1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
76 | ob->remove (); |
76 | ob->remove (); |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
78 | ob->map = 0; |
78 | ob->map = 0; |
79 | party = 0; |
79 | party = 0; |
80 | |
80 | |
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); |
81 | players.erase (this); |
84 | } |
82 | } |
85 | |
83 | |
86 | // connect the player with a specific client |
84 | // connect the player with a specific client |
87 | // also changes, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
… | |
… | |
107 | ob->race = ob->arch->race; |
105 | ob->race = ob->arch->race; |
108 | |
106 | |
109 | ob->update_weight (); |
107 | ob->update_weight (); |
110 | link_skills (); |
108 | link_skills (); |
111 | |
109 | |
112 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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113 | |
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114 | assign (title, ob->arch->object::name); |
110 | assign (title, ob->arch->object::name); |
115 | |
111 | |
116 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
117 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
118 | { |
114 | { |
119 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
120 | |
116 | |
121 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
122 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
… | |
… | |
136 | |
132 | |
137 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
138 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
139 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
140 | |
136 | |
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137 | ob->flag [FLAG_READY_WEAPON] = false; |
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138 | ob->flag [FLAG_READY_SKILL] = false; |
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139 | ob->flag [FLAG_READY_RANGE] = false; |
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140 | ob->flag [FLAG_READY_BOW] = false; |
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141 | |
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142 | ob->update_stats (); // we unapplied stuff above |
141 | activate (); |
143 | activate (); |
142 | |
144 | |
143 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
145 | } |
147 | } |
… | |
… | |
184 | |
186 | |
185 | ob->speed = 1.0f; |
187 | ob->speed = 1.0f; |
186 | ob->speed_left = 0.5f; |
188 | ob->speed_left = 0.5f; |
187 | |
189 | |
188 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
189 | |
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190 | ob->flag [FLAG_READY_WEAPON] = false; |
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191 | ob->flag [FLAG_READY_SKILL] = false; |
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192 | ob->flag [FLAG_READY_BOW] = false; |
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193 | |
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194 | for (object *op = ob->inv; op; op = op->below) |
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195 | if (op->flag [FLAG_APPLIED]) |
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196 | switch (op->type) |
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197 | { |
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198 | case SKILL: |
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199 | ob->flag [FLAG_APPLIED] = false; |
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200 | break; |
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201 | |
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202 | case WAND: |
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203 | case ROD: |
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204 | case HORN: |
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205 | case BOW: |
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206 | ranged_ob = op; |
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207 | break; |
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208 | |
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209 | case WEAPON: |
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210 | combat_ob = op; |
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211 | break; |
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212 | } |
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213 | |
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214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
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215 | ob->deactivate (); // change_weapon activates, fix this better |
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216 | } |
191 | } |
217 | |
192 | |
218 | void |
193 | void |
219 | player::set_observe (object *op) |
194 | player::set_observe (object *op) |
220 | { |
195 | { |
… | |
… | |
259 | disconnect (); |
234 | disconnect (); |
260 | |
235 | |
261 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
262 | |
237 | |
263 | if (ob) |
238 | if (ob) |
264 | { |
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265 | ob->destroy_inv (false); |
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266 | ob->destroy (); |
239 | ob->destroy (); |
267 | } |
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268 | |
240 | |
269 | ob = observe = viewpoint = 0; |
241 | ob = observe = viewpoint = 0; |
270 | } |
242 | } |
271 | |
243 | |
272 | player::~player () |
244 | player::~player () |
273 | { |
245 | { |
274 | /* Clear item stack */ |
246 | /* Clear item stack */ |
275 | free (stack_items); |
247 | free (stack_items); |
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248 | } |
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249 | |
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250 | /* |
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251 | * get_player_archetype() return next player archetype from archetype |
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252 | * list. Not very efficient routine, but used only creating new players. |
