1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * 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 |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
|
|
25 | //+GPL |
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26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <pwd.h> |
|
|
27 | #include <sproto.h> |
28 | #include <sproto.h> |
28 | #include <sounds.h> |
29 | #include <sounds.h> |
29 | #include <living.h> |
30 | #include <living.h> |
30 | #include <object.h> |
31 | #include <object.h> |
31 | #include <spells.h> |
32 | #include <spells.h> |
… | |
… | |
34 | #include <algorithm> |
35 | #include <algorithm> |
35 | #include <functional> |
36 | #include <functional> |
36 | |
37 | |
37 | playervec players; |
38 | playervec players; |
38 | |
39 | |
39 | void |
|
|
40 | display_motd (const object *op) |
|
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41 | { |
|
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42 | char buf[MAX_BUF]; |
|
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43 | char motd[HUGE_BUF]; |
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44 | FILE *fp; |
|
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45 | int comp; |
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46 | int size; |
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47 | |
|
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48 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
|
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49 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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50 | return; |
|
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51 | |
|
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52 | motd[0] = '\0'; |
|
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53 | size = 0; |
|
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54 | |
|
|
55 | while (fgets (buf, MAX_BUF, fp)) |
|
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56 | { |
|
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57 | if (*buf == '#') |
|
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58 | continue; |
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59 | |
|
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60 | strncat (motd + size, buf, HUGE_BUF - size); |
|
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61 | size += strlen (buf); |
|
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62 | } |
|
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63 | |
|
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64 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
|
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65 | close_and_delete (fp, comp); |
|
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66 | } |
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67 | |
|
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68 | void |
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69 | send_rules (const object *op) |
|
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70 | { |
|
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71 | char buf[MAX_BUF]; |
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72 | char rules[HUGE_BUF]; |
|
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73 | FILE *fp; |
|
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74 | int comp; |
|
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75 | int size; |
|
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76 | |
|
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77 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
|
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78 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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79 | return; |
|
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80 | |
|
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81 | rules[0] = '\0'; |
|
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82 | size = 0; |
|
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83 | |
|
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84 | while (fgets (buf, MAX_BUF, fp)) |
|
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85 | { |
|
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86 | if (*buf == '#') |
|
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87 | continue; |
|
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88 | |
|
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89 | if (size + strlen (buf) >= HUGE_BUF) |
|
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90 | { |
|
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91 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
|
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92 | break; |
|
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93 | } |
|
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94 | |
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95 | strncat (rules + size, buf, HUGE_BUF - size); |
|
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96 | size += strlen (buf); |
|
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97 | } |
