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3197 | level += 2; |
2877 | level += 2; |
3198 | else /* open terrain! */ |
2878 | else /* open terrain! */ |
3199 | level -= 1; |
2879 | level -= 1; |
3200 | } |
2880 | } |
… | |
… | |
3208 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2888 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3209 | * every time they move - as we subtract off 'invisibility' |
2889 | * every time they move - as we subtract off 'invisibility' |
3210 | * AND, for players, if they move into a ridiculously unhideable |
2890 | * AND, for players, if they move into a ridiculously unhideable |
3211 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2891 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3212 | */ |
2892 | */ |
3213 | |
|
|
3214 | void |
2893 | void |
3215 | do_hidden_move (object *op) |
2894 | do_hidden_move (object *op) |
3216 | { |
2895 | { |
3217 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2896 | int hide = 0; |
3218 | object *skop; |
|
|
3219 | |
2897 | |
3220 | if (!op || !op->map) |
2898 | if (!op || !op->map) |
3221 | return; |
2899 | return; |
3222 | |
2900 | |
3223 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2901 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2902 | int num = random_roll (0, 19, op, PREFER_LOW); |
3224 | |
2903 | |
3225 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2904 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3226 | if (op->type == PLAYER && op->contr->run_on) |
2905 | if (op->type == PLAYER && op->contr->run_on) |
3227 | { |
|
|
3228 | if (!skop || num >= skop->level) |
2906 | if (!skop || num >= skop->level) |
3229 | { |
2907 | { |
3230 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
2908 | new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); |
3231 | make_visible (op); |
2909 | make_visible (op); |
3232 | return; |
2910 | return; |
3233 | } |
2911 | } |
3234 | else |
2912 | else |
3235 | num += 20; |
2913 | num += 20; |
3236 | } |
2914 | |
3237 | num += op->map->difficulty; |
2915 | num += op->map->difficulty; |
3238 | hide = hideability (op); /* modify by terrain hidden level */ |
2916 | hide = hideability (op); /* modify by terrain hidden level */ |
3239 | num -= hide; |
2917 | num -= hide; |
|
|
2918 | |
3240 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2919 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3241 | { |
2920 | { |
3242 | make_visible (op); |
2921 | make_visible (op); |
|
|
2922 | |
3243 | if (op->type == PLAYER) |
2923 | if (op->type == PLAYER) |
3244 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2924 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3245 | } |
2925 | } |
3246 | else if (op->type == PLAYER && skop) |
2926 | else if (op->type == PLAYER && skop) |
3247 | { |
|
|
3248 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2927 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
3249 | } |
|
|
3250 | } |
2928 | } |
3251 | |
2929 | |
3252 | /* determine if who is standing near a hostile creature. */ |
2930 | /* determine if who is standing near a hostile creature. */ |
3253 | |
2931 | |
3254 | int |
2932 | int |
… | |
… | |
3302 | * object op. This function works fine for monsters, |
2980 | * object op. This function works fine for monsters, |
3303 | * but we dont worry if the object isnt the top one in |
2981 | * but we dont worry if the object isnt the top one in |
3304 | * a pile (say a coin under a table would return "viewable" |
2982 | * a pile (say a coin under a table would return "viewable" |
3305 | * by this routine). Another question, should we be |
2983 | * by this routine). Another question, should we be |
3306 | * concerned with the direction the player is looking |
2984 | * concerned with the direction the player is looking |
3307 | * in? Realistically, most of use cant see stuff behind |
2985 | * in? Realistically, most of us can't see stuff behind |
3308 | * our backs...on the other hand, does the "facing" direction |
2986 | * our backs...on the other hand, does the "facing" direction |
3309 | * imply the way your head, or body is facing? Its possible |
2987 | * imply the way your head, or body is facing? It's possible |
3310 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2988 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3311 | * -b.t. |
2989 | * -b.t. |
3312 | * This function is now map tiling safe. |
2990 | * This function is now map tiling safe. |
3313 | */ |
2991 | */ |
3314 | |
|
|
3315 | int |
2992 | int |
3316 | player_can_view (object *pl, object *op) |
2993 | player_can_view (object *pl, object *op) |
3317 | { |
2994 | { |
3318 | rv_vector rv; |
2995 | rv_vector rv; |
3319 | int dx, dy; |
2996 | int dx, dy; |
… | |
… | |
3321 | if (pl->type != PLAYER) |
2998 | if (pl->type != PLAYER) |
3322 | { |
2999 | { |
3323 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3000 | LOG (llevError, "player_can_view() called for non-player object\n"); |
3324 | return -1; |
3001 | return -1; |
3325 | } |
3002 | } |
|
|
3003 | |
3326 | if (!pl || !op) |
3004 | if (!pl || !op) |
3327 | return 0; |
3005 | return 0; |
3328 | |
3006 | |
3329 | if (op->head) |
|
|
3330 | { |
|
|
3331 | op = op->head; |
3007 | op = op->head_ (); |
3332 | } |
3008 | |
3333 | get_rangevector (pl, op, &rv, 0x1); |
3009 | get_rangevector (pl, op, &rv, 0x1); |
3334 | |
3010 | |