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253 | * Note: there MUST be at least one player archetype! |
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254 | */ |
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255 | static archetype * |
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256 | get_player_archetype (archetype *at) |
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257 | { |
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258 | // archetypes could have been reloaded |
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259 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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260 | |
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261 | if (!nat) |
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262 | return at; |
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263 | |
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264 | archvec::iterator i = archetypes.find (nat); |
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265 | |
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266 | for (;;) |
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267 | { |
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268 | if (++i == archetypes.end ()) |
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269 | i = archetypes.begin (); |
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270 | else if (*i == at) |
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271 | cleanup ("not a single player archetype found"); |
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272 | |
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273 | if ((*i)->type == PLAYER) |
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274 | return *i; |
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275 | } |
276 | } |
276 | } |
277 | |
277 | |
278 | /* Tries to add player on the connection passed in ns. |
278 | /* Tries to add player on the connection passed in ns. |
279 | * All we can really get in this is some settings like host and display |
279 | * All we can really get in this is some settings like host and display |
280 | * mode. |
280 | * mode. |
… | |
… | |
282 | player * |
282 | player * |
283 | player::create () |
283 | player::create () |
284 | { |
284 | { |
285 | player *pl = new player; |
285 | player *pl = new player; |
286 | |
286 | |
287 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
288 | |
288 | |
289 | pl->ob->roll_stats (); |
289 | pl->ob->roll_stats (); |
290 | pl->ob->stats.wc = 2; |
290 | pl->ob->stats.wc = 2; |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
292 | |
292 | |
293 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
294 | |
294 | |
295 | return pl; |
295 | return pl; |
296 | } |
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297 | |
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298 | /* |
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299 | * get_player_archetype() return next player archetype from archetype |
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300 | * list. Not very efficient routine, but used only creating new players. |
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301 | * Note: there MUST be at least one player archetype! |
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302 | */ |
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303 | archetype * |
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304 | get_player_archetype (archetype *at) |
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305 | { |
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306 | // archetypes could have been reloaded |
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307 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
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308 | |
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309 | if (!nat) |
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310 | return at; |
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311 | |
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312 | archvec::iterator i = archetypes.find (nat); |
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313 | |
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314 | for (;;) |
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315 | { |
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316 | if (++i == archetypes.end ()) |
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317 | i = archetypes.begin (); |
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318 | else if (*i == at) |
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319 | cleanup ("not a single player archetype found"); |
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320 | |
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321 | if ((*i)->type == PLAYER) |
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322 | return *i; |
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323 | } |
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324 | } |
296 | } |
325 | |
297 | |
326 | object * |
298 | object * |
327 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
328 | { |
300 | { |
… | |
… | |
637 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
609 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
638 | } |
610 | } |
639 | |
611 | |
640 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
612 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
641 | static int |
613 | static int |
642 | roll_stat (void) |
614 | roll_stat () |
643 | { |
615 | { |
644 | int a[4], i, j, k; |
616 | int a[4], i, j, k; |
645 | |
617 | |
646 | for (i = 0; i < 4; i++) |
618 | for (i = 0; i < 4; i++) |
647 | a[i] = (int) rndm (6) + 1; |
619 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
744 | player::chargen_race_done () |
716 | player::chargen_race_done () |
745 | { |
717 | { |
746 | /* this must before then initial items are given */ |
718 | /* this must before then initial items are given */ |