|
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98 | |
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99 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
|
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100 | close_and_delete (fp, comp); |
|
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101 | } |
|
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102 | |
|
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103 | void |
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104 | send_news (const object *op) |
|
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105 | { |
|
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106 | char buf[MAX_BUF]; |
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107 | char news[HUGE_BUF]; |
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108 | char subject[MAX_BUF]; |
|
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109 | FILE *fp; |
|
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110 | int comp; |
|
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111 | int size; |
|
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112 | |
|
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113 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
|
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114 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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115 | return; |
|
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116 | |
|
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117 | news[0] = '\0'; |
|
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118 | subject[0] = '\0'; |
|
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119 | size = 0; |
|
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120 | |
|
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121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
|
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122 | { |
|
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123 | if (*buf == '#') |
|
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124 | continue; |
|
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125 | |
|
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126 | if (*buf == '%') |
|
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127 | { /* send one news */ |
|
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128 | if (size > 0) |
|
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129 | 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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130 | |
|
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131 | strcpy (subject, buf + 1); |
|
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132 | strip_endline (subject); |
|
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133 | size = 0; |
|
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134 | news[0] = '\0'; |
|
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135 | } |
|
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136 | else |
|
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137 | { |
|
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138 | if (size + strlen (buf) >= HUGE_BUF) |
|
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139 | { |
|
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140 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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141 | break; |
|
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142 | } |
|
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143 | strncat (news + size, buf, HUGE_BUF - size); |
|
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144 | size += strlen (buf); |
|
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145 | } |
|
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146 | } |
|
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147 | |
|
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148 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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149 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); |
|
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150 | close_and_delete (fp, comp); |
|
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151 | } |
|
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152 | |
|
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153 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
154 | static void |
41 | static void |
155 | set_first_map (object *op) |
42 | set_first_map (object *op) |
156 | { |
43 | { |
157 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
158 | op->x = -1; |
45 | op->x = -1; |
159 | op->y = -1; |
46 | op->y = -1; |
160 | } |
|
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161 | |
|
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162 | void |
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163 | player::enter_map () |
|
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164 | { |
|
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165 | object *tmp = object::create (); |