3335 | /* starting with the 'head' part, lets loop |
3011 | /* starting with the 'head' part, lets loop |
3336 | * through the object and find if it has any |
3012 | * through the object and find if it has any |
3337 | * part that is in the los array but isnt on |
3013 | * part that is in the los array but isn't on |
3338 | * a blocked los square. |
3014 | * a blocked los square. |
3339 | * we use the archetype to figure out offsets. |
3015 | * we use the archetype to figure out offsets. |
3340 | */ |
3016 | */ |
3341 | while (op) |
3017 | while (op) |
3342 | { |
3018 | { |
3343 | dx = rv.distance_x + op->arch->clone.x; |
3019 | dx = rv.distance_x + op->arch->x; |
3344 | dy = rv.distance_y + op->arch->clone.y; |
3020 | dy = rv.distance_y + op->arch->y; |
3345 | |
3021 | |
3346 | /* only the viewable area the player sees is updated by LOS |
3022 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3347 | * code, so we need to restrict ourselves to that range of values |
|
|
3348 | * for any meaningful values. |
|
|
3349 | */ |
|
|
3350 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3351 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3352 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3353 | return 1; |
3023 | return 1; |
|
|
3024 | |
3354 | op = op->more; |
3025 | op = op->more; |
3355 | } |
3026 | } |
3356 | return 0; |
|
|
3357 | } |
|
|
3358 | |
3027 | |
3359 | /* routine for both players and monsters. We call this when |
|
|
3360 | * there is a possibility for our action distrubing our hiding |
|
|
3361 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3362 | * effected by this. If we arent invisible to begin with, we |
|
|
3363 | * return 0. |
|
|
3364 | */ |
|
|
3365 | int |
|
|
3366 | action_makes_visible (object *op) |
|
|
3367 | { |
|
|
3368 | |
|
|
3369 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3370 | { |
|
|
3371 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3372 | return 0; |
|
|
3373 | |
|
|
3374 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3375 | return 0; |
|
|
3376 | |
|
|
3377 | /* If monsters, they should become visible */ |
|
|
3378 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3379 | { |
|
|
3380 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3381 | return 1; |
|
|
3382 | } |
|
|
3383 | } |
|
|
3384 | return 0; |
3028 | return 0; |
3385 | } |
3029 | } |
3386 | |
3030 | |
3387 | /* op_on_battleground - checks if the given object op (usually |
3031 | /* op_on_battleground - checks if the given object op (usually |
3388 | * a player) is standing on a valid battleground-tile, |
3032 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3393 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3037 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3394 | */ |
3038 | */ |
3395 | int |
3039 | int |
3396 | op_on_battleground (object *op, int *x, int *y) |
3040 | op_on_battleground (object *op, int *x, int *y) |
3397 | { |
3041 | { |
3398 | object *tmp; |
|
|
3399 | |
|
|
3400 | /* A battleground-tile needs the following attributes to be valid: |
3042 | /* A battleground-tile needs the following attributes to be valid: |
3401 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3043 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3402 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3044 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3403 | * and the exit-coordinates sp/hp must both be > 0. |
3045 | * and the exit-coordinates sp/hp must both be > 0. |
3404 | * => The intention here is to prevent abuse of the battleground- |
3046 | * => The intention here is to prevent abuse of the battleground- |
3405 | * feature (like pickable or hidden battleground tiles). */ |
3047 | * feature (like pickable or hidden battleground tiles). */ |
3406 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3048 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3407 | { |
3049 | { |
3408 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3050 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3409 | { |
3051 | { |
3410 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3052 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3411 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3053 | && tmp->type == BATTLEGROUND |
|
|
3054 | && tmp->name == shstr_battleground |
|
|
3055 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3412 | { |
3056 | { |
3413 | /*before we assign the exit, check if this is a teambattle */ |
3057 | /* before we assign the exit, check if this is a teambattle */ |
3414 | 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)) |
3415 | { |
|
|
3416 | object *invtmp; |
|
|
3417 | |
|
|
3418 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3059 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3060 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3419 | { |
3061 | { |
3420 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3421 | { |
|
|
3422 | if (x != NULL && y != NULL) |
3062 | if (x && y) |
3423 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3063 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3064 | |
3424 | return 1; |
3065 | return 1; |
3425 | } |
|
|
3426 | } |
3066 | } |
3427 | } |
3067 | |
3428 | if (x != NULL && y != NULL) |
3068 | if (x && y) |
3429 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3069 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3070 | |