747 | esrv_new_player (ob->contr); |
719 | esrv_new_player (ob->contr); |
748 | |
720 | |
749 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
721 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
750 | if (tl) |
722 | if (tl) |
751 | create_treasure (tl, ob, 0, 0, 0); |
723 | create_treasure (tl, ob, 0, 0, 0); |
752 | |
724 | |
753 | INVOKE_PLAYER (BIRTH, ob->contr); |
725 | INVOKE_PLAYER (BIRTH, ob->contr); |
754 | INVOKE_PLAYER (LOGIN, ob->contr); |
726 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
807 | ob->stats.hp = ob->stats.maxhp; |
779 | ob->stats.hp = ob->stats.maxhp; |
808 | ob->stats.sp = ob->stats.maxsp; |
780 | ob->stats.sp = ob->stats.maxsp; |
809 | ob->stats.grace = 0; |
781 | ob->stats.grace = 0; |
810 | } |
782 | } |
811 | |
783 | |
812 | void |
784 | static void |
813 | flee_player (object *op) |
785 | flee_player (object *op) |
814 | { |
786 | { |
815 | int dir, diff; |
787 | int dir, diff; |
816 | rv_vector rv; |
788 | rv_vector rv; |
817 | |
789 | |
… | |
… | |
841 | dir = absdir (4 + rv.direction); |
813 | dir = absdir (4 + rv.direction); |
842 | for (diff = 0; diff < 3; diff++) |
814 | for (diff = 0; diff < 3; diff++) |
843 | { |
815 | { |
844 | int m = 1 - rndm (2) * 2; |
816 | int m = 1 - rndm (2) * 2; |
845 | |
817 | |
846 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
818 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
847 | return; |
819 | return; |
848 | } |
820 | } |
849 | |
821 | |
850 | /* Cornered, get rid of scared */ |
822 | /* Cornered, get rid of scared */ |
851 | CLEAR_FLAG (op, FLAG_SCARED); |
823 | CLEAR_FLAG (op, FLAG_SCARED); |
… | |
… | |
861 | { |
833 | { |
862 | object *tmp, *next; |
834 | object *tmp, *next; |
863 | int stop = 0; |
835 | int stop = 0; |
864 | int wvratio; |
836 | int wvratio; |
865 | |
837 | |
866 | /* if you're flying, you cna't pick up anything */ |
838 | /* if you're flying, you can't pick up anything */ |
867 | if (op->move_type & MOVE_FLYING) |
839 | if (op->move_type & MOVE_FLYING) |
868 | return 1; |
840 | return 1; |
869 | |
841 | |
870 | next = op->below; |
842 | next = op->below; |
871 | |
843 | |
872 | int cnt = MAX_ITEM_PER_DROP; |
844 | int cnt = MAX_ITEM_PER_ACTION; |
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
845 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
874 | |
846 | |
875 | /* loop while there are items on the floor that are not marked as |
847 | /* loop while there are items on the floor that are not marked as |
876 | * destroyed */ |
848 | * destroyed */ |
877 | while (next && !next->destroyed ()) |
849 | while (next && !next->destroyed ()) |
… | |
… | |
903 | if (op->contr->mode & PU_DEBUG) |
875 | if (op->contr->mode & PU_DEBUG) |
904 | { |
876 | { |
905 | /* some debugging code to figure out item information */ |
877 | /* some debugging code to figure out item information */ |
906 | const char *str = tmp->name |
878 | const char *str = tmp->name |
907 | ? format ("item name: %s item type: %d weight/value: %d", |
879 | ? format ("item name: %s item type: %d weight/value: %d", |
908 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))) |
880 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
909 | : format ("item name: %s item type: %d weight/value: %d", |
881 | : format ("item name: %s item type: %d weight/value: %d", |
910 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
882 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
911 | |
883 | |
912 | new_draw_info (NDI_UNIQUE, 0, op, str); |
884 | new_draw_info (NDI_UNIQUE, 0, op, str); |
913 | } |
885 | } |
914 | |
886 | |
915 | if (op->contr->mode & PU_INHIBIT) |
887 | if (op->contr->mode & PU_INHIBIT) |
… | |
… | |
1002 | continue; |
974 | continue; |
1003 | } |
975 | } |
1004 | |
976 | |
1005 | /* wands/staves/rods/horns */ |
977 | /* wands/staves/rods/horns */ |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
978 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
979 | if (tmp->type == WAND |
|
|
980 | || tmp->type == ROD |
|
|
981 | || tmp->type == HORN |
|
|
982 | || tmp->type == POWER_CRYSTAL) |
1008 | { |
983 | { |
1009 | CHK_PICK_PICKUP; |
984 | CHK_PICK_PICKUP; |
1010 | continue; |
985 | continue; |
1011 | } |
986 | } |
1012 | |
987 | |
1013 | /* pick up all magical items */ |
988 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
989 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
990 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
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|
991 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1016 | { |
992 | { |
1017 | CHK_PICK_PICKUP; |
993 | CHK_PICK_PICKUP; |
1018 | continue; |
994 | continue; |
1019 | } |
995 | } |
1020 | |
996 | |
… | |
… | |
1027 | } |
1003 | } |
1028 | } |
1004 | } |
1029 | |
1005 | |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1006 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | if (op->contr->mode & PU_JEWELS) |
1007 | if (op->contr->mode & PU_JEWELS) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1008 | if (tmp->type == RING |
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|
1009 | || tmp->type == AMULET |
|
|
1010 | || tmp->type == GIRDLE |
|
|
1011 | || tmp->type == SKILL_TOOL) |
1033 | { |
1012 | { |
1034 | CHK_PICK_PICKUP; |
1013 | CHK_PICK_PICKUP; |
1035 | continue; |
1014 | continue; |
1036 | } |
1015 | } |
1037 | |
1016 | |
… | |
… | |
1086 | CHK_PICK_PICKUP; |
1065 | CHK_PICK_PICKUP; |
1087 | continue; |
1066 | continue; |
1088 | } |
1067 | } |
1089 | |
1068 | |
1090 | if (op->contr->mode & PU_GLOVES) |
1069 | if (op->contr->mode & PU_GLOVES) |
1091 | if (tmp->type == GLOVES) |
1070 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1092 | { |
1071 | { |
1093 | CHK_PICK_PICKUP; |
1072 | CHK_PICK_PICKUP; |
1094 | continue; |
1073 | continue; |
1095 | } |
1074 | } |
1096 | |
1075 | |
… | |
… | |
1146 | fprintf (stderr, "%s", tmp->name); |
1125 | fprintf (stderr, "%s", tmp->name); |
1147 | } |
1126 | } |
1148 | else |
1127 | else |
1149 | fprintf (stderr, "%s", tmp->arch->archname); |