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166 | |
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167 | EXIT_PATH (tmp) = maplevel; |
|
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168 | EXIT_X (tmp) = ob->x; |
|
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169 | EXIT_Y (tmp) = ob->y; |
|
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170 | ob->enter_exit (tmp); |
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171 | |
|
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172 | tmp->destroy (); |
|
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173 | } |
47 | } |
174 | |
48 | |
175 | void |
49 | void |
176 | player::activate () |
50 | player::activate () |
177 | { |
51 | { |
… | |
… | |
182 | ob->remove (); |
56 | ob->remove (); |
183 | ob->map = 0; |
57 | ob->map = 0; |
184 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
186 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
187 | enter_map (); |
|
|
188 | } |
61 | } |
189 | |
62 | |
190 | void |
63 | void |
191 | player::deactivate () |
64 | player::deactivate () |
192 | { |
65 | { |
… | |
… | |
194 | return; |
67 | return; |
195 | |
68 | |
196 | terminate_all_pets (ob); |
69 | terminate_all_pets (ob); |
197 | remove_friendly_object (ob); |
70 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
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 | |
199 | ob->remove (); |
76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
200 | ob->map = 0; |
78 | ob->map = 0; |
201 | |
79 | party = 0; |
202 | // for weird reasons, this is often "ob", keeping a circular reference |
|
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203 | ranges [range_skill] = 0; |
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204 | |
80 | |
205 | players.erase (this); |
81 | players.erase (this); |
206 | } |
82 | } |
207 | |
83 | |
208 | // connect the player with a specific client |
84 | // connect the player with a specific client |
209 | // also changed, rationalises, and fixes some incorrect settings |
85 | // also changes, rationalises, and fixes some incorrect settings |
210 | void |
86 | void |
211 | player::connect (client *ns) |
87 | player::connect (client *ns) |
212 | { |
88 | { |
213 | this->ns = ns; |
89 | this->ns = ns; |
214 | ns->pl = this; |
90 | ns->pl = this; |
215 | |
91 | |
216 | run_on = 0; |
92 | run_on = 0; |
217 | fire_on = 0; |
93 | fire_on = 0; |
|
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94 | ob->close_container (); //TODO: client-specific |
218 | |
95 | |
219 | ns->update_look = 0; |
96 | ns->update_look = 0; |
220 | ns->look_position = 0; |
97 | ns->look_position = 0; |
221 | |
98 | |
222 | clear_los (ob); |
99 | clear_los (); |
223 | |
100 | |
224 | ns->reset_stats (); |
101 | ns->reset_stats (); |
225 | |
102 | |
226 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
227 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
228 | ob->race = ob->arch->clone.race; |
105 | ob->race = ob->arch->race; |
229 | |
106 | |
230 | if (!legal_range (ob, shoottype)) |
107 | ob->update_weight (); |
231 | shoottype = range_none; |
|
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232 | |
|
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233 | ob->carrying = sum_weight (ob); |
|
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234 | link_player_skills (ob); |
108 | link_skills (); |
235 | |
109 | |
236 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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237 | |
|
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238 | assign (title, ob->arch->clone.name); |
110 | assign (title, ob->arch->object::name); |
239 | |
|
|
240 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
241 | * from the class, and not race. I don't see any way to get the class information |
|
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242 | * to then update this. I don't think this will actually break anything - anyone |
|
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243 | * that can use armour should be able to use a shield. What this may 'break' |
|
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244 | * are features new characters get, eg, if someone starts up with a Q, they |
|
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245 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
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246 | */ |
|
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247 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
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248 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
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249 | |
111 | |
250 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
251 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
252 | { |
114 | { |
253 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
254 | |
|
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255 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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256 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
257 | |
116 | |