3430 | return 1; |
3071 | return 1; |
3431 | } |
3072 | } |
3432 | } |
3073 | } |
3433 | } |
3074 | } |
|
|
3075 | |
3434 | /* If we got here, did not find a battleground */ |
3076 | /* If we got here, did not find a battleground */ |
3435 | return 0; |
3077 | return 0; |
3436 | } |
3078 | } |
3437 | |
3079 | |
3438 | /* |
3080 | /* |
… | |
… | |
3454 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3096 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3455 | int i = 0, j = 0; |
3097 | int i = 0, j = 0; |
3456 | |
3098 | |
3457 | /* get the appropriate treasurelist */ |
3099 | /* get the appropriate treasurelist */ |
3458 | if (atnr == ATNR_FIRE) |
3100 | if (atnr == ATNR_FIRE) |
3459 | trlist = find_treasurelist ("dragon_ability_fire"); |
3101 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3460 | else if (atnr == ATNR_COLD) |
3102 | else if (atnr == ATNR_COLD) |
3461 | trlist = find_treasurelist ("dragon_ability_cold"); |
3103 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3462 | else if (atnr == ATNR_ELECTRICITY) |
3104 | else if (atnr == ATNR_ELECTRICITY) |
3463 | trlist = find_treasurelist ("dragon_ability_elec"); |
3105 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3464 | else if (atnr == ATNR_POISON) |
3106 | else if (atnr == ATNR_POISON) |
3465 | trlist = find_treasurelist ("dragon_ability_poison"); |
3107 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3466 | |
3108 | |
3467 | if (trlist == NULL || who->type != PLAYER) |
3109 | if (trlist == NULL || who->type != PLAYER) |
3468 | return; |
3110 | return; |
3469 | |
3111 | |
3470 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3112 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3471 | |
3113 | |
3472 | if (tr == NULL || tr->item == NULL) |
3114 | if (!tr || !tr->item) |
3473 | { |
3115 | { |
3474 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3116 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3475 | return; |
3117 | return; |
3476 | } |
3118 | } |
3477 | |
3119 | |
3478 | /* everything seems okay - now bring on the gift: */ |
3120 | /* everything seems okay - now bring on the gift: */ |
3479 | item = &(tr->item->clone); |
3121 | item = tr->item; |
3480 | |
3122 | |
3481 | if (item->type == SPELL) |
3123 | if (item->type == SPELL) |
3482 | { |
3124 | { |
3483 | if (check_spell_known (who, item->name)) |
3125 | if (check_spell_known (who, item->name)) |
3484 | return; |
3126 | return; |
… | |
… | |
3543 | { |
3185 | { |
3544 | /* forces in the treasurelist can alter the player's stats */ |
3186 | /* forces in the treasurelist can alter the player's stats */ |
3545 | object *skin; |
3187 | object *skin; |
3546 | |
3188 | |
3547 | /* first get the dragon skin force */ |
3189 | /* first get the dragon skin force */ |
3548 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3549 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3190 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3550 | ; |
3191 | ; |
3551 | |
3192 | |
3552 | if (!skin) |
3193 | if (!skin) |
3553 | return; |
3194 | return; |
3554 | |
3195 | |
… | |
… | |
3587 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3228 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3588 | } |
3229 | } |
3589 | else |
3230 | else |
3590 | { |
3231 | { |
3591 | /* generate misc. treasure */ |
3232 | /* generate misc. treasure */ |
3592 | tmp = arch_to_object (tr->item); |
3233 | tmp = tr->item->instance (); |
3593 | 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)); |
3594 | tmp = insert_ob_in_ob (tmp, who); |
3235 | who->insert (tmp); |
3595 | if (who->type == PLAYER) |
|
|
3596 | esrv_send_item (who, tmp); |
|
|
3597 | } |
3236 | } |
3598 | } |
3237 | } |
3599 | |
3238 | |
3600 | /** |
3239 | //-GPL |
3601 | * Unready an object for a player. This function does nothing if the object was |
3240 | |
3602 | * not readied. |
3241 | sint8 |
3603 | */ |
3242 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3243 | { |
|
|
3244 | if (!ns) |
|
|
3245 | return LOS_BLOCKED; |
|
|
3246 | |
|
|
3247 | int dx, dy; |
|
|
3248 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3249 | return LOS_BLOCKED; |
|
|
3250 | |
|
|
3251 | x += dx - ns->current_x; |
|
|
3252 | y += dy - ns->current_y; |
|
|
3253 | |
|
|
3254 | return blocked_los (x, y); |
|
|
3255 | } |
|
|
3256 | |
3604 | void |
3257 | void |
3605 | player_unready_range_ob (player *pl, object *ob) |
3258 | player::infobox (const char *title, const char *msg, int color) |
3606 | { |
3259 | { |
3607 | rangetype i; |
3260 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3608 | |
|
|
3609 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
|
|
3610 | { |
|
|
3611 | if (pl->ranges[i] == ob) |
|
|
3612 | { |
|
|
3613 | pl->ranges[i] = NULL; |
|
|
3614 | if (pl->shoottype == i) |
|
|
3615 | { |
|
|
3616 | pl->shoottype = range_none; |
|
|
3617 | } |
|
|
3618 | } |
|
|
3619 | } |
|
|
3620 | } |
3261 | } |
|
|
3262 | |
|
|
3263 | void |
|
|
3264 | player::statusmsg (const char *msg, int color) |
|
|
3265 | { |
|
|
3266 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3267 | } |
|
|
3268 | |
|
|
3269 | void |
|
|
3270 | player::failmsg (const char *msg, int color) |
|
|
3271 | { |
|
|
3272 | play_sound (sound_find ("generic_failure")); |
|
|
3273 | statusmsg (msg, color); |
|
|
3274 | } |
|
|
3275 | |