1128 | fprintf (stderr, "%s", tmp->arch->archname); |
1150 | fprintf (stderr, ",%d] = ", tmp->type); |
1129 | fprintf (stderr, ",%d] = ", tmp->type); |
1151 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1130 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1152 | #endif |
1131 | #endif |
1153 | CHK_PICK_PICKUP; |
1132 | CHK_PICK_PICKUP; |
1154 | continue; |
1133 | continue; |
1155 | } |
1134 | } |
1156 | } /* the new pickup model */ |
1135 | } /* the new pickup model */ |
1157 | } |
1136 | } |
1158 | |
1137 | |
1159 | return !stop; |
1138 | return !stop; |
1160 | } |
1139 | } |
1161 | |
1140 | |
|
|
1141 | /* routine for both players and monsters. We call this when |
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1142 | * there is a possibility for our action distrubing our hiding |
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1143 | * place or invisiblity spell. Artefact invisiblity causes |
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|
1144 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1145 | * return 0. |
|
|
1146 | */ |
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|
1147 | static int |
|
|
1148 | action_makes_visible (object *op) |
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|
1149 | { |
|
|
1150 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
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|
1151 | { |
|
|
1152 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
1153 | { |
|
|
1154 | // artefact invisibility is permanent, but we still make noise |
|
|
1155 | // this is important for game-balance. |
|
|
1156 | if (op->contr) |
|
|
1157 | op->make_noise (); |
|
|
1158 | |
|
|
1159 | return 0; |
|
|
1160 | } |
|
|
1161 | |
|
|
1162 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1163 | return 0; |
|
|
1164 | |
|
|
1165 | /* If monsters, they should become visible */ |
|
|
1166 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1167 | { |
|
|
1168 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1169 | return 1; |
|
|
1170 | } |
|
|
1171 | } |
|
|
1172 | |
|
|
1173 | return 0; |
|
|
1174 | } |
|
|
1175 | |
1162 | /* |
1176 | /* |
1163 | * Find an arrow in the inventory and after that |
1177 | * Find an arrow in the inventory and after that |
1164 | * in the right type container (quiver). Pointer to the |
1178 | * in the right type container (quiver). Pointer to the |
1165 | * found object is returned. |
1179 | * found object is returned. |
1166 | */ |
1180 | */ |
1167 | object * |
1181 | static object * |
1168 | find_arrow (object *op, const char *type) |
1182 | find_arrow (object *op, const char *type) |
1169 | { |
1183 | { |
1170 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1184 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1171 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1185 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1172 | return splay (tmp); |
1186 | return splay (tmp); |
… | |
… | |
1186 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1200 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1187 | * against the target. A full test is not performed, simply a basic test |
1201 | * against the target. A full test is not performed, simply a basic test |
1188 | * of resistances. The archer is making a quick guess at what he sees down |
1202 | * of resistances. The archer is making a quick guess at what he sees down |
1189 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1203 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1190 | */ |
1204 | */ |
1191 | object * |
1205 | static object * |
1192 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1206 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1193 | { |
1207 | { |
1194 | object *tmp = NULL, *arrow, *ntmp; |
1208 | object *tmp = NULL, *arrow, *ntmp; |
1195 | int attacknum, attacktype, betterby = 0, i; |
1209 | int attacknum, attacktype, betterby = 0, i; |
1196 | |
1210 | |
… | |
… | |
1265 | * find_better_arrow to find a decent arrow to use. |
1279 | * find_better_arrow to find a decent arrow to use. |
1266 | * op = the shooter |
1280 | * op = the shooter |
1267 | * type = bow->race |
1281 | * type = bow->race |
1268 | * dir = fire direction |
1282 | * dir = fire direction |
1269 | */ |
1283 | */ |
1270 | object * |
1284 | static object * |
1271 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1285 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1272 | { |
1286 | { |
1273 | object *tmp = NULL; |
1287 | object *tmp = NULL; |
1274 | maptile *m; |
1288 | maptile *m; |
1275 | int i, mflags, found, number; |
1289 | int i, mflags, found, number; |
… | |
… | |
1490 | * but monsters can't. Putting that code here |
1504 | * but monsters can't. Putting that code here |
1491 | * makes the fire_bow code much cleaner. |
1505 | * makes the fire_bow code much cleaner. |
1492 | * this function should only be called if 'op' is a player, |
1506 | * this function should only be called if 'op' is a player, |
1493 | * hence the function name. |
1507 | * hence the function name. |
1494 | */ |
1508 | */ |
1495 | int |
1509 | static int |
1496 | player_fire_bow (object *op, int dir) |
1510 | player_fire_bow (object *op, int dir) |
1497 | { |
1511 | { |
1498 | int ret; |
1512 | int ret; |
1499 | |
1513 | |
1500 | if (op->contr->bowtype == bow_bestarrow) |
1514 | if (op->contr->bowtype == bow_bestarrow) |
… | |
… | |
1528 | } |
1542 | } |
1529 | |
1543 | |
1530 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1544 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1531 | * Broken apart from 'fire' to keep it more readable. |
1545 | * Broken apart from 'fire' to keep it more readable. |
1532 | */ |
1546 | */ |
1533 | void |
1547 | static void |
1534 | fire_misc_object (object *op, int dir) |
1548 | fire_misc_object (object *op, int dir) |
1535 | { |
1549 | { |
1536 | object *item = op->contr->ranged_ob; |
1550 | object *item = op->contr->ranged_ob; |
1537 | |
1551 | |
1538 | if (!item) |
1552 | if (!item) |
… | |
… | |
1545 | { |