258 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
259 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
260 | if (tmp->arch->name == dragon_ability_force) |
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
261 | abil = tmp; |
120 | abil = tmp; |
262 | else if (tmp->arch->name == dragon_skin_force) |
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
263 | skin = tmp; |
122 | skin = tmp; |
264 | |
123 | |
265 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
266 | } |
125 | } |
267 | |
126 | |
268 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
269 | |
128 | |
270 | esrv_new_player (this, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
271 | |
130 | |
272 | ob->update_stats (); |
131 | ob->update_stats (); |
|
|
132 | |
273 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
274 | |
|
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275 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
276 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
277 | |
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 |
278 | activate (); |
143 | activate (); |
279 | |
|
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280 | send_rules (ob); |
|
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281 | send_news (ob); |
|
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282 | display_motd (ob); |
|
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283 | |
144 | |
284 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
285 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
286 | } |
147 | } |
287 | |
148 | |
288 | void |
149 | void |
289 | player::disconnect () |
150 | player::disconnect () |
290 | { |
151 | { |
|
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152 | if (ob) |
|
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153 | { |
|
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154 | ob->close_container (); //TODO: client-specific |
|
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155 | ob->drop_unpaid_items (); |
|
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156 | } |
|
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157 | |
291 | if (ns) |
158 | if (ns) |
292 | { |
159 | { |
293 | if (active) |
160 | if (active) |
294 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
161 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
295 | |
162 | |
296 | INVOKE_PLAYER (DISCONNECT, this); |
163 | INVOKE_PLAYER (DISCONNECT, this); |
297 | |
164 | |
|
|
165 | ns->reset_stats (); |
298 | ns->pl = 0; |
166 | ns->pl = 0; |
299 | this->ns = 0; |
167 | ns = 0; |
300 | } |
168 | } |
|
|
169 | |
|
|
170 | // this is important for the player scheduler to get the correct refcount |
|
|
171 | // when ns = 0 |
|
|
172 | observe = viewpoint = ob; |
301 | |
173 | |
302 | deactivate (); |
174 | deactivate (); |
303 | } |
175 | } |
|
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176 | |
|
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177 | //-GPL |
304 | |
178 | |
305 | // the need for this function can be explained |
179 | // the need for this function can be explained |
306 | // by load_object not returning the object |
180 | // by load_object not returning the object |
307 | void |
181 | void |
308 | player::set_object (object *op) |
182 | player::set_object (object *op) |
309 | { |
183 | { |
310 | ob = op; |
184 | ob = observe = viewpoint = op; |
311 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
312 | |
186 | |
|
|
187 | ob->speed = 1.0f; |
313 | ob->speed_left = 0.5; |
188 | ob->speed_left = 0.5f; |
314 | ob->speed = 1.0; |
189 | |
315 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
316 | ob->stats.wc = 2; |
|
|
317 | ob->run_away = 25; /* Then we panick... */ |
|
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318 | |
|
|
319 | ob->roll_stats (); |
|
|
320 | } |
191 | } |
|
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192 | |
|
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193 | void |
|
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194 | player::set_observe (object *op) |
|
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195 | { |
|
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196 | observe = viewpoint = op ? op : ob; |
|
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197 | do_los = 1; |
|
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198 | } |
|
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199 | |
|
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200 | void |
|
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201 | player::set_viewpoint (object *op) |
|
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202 | { |
|
|
203 | viewpoint = op ? op : (object *)observe; |
|
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204 | do_los = 1; |
|
|
205 | } |
|
|
206 | |
|
|
207 | //+GPL |
321 | |
208 | |
322 | player::player () |
209 | player::player () |
323 | { |
210 | { |
324 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
325 | * we deal with that below this point. |
212 | * we deal with that below this point. |
326 | */ |
213 | */ |
327 | outputs_sync = 16; /* Every 2 seconds */ |
214 | outputs_sync = 4; |