1559 | { |
1546 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1560 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1547 | return; |
1561 | return; |
1548 | } |
1562 | } |
1549 | |
1563 | |
1550 | if (!op->change_weapon (item)) |
1564 | if (!op->apply (item)) |
1551 | return; |
1565 | return; |
1552 | |
1566 | |
1553 | if (item->type == WAND) |
1567 | if (item->type == WAND) |
1554 | { |
1568 | { |
1555 | if (item->stats.food <= 0) |
1569 | if (item->stats.food <= 0) |
… | |
… | |
1560 | return; |
1574 | return; |
1561 | } |
1575 | } |
1562 | } |
1576 | } |
1563 | else if (item->type == ROD || item->type == HORN) |
1577 | else if (item->type == ROD || item->type == HORN) |
1564 | { |
1578 | { |
1565 | sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace); |
1579 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
1566 | |
1580 | |
1567 | // using the maximum of the rods charge allows at least one spell cast |
1581 | // using the maximum of the rods charge allows at least one spell cast |
1568 | // for a rod or horn, this fixes some broken rods. |
1582 | // for a rod or horn, this fixes some broken rods. |
1569 | if (item->stats.hp < MIN (spell_sp, item->stats.maxhp)) |
1583 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1570 | { |
1584 | { |
1571 | op->contr->play_sound (sound_find ("wand_poof")); |
1585 | op->contr->play_sound (sound_find ("wand_poof")); |
1572 | |
1586 | |
1573 | if (item->type == ROD) |
1587 | if (item->type == ROD) |
1574 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1588 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
… | |
… | |
1606 | } |
1620 | } |
1607 | |
1621 | |
1608 | /* Received a fire command for the player - go and do it. |
1622 | /* Received a fire command for the player - go and do it. |
1609 | */ |
1623 | */ |
1610 | bool |
1624 | bool |
1611 | fire (object *op, int dir) |
1625 | fire (object *who, int dir) |
1612 | { |
1626 | { |
1613 | int spellcost = 0; |
1627 | int spellcost = 0; |
1614 | |
1628 | |
1615 | player *pl = op->contr; |
1629 | player *pl = who->contr; |
1616 | |
1630 | |
1617 | if (pl->golem) |
1631 | if (pl->golem) |
1618 | { |
1632 | { |
1619 | control_golem (op->contr->golem, dir); |
1633 | control_golem (who->contr->golem, dir); |
1620 | return false; |
1634 | return false; |
1621 | } |
1635 | } |
1622 | |
1636 | |
1623 | object *ob = pl->ranged_ob; |
1637 | object *ob = pl->ranged_ob; |
1624 | |
1638 | |
1625 | if (!ob) |
1639 | if (!ob) |
1626 | return false; |
1640 | return false; |
1627 | |
1641 | |
1628 | if (op->speed_left > 0.f) |
1642 | if (who->speed_left > 0.f) |
1629 | --op->speed_left; |
1643 | --who->speed_left; |
1630 | else |
1644 | else |
1631 | return false; |
1645 | return false; |
1632 | |
1646 | |
1633 | if (!op->change_weapon (ob)) |
1647 | if (!who->apply (ob)) |
1634 | return false; |
1648 | return false; |
1635 | |
1649 | |
1636 | /* check for loss of invisiblity/hide */ |
1650 | /* check for loss of invisiblity/hide */ |
1637 | if (action_makes_visible (op)) |
1651 | if (action_makes_visible (who)) |
1638 | make_visible (op); |
1652 | make_visible (who); |
1639 | |
1653 | |
1640 | switch (ob->type) |
1654 | switch (ob->type) |
1641 | { |
1655 | { |
1642 | case BOW: |
1656 | case BOW: |
1643 | player_fire_bow (op, dir); |
1657 | player_fire_bow (who, dir); |
1644 | break; |
1658 | break; |
1645 | |
1659 | |
1646 | case SPELL: |
1660 | case SPELL: |
1647 | spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1661 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1648 | break; |
1662 | break; |
1649 | |
1663 | |
1650 | case BUILDER: |
1664 | case BUILDER: |
1651 | apply_map_builder (op, dir); |
1665 | apply_map_builder (who, dir); |
1652 | break; |
1666 | break; |
1653 | |
1667 | |
1654 | case SKILL: |
1668 | case SKILL: |
1655 | do_skill (op, op, ob, dir, 0); |
1669 | do_skill (who, who, ob, dir, 0); |
1656 | break; |
1670 | break; |
1657 | |
1671 | |
|
|
1672 | case RANGED: |
|
|
1673 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1674 | break; |
|
|
1675 | |
1658 | default: |
1676 | default: |
1659 | fire_misc_object (op, dir); |
1677 | fire_misc_object (who, dir); |
1660 | break; |
1678 | break; |
1661 | } |
1679 | } |
1662 | |
1680 | |
1663 | return true; |
1681 | return true; |
1664 | } |
1682 | } |
… | |
… | |
1817 | * going to try and move (not fire weapons). |
1835 | * going to try and move (not fire weapons). |
1818 | */ |
1836 | */ |
1819 | bool |
1837 | bool |
1820 | move_player_attack (object *op, int dir) |
1838 | move_player_attack (object *op, int dir) |
1821 | { |
1839 | { |
1822 | if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) |
1840 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
1823 | { |
1841 | { |
1824 | --op->speed_left; |
1842 | --op->speed_left; |
1825 | return true; |
1843 | return true; |
1826 | } |
1844 | } |
1827 | |
1845 | |
1828 | int on_battleground; |
|
|
1829 | |
|
|
1830 | sint16 nx = freearr_x[dir] + op->x; |
1846 | sint16 nx = freearr_x[dir] + op->x; |
1831 | sint16 ny = freearr_y[dir] + op->y; |
1847 | sint16 ny = freearr_y[dir] + op->y; |
1832 | |
|
|
1833 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1834 | |
1848 | |
1835 | if (out_of_map (op->map, nx, ny)) |
1849 | if (out_of_map (op->map, nx, ny)) |
1836 | return false; |
1850 | return false; |
1837 | |
1851 | |
1838 | /* If braced, or can't move to the square, and it is not out of the |
1852 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1910 | } |
1924 | } |
1911 | else |
1925 | else |
1912 | return false; |
1926 | return false; |
1913 | } |
1927 | } |
1914 | |
1928 | |
|
|
1929 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1930 | |
1915 | /* in certain circumstances, you shouldn't attack friendly |
1931 | /* in certain circumstances, you shouldn't attack friendly |
1916 | * creatures. Note that if you are braced, you can't push |
1932 | * creatures. Note that if you are braced, you can't push |
1917 | * someone, but put it inside this loop so that you won't |
1933 | * someone, but put it inside this loop so that you won't |
1918 | * attack them either. |
1934 | * attack them either. |
1919 | */ |
1935 | */ |
… | |
… | |
1983 | } |
1999 | } |
1984 | |
2000 | |
1985 | bool |
2001 | bool |
1986 | move_player (object *op, int dir) |
2002 | move_player (object *op, int dir) |
1987 | { |
2003 | { |
1988 | int pick; |
|
|
1989 | |
|
|
1990 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2004 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
1991 | return 0; |
2005 | return 0; |
1992 | |
2006 | |
1993 | /* Sanity check: make sure dir is valid */ |
2007 | /* Sanity check: make sure dir is valid */ |
1994 | if ((dir < 0) || (dir >= 9)) |
2008 | if (dir < 0 || dir >= 9) |
1995 | { |
2009 | { |
1996 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2010 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
1997 | return 0; |
2011 | return 0; |
1998 | } |
2012 | } |
1999 | |
2013 | |
… | |
… | |
2005 | |
2019 | |
2006 | if (op->flag [FLAG_HIDDEN]) |
2020 | if (op->flag [FLAG_HIDDEN]) |
2007 | do_hidden_move (op); |
2021 | do_hidden_move (op); |
2008 | |
2022 | |
2009 | bool retval; |
2023 | bool retval; |
|
|
2024 | int pick = 0; |
2010 | |
2025 | |
2011 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2026 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2012 | retval = RESULT_INT (0); |
2027 | retval = RESULT_INT (0); |
2013 | else if (op->contr->fire_on) |
2028 | else if (op->contr->fire_on) |
2014 | retval = fire (op, dir); |
2029 | retval = fire (op, dir); |
… | |
… | |
2071 | return move_player (op, op->direction); |
2086 | return move_player (op, op->direction); |
2072 | |
2087 | |
2073 | return false; |
2088 | return false; |
2074 | } |
2089 | } |
2075 | |
2090 | |
2076 | int |
2091 | static int |
2077 | save_life (object *op) |
2092 | save_life (object *op) |
2078 | { |
2093 | { |
2079 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2094 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2080 | return 0; |
2095 | return 0; |
2081 | |
2096 | |
… | |
… | |
2090 | |
2105 | |
2091 | if (op->stats.hp < 0) |
2106 | if (op->stats.hp < 0) |
2092 | op->stats.hp = op->stats.maxhp; |
2107 | op->stats.hp = op->stats.maxhp; |
2093 | |
2108 | |
2094 | if (op->stats.food < 0) |
2109 | if (op->stats.food < 0) |
2095 | op->stats.food = 999; |
2110 | op->stats.food = MAX_FOOD; |
2096 | |
2111 | |
2097 | op->update_stats (); |
2112 | op->update_stats (); |
2098 | return 1; |
2113 | return 1; |
2099 | } |
2114 | } |
2100 | |
2115 | |
… | |
… | |
2128 | void |
2143 | void |
2129 | object::drop_unpaid_items () |
2144 | object::drop_unpaid_items () |
2130 | { |
2145 | { |
2131 | if (!flag [FLAG_REMOVED]) |
2146 | if (!flag [FLAG_REMOVED]) |
2132 | ::drop_unpaid_items (inv, this); |
2147 | ::drop_unpaid_items (inv, this); |
2133 | } |
|
|
2134 | |
|
|
2135 | /* |
|
|
2136 | * Returns pointer a static string containing gravestone text |
|
|
2137 | * Moved from apply.c to player.c - player.c is what |
|
|
2138 | * actually uses this function. player.c may not be quite the |
|
|
2139 | * best, a misc file for object actions is probably better, |
|
|
2140 | * but there isn't one in the server directory. |
|
|
2141 | */ |
|
|
2142 | const char * |
|
|
2143 | gravestone_text (object *op) |
|
|
2144 | { |
|
|
2145 | static dynbuf_text buf; |
|
|
2146 | |
|
|
2147 | buf << "---- R.I.P. ----\n\n" |
|
|
2148 | << op->name; |
|
|
2149 | |
|
|
2150 | if (op->type == PLAYER) |
|
|
2151 | buf << " the " << op->contr->title; |
|
|
2152 | |
|
|
2153 | buf << "\n\n"; |
|
|
2154 | |
|
|
2155 | buf << "who was level "; |
|
|
2156 | buf << (sint32)op->level << "\n\n" // OO breakdown |
|
|
2157 | << " when " << (op->contr ? "killed" : "died") << "\n\n"; |
|
|
2158 | |
|
|
2159 | if (op->type == PLAYER) |
|
|
2160 | buf << "by " << op->contr->killer_name () << ".\n\n"; |
|
|
2161 | |
|
|
2162 | { |
|
|
2163 | static char buf2[128]; |
|
|
2164 | time_t now = time (NULL); |
|
|
2165 | strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now)); |
|
|
2166 | buf << buf2; |
|
|
2167 | } |
|
|
2168 | |
|
|
2169 | return buf; |
|
|
2170 | } |
2148 | } |
2171 | |
2149 | |
2172 | void |
2150 | void |
2173 | do_some_living (object *op) |
2151 | do_some_living (object *op) |
2174 | { |
2152 | { |
… | |
… | |
2366 | |
2344 | |
2367 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2345 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2368 | { |
2346 | { |
2369 | op->statusmsg ("You blindly grab for a bite of food. " |
2347 | op->statusmsg ("You blindly grab for a bite of food. " |
2370 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2348 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2371 | manual_apply (op, tmp, 0); |
2349 | op->apply (tmp); |
2372 | |
2350 | |
2373 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2351 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2374 | break; |
2352 | break; |
2375 | } |
2353 | } |
2376 | else if (tmp->type == FLESH) |
2354 | else if (tmp->type == FLESH) |
… | |
… | |
2382 | */ |
2360 | */ |
2383 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2361 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2384 | { |
2362 | { |
2385 | op->statusmsg ("You blindly grab for a bite of food. " |
2363 | op->statusmsg ("You blindly grab for a bite of food. " |
2386 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2364 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2387 | manual_apply (op, flesh, 0); |
2365 | op->apply (flesh); |
2388 | } |
2366 | } |
2389 | |
2367 | |
2390 | // If player is still starving, alert him! |
2368 | // If player is still starving, alert him! |
2391 | if (op->stats.food < 0) |
2369 | if (op->stats.food < 0) |
2392 | op->failmsg ("You are starving! " |
2370 | op->failmsg ("You are starving! " |
… | |
… | |
2429 | return; |
2407 | return; |
2430 | |
2408 | |
2431 | dynbuf_text deathtab; |
2409 | dynbuf_text deathtab; |
2432 | |
2410 | |
2433 | /* restore player */ |
2411 | /* restore player */ |