328 | outputs_count = 8; /* Keeps present behaviour */ |
215 | outputs_count = 4; |
329 | unapply = unapply_nochoice; |
216 | unapply = unapply_nochoice; |
330 | |
217 | |
331 | savebed_map = first_map_path; /* Init. respawn position */ |
218 | savebed_map = first_map_path; /* Init. respawn position */ |
332 | |
219 | |
333 | gen_sp_armour = 10; |
220 | gen_sp_armour = 10; |
334 | shoottype = range_none; |
|
|
335 | bowtype = bow_normal; |
221 | bowtype = bow_normal; |
336 | petmode = pet_normal; |
222 | petmode = pet_normal; |
337 | listening = 10; |
|
|
338 | usekeys = containers; |
223 | usekeys = containers; |
339 | peaceful = 1; /* default peaceful */ |
224 | peaceful = 1; /* default peaceful */ |
340 | do_los = 1; |
225 | do_los = 1; |
|
|
226 | |
|
|
227 | weapon_sp = 1.0f; |
|
|
228 | weapon_sp_left = 0.5f; |
341 | } |
229 | } |
342 | |
230 | |
343 | void |
231 | void |
344 | player::do_destroy () |
232 | player::do_destroy () |
345 | { |
233 | { |
346 | disconnect (); |
234 | disconnect (); |
347 | |
235 | |
348 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
349 | |
237 | |
350 | if (ob) |
238 | if (ob) |
351 | { |
|
|
352 | ob->destroy_inv (false); |
|
|
353 | ob->destroy (); |
239 | ob->destroy (); |
354 | } |
240 | |
|
|
241 | ob = observe = viewpoint = 0; |
355 | } |
242 | } |
356 | |
243 | |
357 | player::~player () |
244 | player::~player () |
358 | { |
245 | { |
359 | /* Clear item stack */ |
246 | /* Clear item stack */ |
360 | free (stack_items); |
247 | free (stack_items); |
|
|
248 | } |
|
|
249 | |
|
|
250 | /* |
|
|
251 | * get_player_archetype() return next player archetype from archetype |
|
|
252 | * list. Not very efficient routine, but used only creating new players. |
|
|
253 | * Note: there MUST be at least one player archetype! |
|
|
254 | */ |
|
|
255 | static archetype * |
|
|
256 | get_player_archetype (archetype *at) |
|
|
257 | { |
|
|
258 | // archetypes could have been reloaded |
|
|
259 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
260 | |
|
|
261 | if (!nat) |
|
|
262 | return at; |
|
|
263 | |
|
|
264 | archvec::iterator i = archetypes.find (nat); |
|
|
265 | |
|
|
266 | for (;;) |
|
|
267 | { |
|
|
268 | if (++i == archetypes.end ()) |
|
|
269 | i = archetypes.begin (); |
|
|
270 | else if (*i == at) |
|
|
271 | cleanup ("not a single player archetype found"); |
|
|
272 | |
|
|
273 | if ((*i)->type == PLAYER) |
|
|
274 | return *i; |
|
|
275 | } |
361 | } |
276 | } |
362 | |
277 | |
363 | /* Tries to add player on the connection passed in ns. |
278 | /* 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 |
279 | * All we can really get in this is some settings like host and display |
365 | * mode. |
280 | * mode. |
… | |
… | |
367 | player * |
282 | player * |
368 | player::create () |
283 | player::create () |
369 | { |
284 | { |
370 | player *pl = new player; |
285 | player *pl = new player; |
371 | |
286 | |
372 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
|
|
288 | |
|
|
289 | pl->ob->roll_stats (); |
|
|
290 | pl->ob->stats.wc = 2; |
|
|
291 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
292 | |
373 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
374 | |
294 | |
375 | return pl; |
295 | return pl; |
376 | } |
|
|
377 | |
|
|
378 | /* |
|
|
379 | * get_player_archetype() return next player archetype from archetype |
|
|
380 | * list. Not very efficient routine, but used only creating new players. |
|
|
381 | * Note: there MUST be at least one player archetype! |
|
|
382 | */ |
|
|
383 | archetype * |
|
|
384 | get_player_archetype (archetype *at) |
|
|
385 | { |
|
|
386 | archetype *start = at; |
|
|
387 | |
|
|
388 | for (;;) |
|
|
389 | { |
|
|
390 | if (at == NULL || at->next == NULL) |
|
|
391 | at = first_archetype; |
|
|
392 | else |
|
|
393 | at = at->next; |
|
|
394 | |
|
|
395 | if (at->clone.type == PLAYER) |
|
|
396 | return at; |
|
|
397 | |
|
|
398 | if (at == start) |
|
|
399 | { |
|
|
400 | LOG (llevError, "No Player archetypes\n"); |
|
|
401 | exit (-1); |
|
|
402 | } |
|
|
403 | } |
|
|
404 | } |
296 | } |
405 | |
297 | |
406 | object * |
298 | object * |
407 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
408 | { |
300 | { |
… | |
… | |
411 | unsigned lastdist; |
303 | unsigned lastdist; |
412 | rv_vector rv; |
304 | rv_vector rv; |
413 | |
305 | |
414 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
306 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
415 | { |
307 | { |
416 | /* We should not find free objects on this friendly list, but it |
|
|
417 | * does periodically happen. Given that, lets deal with it. |
|
|
418 | * While unlikely, it is possible the next object on the friendly |
|
|
419 | * list is also free, so encapsulate this in a while loop. |
|
|
420 | */ |
|
|
421 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
422 | { |
|
|
423 | object *tmp = ol->ob; |
|
|
424 | |
|
|
425 | /* Can't do much more other than log the fact, because the object |
|
|
426 | * itself will have been cleared. |
|
|
427 | */ |
|
|
428 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
429 | tmp->debug_desc ()); |
|
|
430 | ol = ol->next; |
|
|
431 | remove_friendly_object (tmp); |
|
|
432 | if (!ol) |
|
|
433 | return op; |
|
|
434 | } |
|
|
435 | |
|
|
436 | /* Remove special check for player from this. First, it looks to cause |
|
|
437 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
438 | * complicated method of state checking would be needed in any case - |
|
|
439 | * as it was, a clever player could type quit, and the function would |
|
|
440 | * skip them over while waiting for confirmation. Remove |
|
|
441 | * on_same_map check, as can_detect_enemy also does this |
|
|
442 | */ |
|
|
443 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
308 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
444 | continue; |
309 | continue; |
445 | |
310 | |
446 | if (lastdist > rv.distance) |
311 | if (lastdist > rv.distance) |
447 | { |
312 | { |
… | |
… | |
523 | x = mon->x; |
388 | x = mon->x; |
524 | y = mon->y; |
389 | y = mon->y; |
525 | m = mon->map; |
390 | m = mon->map; |
526 | dir = rv.direction; |
391 | dir = rv.direction; |
527 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
392 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
528 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
393 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
|
|
394 | |
529 | /* If we can't solve it within the search distance, return now. */ |
395 | /* If we can't solve it within the search distance, return now. */ |
530 | if (diff > max) |
396 | if (diff > max) |
531 | return 0; |
397 | return 0; |
|
|
398 | |
532 | while (diff > 1 && max > 0) |
399 | while (diff > 1 && max > 0) |
533 | { |
400 | { |
534 | lastx = x; |
401 | lastx = x; |
535 | lasty = y; |
402 | lasty = y; |
536 | lastmap = m; |
403 | lastmap = m; |
… | |
… | |
618 | max--; |
485 | max--; |
619 | lastdir = dir; |
486 | lastdir = dir; |
620 | if (!firstdir) |
487 | if (!firstdir) |
621 | firstdir = dir; |
488 | firstdir = dir; |
622 | } |
489 | } |
|
|
490 | |
623 | if (diff <= 1) |
491 | if (diff <= 1) |
624 | { |
492 | { |
625 | /* Recalculate diff (distance) because we may not have actually |
493 | /* Recalculate diff (distance) because we may not have actually |
626 | * headed toward player for entire distance. |
494 | * headed toward player for entire distance. |
627 | */ |
495 | */ |
628 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
496 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
629 | diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
630 | } |
498 | } |
|
|
499 | |
631 | if (diff > max) |
500 | if (diff > max) |
632 | return 0; |
501 | return 0; |
633 | } |
502 | } |
|
|
503 | |
634 | /* If we reached the max, didn't find a direction in time */ |
504 | /* If we reached the max, didn't find a direction in time */ |
635 | if (!max) |
505 | if (!max) |
636 | return 0; |
506 | return 0; |
637 | |
507 | |
638 | return firstdir; |
508 | return firstdir; |
639 | } |
509 | } |
640 | |
510 | |
641 | void |
511 | void |
642 | give_initial_items (object *pl, treasurelist * items) |
512 | give_initial_items (object *pl, treasurelist *items) |
643 | { |
513 | { |
644 | object *op, *next = NULL; |
|
|
645 | |
|
|
646 | if (pl->randomitems != NULL) |
514 | if (pl->randomitems) |
647 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
515 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
648 | |
516 | |
649 | for (op = pl->inv; op; op = next) |
517 | for (object *next, *op = pl->inv; op; op = next) |
650 | { |
518 | { |
651 | next = op->below; |
519 | next = op->below; |
652 | |
520 | |
653 | /* Forces get applied per default, unless they have the |
521 | /* Forces get applied per default, unless they have the |
654 | * flag "neutral" set. Sorry but I can't think of a better way |
522 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
659 | /* we never give weapons/armour if these cannot be used |
527 | /* we never give weapons/armour if these cannot be used |
660 | * by this player due to race restrictions |
528 | * by this player due to race restrictions |
661 | */ |
529 | */ |
662 | if (pl->type == PLAYER) |
530 | if (pl->type == PLAYER) |
663 | { |
531 | { |
664 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
532 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
533 | && |
665 | (op->type == ARMOUR || op->type == BOOTS || |
534 | (op->type == ARMOUR || op->type == BOOTS |
666 | op->type == CLOAK || op->type == HELMET || |
535 | || op->type == CLOAK || op->type == HELMET |
667 | op->type == SHIELD || op->type == GLOVES || |
536 | || op->type == SHIELD || op->type == GLOVES |
|
|
537 | || op->type == BRACERS || op->type == GIRDLE)) |
668 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
538 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
669 | { |
539 | { |
670 | op->destroy (); |
540 | op->destroy (); |
671 | continue; |
541 | continue; |
672 | } |
542 | } |
673 | } |
543 | } |
674 | |
544 | |
675 | /* This really needs to be better - we should really give |
545 | /* Here we remove duplicated skills (as duplicated spell objects have |
676 | * a substitute spellbook. The problem is that we don't really |
546 | * _very_ confusing effects for players), which could for instance be |