2434 | at = archetype::find ("poisoning"); |
2412 | at = archetype::find (shstr_poisoning); |
2435 | if (object *tmp = present_arch_in_ob (at, op)) |
2413 | if (object *tmp = present_arch_in_ob (at, op)) |
2436 | { |
2414 | { |
2437 | tmp->destroy (); |
2415 | tmp->destroy (); |
2438 | deathtab << "Your body feels cleansed...\r"; |
2416 | deathtab << "Your body feels cleansed...\r"; |
2439 | } |
2417 | } |
2440 | |
2418 | |
2441 | at = archetype::find ("confusion"); |
2419 | at = archetype::find (shstr_confusion); |
2442 | if (object *tmp = present_arch_in_ob (at, op)) |
2420 | if (object *tmp = present_arch_in_ob (at, op)) |
2443 | { |
2421 | { |
2444 | tmp->destroy (); |
2422 | tmp->destroy (); |
2445 | deathtab << "Your mind feels clearer...\r"; |
2423 | deathtab << "Your mind feels clearer...\r"; |
2446 | } |
2424 | } |
… | |
… | |
2448 | cure_disease (op, 0, 0); /* remove any disease */ |
2426 | cure_disease (op, 0, 0); /* remove any disease */ |
2449 | |
2427 | |
2450 | max_it (op->stats.hp , op->stats.maxhp); |
2428 | max_it (op->stats.hp , op->stats.maxhp); |
2451 | max_it (op->stats.sp , op->stats.maxsp); |
2429 | max_it (op->stats.sp , op->stats.maxsp); |
2452 | max_it (op->stats.grace, op->stats.maxgrace); |
2430 | max_it (op->stats.grace, op->stats.maxgrace); |
2453 | |
|
|
2454 | if (op->stats.food <= 0) |
2431 | max_it (op->stats.food , 200); |
2455 | op->stats.food = 999; |
|
|
2456 | |
2432 | |
2457 | // remove all spell effects that are active |
2433 | // remove all spell effects that are active |
2458 | // to avoid long-term effects such as word-of-recall |
2434 | // to avoid long-term effects such as word-of-recall |
2459 | for (object *item = op->inv; item; ) |
2435 | for (object *item = op->inv; item; ) |
2460 | { |
2436 | { |
… | |
… | |
2473 | if (op_on_battleground (op, &x, &y)) |
2449 | if (op_on_battleground (op, &x, &y)) |
2474 | { |
2450 | { |
2475 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2451 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2476 | |
2452 | |
2477 | /* create a bodypart-trophy to make the winner happy */ |
2453 | /* create a bodypart-trophy to make the winner happy */ |
2478 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2454 | object *tmp = archetype::find (shstr_finger)->instance (); |
2479 | { |
2455 | |
2480 | tmp->name = format ("%s's finger" , &op->name); |
2456 | tmp->name = format ("%s's finger" , &op->name); |
2481 | tmp->name_pl = format ("%s's fingers", &op->name); |
2457 | tmp->name_pl = format ("%s's fingers", &op->name); |
2482 | tmp->msg = format ( |
2458 | tmp->msg = format ( |
2483 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2459 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2484 | &op->name, op->contr->title, |
2460 | &op->name, op->contr->title, |
2485 | (int)op->level, |
2461 | (int)op->level, |
2486 | op->contr->killer_name () |
2462 | op->contr->killer_name () |
2487 | ); |
2463 | ); |
2488 | tmp->value = 0, tmp->type = 0; |
2464 | tmp->value = 0, tmp->type = 0; |
2489 | tmp->materialname = "organics"; |
2465 | tmp->material = name_to_material (shstr_organic); |
2490 | tmp->insert_at (op, tmp); |
2466 | tmp->insert_at (op, tmp); |
2491 | } |
|
|
2492 | |
2467 | |
2493 | /* teleport defeated player to new destination */ |
2468 | /* teleport defeated player to new destination */ |
2494 | transfer_ob (op, x, y, 0, NULL); |
2469 | transfer_ob (op, x, y, 0, NULL); |
2495 | op->contr->braced = 0; |
2470 | op->contr->braced = 0; |
2496 | |
2471 | |
… | |
… | |
2558 | lost_a_stat = 1; |
2533 | lost_a_stat = 1; |
2559 | } |
2534 | } |
2560 | else |
2535 | else |
2561 | { |
2536 | { |
2562 | /* deplete a stat */ |
2537 | /* deplete a stat */ |
2563 | archetype *deparch = archetype::find ("depletion"); |
2538 | archetype *deparch = archetype::find (shstr_depletion); |
2564 | object *dep; |
2539 | object *dep; |
2565 | |
2540 | |
2566 | dep = present_arch_in_ob (deparch, op); |
2541 | dep = present_arch_in_ob (deparch, op); |
2567 | if (!dep) |
2542 | if (!dep) |
2568 | { |
2543 | { |
2569 | dep = arch_to_object (deparch); |
2544 | dep = deparch->instance (); |
2570 | insert_ob_in_ob (dep, op); |
2545 | insert_ob_in_ob (dep, op); |
2571 | } |
2546 | } |
2572 | lose_this_stat = 1; |
2547 | lose_this_stat = 1; |
2573 | if (settings.balanced_stat_loss) |
2548 | if (settings.balanced_stat_loss) |
2574 | { |
2549 | { |
… | |
… | |
2640 | #endif |
2615 | #endif |
2641 | |
2616 | |
2642 | /* Put a gravestone up where the character 'almost' died. List the |
2617 | /* Put a gravestone up where the character 'almost' died. List the |
2643 | * exp loss on the stone. |
2618 | * exp loss on the stone. |
2644 | */ |
2619 | */ |
2645 | tmp = arch_to_object (archetype::find ("gravestone")); |
2620 | tmp = archetype::find (shstr_gravestone)->instance (); |
2646 | tmp->name = format ("%s's gravestone", &op->name); |
2621 | tmp->name = format ("%s's gravestone", &op->name); |
2647 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2622 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2648 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2623 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2649 | &op->name, op->contr->title, op->contr->killer_name ()); |
2624 | &op->name, op->contr->title, op->contr->killer_name ()); |
2650 | tmp->x = op->x, tmp->y = op->y; |
2625 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2705 | } |
2680 | } |
2706 | |
2681 | |
2707 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2682 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2708 | } |
2683 | } |
2709 | |
2684 | |
2710 | void |
2685 | static void |
2711 | loot_object (object *op) |
2686 | loot_object (object *op) |
2712 | { /* Grab and destroy some treasure */ |
2687 | { /* Grab and destroy some treasure */ |
2713 | object *tmp, *tmp2, *next; |
2688 | object *tmp, *tmp2, *next; |
2714 | |
2689 | |
2715 | op->close_container (); /* close open sack first */ |
2690 | op->close_container (); /* close open sack first */ |
… | |
… | |
2746 | * fix_weight(): Check recursively the weight of all players, and fix |
2721 | * fix_weight(): Check recursively the weight of all players, and fix |
2747 | * what needs to be fixed. Refresh windows and fix speed if anything |
2722 | * what needs to be fixed. Refresh windows and fix speed if anything |
2748 | * was changed. |
2723 | * was changed. |
2749 | */ |
2724 | */ |
2750 | void |
2725 | void |
2751 | fix_weight (void) |
2726 | fix_weight () |
2752 | { |
2727 | { |
2753 | for_all_players (pl) |
2728 | for_all_players (pl) |
2754 | { |
2729 | { |
2755 | sint32 old = pl->ob->carrying; |
2730 | sint32 old = pl->ob->carrying; |
2756 | |
2731 | |
… | |
… | |
2763 | } |
2738 | } |
2764 | } |
2739 | } |
2765 | } |
2740 | } |
2766 | |
2741 | |
2767 | void |
2742 | void |
2768 | fix_luck (void) |
2743 | fix_luck () |
2769 | { |
2744 | { |
2770 | for_all_players (pl) |
2745 | for_all_players (pl) |
2771 | if (!pl->ob->contr->ns->state) |
2746 | if (!pl->ob->contr->ns->state) |
2772 | pl->ob->change_luck (0); |
2747 | pl->ob->change_luck (0); |
2773 | } |
2748 | } |
… | |
… | |
3017 | } |
2992 | } |
3018 | |
2993 | |
3019 | return 0; |
2994 | return 0; |
3020 | } |
2995 | } |
3021 | |
2996 | |
3022 | /* routine for both players and monsters. We call this when |
|
|
3023 | * there is a possibility for our action distrubing our hiding |
|
|
3024 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
3025 | * "noise" instead. If we arent invisible to begin with, we |
|
|
3026 | * return 0. |
|
|
3027 | */ |
|
|
3028 | int |
|
|
3029 | action_makes_visible (object *op) |
|
|
3030 | { |
|
|
3031 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3032 | { |
|
|
3033 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3034 | { |
|
|
3035 | // artefact invisibility is permanent, but we still make noise |
|
|
3036 | // this is important for game-balance. |
|
|
3037 | if (op->contr) |
|
|
3038 | op->make_noise (); |
|
|
3039 | |
|
|
3040 | return 0; |
|
|
3041 | } |
|
|
3042 | |
|
|
3043 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3044 | return 0; |
|
|
3045 | |
|
|
3046 | /* If monsters, they should become visible */ |
|
|
3047 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3048 | { |
|
|
3049 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
3050 | return 1; |
|
|
3051 | } |
|
|
3052 | } |
|
|
3053 | |
|
|
3054 | return 0; |
|
|
3055 | } |
|
|
3056 | |
|
|
3057 | /* op_on_battleground - checks if the given object op (usually |
2997 | /* op_on_battleground - checks if the given object op (usually |
3058 | * a player) is standing on a valid battleground-tile, |
2998 | * a player) is standing on a valid battleground-tile, |
3059 | * function returns TRUE/FALSE. If true x, y returns the battleground |
2999 | * function returns TRUE/FALSE. If true x, y returns the battleground |
3060 | * -exit-coord. (and if x, y not NULL) |
3000 | * -exit-coord. (and if x, y not NULL) |
3061 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
3001 | * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set |
… | |
… | |
3080 | && tmp->name == shstr_battleground |
3020 | && tmp->name == shstr_battleground |
3081 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3021 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3082 | { |
3022 | { |
3083 | /* before we assign the exit, check if this is a teambattle */ |
3023 | /* before we assign the exit, check if this is a teambattle */ |
3084 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3024 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3085 | { |
|
|
3086 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3025 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3026 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3087 | { |
3027 | { |
3088 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3089 | { |
|
|
3090 | if (x && y) |
3028 | if (x && y) |
3091 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3029 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3092 | |
3030 | |
3093 | return 1; |
3031 | return 1; |
3094 | } |
|
|
3095 | } |
3032 | } |
3096 | } |
|
|
3097 | |
3033 | |
3098 | if (x && y) |
3034 | if (x && y) |
3099 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3035 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3100 | |
3036 | |
3101 | return 1; |
3037 | return 1; |
… | |
… | |
3239 | else |
3175 | else |
3240 | j = 1; |
3176 | j = 1; |
3241 | strcat (buf, spellpathnames[i]); |
3177 | strcat (buf, spellpathnames[i]); |
3242 | } |
3178 | } |
3243 | } |
3179 | } |
|
|
3180 | |
3244 | strcat (buf, "."); |
3181 | strcat (buf, "."); |
3245 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3182 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3246 | } |
3183 | } |
3247 | |
3184 | |
3248 | /* evtl. adding flags: */ |
3185 | /* evtl. adding flags: */ |
… | |
… | |
3258 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3195 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3259 | } |
3196 | } |
3260 | else |
3197 | else |
3261 | { |
3198 | { |
3262 | /* generate misc. treasure */ |
3199 | /* generate misc. treasure */ |
3263 | tmp = arch_to_object (tr->item); |
3200 | tmp = tr->item->instance (); |
3264 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3201 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3265 | who->insert (tmp); |
3202 | who->insert (tmp); |
3266 | } |
3203 | } |
3267 | } |
|
|
3268 | |
|
|
3269 | /** |
|
|
3270 | * Unready an object for a player. This function does nothing if the object was |
|
|
3271 | * not readied. |
|
|
3272 | */ |
|
|
3273 | void |
|
|
3274 | player_unready_range_ob (player *pl, object *ob) |
|
|
3275 | { |
|
|
3276 | if (pl->ob->current_weapon == ob) |
|
|
3277 | pl->ob->current_weapon = 0; |
|
|
3278 | |
|
|
3279 | if (pl->combat_ob == ob) |
|
|
3280 | pl->combat_ob = 0; |
|
|
3281 | |
|
|
3282 | if (pl->ranged_ob == ob) |
|
|
3283 | pl->ranged_ob = 0; |
|
|
3284 | } |
3204 | } |
3285 | |
3205 | |
3286 | //-GPL |
3206 | //-GPL |
3287 | |
3207 | |
3288 | sint8 |
3208 | sint8 |