677 | * have a good idea what to replace it with (need something like |
547 | * generated by bad treasurelists. - elmex |
678 | * a first level treasurelist for each skill.) |
|
|
679 | * remove duplicate skills also |
|
|
680 | */ |
548 | */ |
681 | if (op->type == SPELLBOOK || op->type == SKILL) |
549 | if (op->type == SKILL) |
682 | { |
550 | { |
683 | object *tmp; |
|
|
684 | |
|
|
685 | for (tmp = op->below; tmp; tmp = tmp->below) |
551 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
686 | if (tmp->type == op->type && tmp->name == op->name) |
552 | if (tmp->type == op->type && tmp->name == op->name) |
687 | break; |
|
|
688 | |
|
|
689 | if (tmp) |
|
|
690 | { |
553 | { |
691 | op->destroy (); |
554 | op->destroy (); |
|
|
555 | LOG (llevError, |
692 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
556 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
693 | continue; |
557 | break; |
694 | } |
558 | } |
695 | |
559 | |
696 | if (op->nrof > 1) |
560 | if (op->nrof > 1) |
697 | op->nrof = 1; |
561 | op->nrof = 1; |
698 | } |
562 | } |
699 | |
563 | |
700 | if (op->type == SPELLBOOK && op->inv) |
564 | if (op->type == SPELLBOOK && op->inv) |
701 | { |
|
|
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
565 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
703 | } |
|
|
704 | |
566 | |
705 | /* Give starting characters identified, uncursed, and undamned |
567 | /* Give starting characters identified, uncursed, and undamned |
706 | * items. Just don't identify gold or silver, or it won't be |
568 | * items. Just don't identify gold or silver, or it won't be |
707 | * merged properly. |
569 | * merged properly. |
708 | */ |
570 | */ |
709 | if (need_identify (op)) |
571 | if (need_identify (op)) |
710 | { |
572 | { |
711 | SET_FLAG (op, FLAG_IDENTIFIED); |
573 | SET_FLAG (op, FLAG_IDENTIFIED); |
712 | CLEAR_FLAG (op, FLAG_CURSED); |
574 | CLEAR_FLAG (op, FLAG_CURSED); |
713 | CLEAR_FLAG (op, FLAG_DAMNED); |
575 | CLEAR_FLAG (op, FLAG_DAMNED); |
714 | } |
576 | } |
|
|
577 | |
715 | if (op->type == SPELL) |
578 | if (op->type == SPELL) |
716 | { |
579 | { |
717 | op->destroy (); |
580 | op->destroy (); |
718 | continue; |
581 | continue; |
719 | } |
582 | } |
… | |
… | |
721 | { |
584 | { |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
585 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
723 | op->stats.exp = 0; |
586 | op->stats.exp = 0; |
724 | op->level = 1; |
587 | op->level = 1; |
725 | } |
588 | } |
726 | /* lock all 'normal items by default */ |
589 | else /* lock all 'normal items by default */ |
727 | else |
|
|
728 | SET_FLAG (op, FLAG_INV_LOCKED); |
590 | SET_FLAG (op, FLAG_INV_LOCKED); |
729 | } /* for loop of objects in player inv */ |
591 | } /* for loop of objects in player inv */ |
730 | |
592 | |
731 | /* Need to set up the skill pointers */ |
593 | /* Need to set up the skill pointers */ |
732 | link_player_skills (pl); |
594 | pl->contr->link_skills (); |
733 | } |
595 | } |
734 | |
596 | |
735 | void |
597 | void |
736 | get_party_password (object *op, partylist *party) |
598 | get_party_password (object *op, partylist *party) |
737 | { |
599 | { |
… | |
… | |
747 | 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:"); |
748 | } |
610 | } |
749 | |
611 | |
750 | /* 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. */ |
751 | static int |
613 | static int |
752 | roll_stat (void) |
614 | roll_stat () |
753 | { |
615 | { |
754 | int a[4], i, j, k; |
616 | int a[4], i, j, k; |
755 | |
617 | |
756 | for (i = 0; i < 4; i++) |
618 | for (i = 0; i < 4; i++) |
757 | a[i] = (int) RANDOM () % 6 + 1; |
619 | a[i] = (int) rndm (6) + 1; |
758 | |
620 | |
759 | for (i = 0, j = 0, k = 7; i < 4; i++) |
621 | for (i = 0, j = 0, k = 7; i < 4; i++) |
760 | if (a[i] < k) |
622 | if (a[i] < k) |
761 | k = a[i], j = i; |
623 | k = a[i], j = i; |
762 | |
624 | |
… | |
… | |
768 | } |
630 | } |
769 | |
631 | |
770 | void |
632 | void |
771 | object::roll_stats () |
633 | object::roll_stats () |
772 | { |
634 | { |
773 | int statsort [7]; |
635 | int statsort [NUM_STATS]; |
774 | |
636 | |
775 | for (;;) |
637 | for (;;) |
776 | { |
638 | { |
777 | int sum = 0; |
639 | int sum = 0; |
778 | for (int i = 7; i--; ) |
640 | for (int i = NUM_STATS; i--; ) |
779 | sum += statsort [i] = roll_stat (); |
641 | sum += statsort [i] = roll_stat (); |
780 | |
642 | |
781 | if (sum >= 82 && sum <= 116) |
643 | if (sum >= 82 && sum <= 116) |
782 | break; |
644 | break; |
783 | } |
645 | } |
784 | |
646 | |
785 | // Sort the stats so that rerolling is easier... |
647 | // Sort the stats so that rerolling is easier... |
786 | std::sort (statsort, statsort + 7, std::greater<int>()); |
648 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
787 | |
649 | |
|
|
650 | for (int i = 0; i < NUM_STATS; ++i) |
788 | stats.Str = statsort[0]; |
651 | stats.stat (i) = statsort [i]; |
789 | stats.Dex = statsort[1]; |
|
|
790 | stats.Con = statsort[2]; |
|
|
791 | stats.Int = statsort[3]; |
|
|
792 | stats.Wis = statsort[4]; |
|
|
793 | stats.Pow = statsort[5]; |
|
|
794 | stats.Cha = statsort[6]; |
|
|
795 | |
652 | |
796 | stats.exp = 0; |
653 | stats.exp = 0; |
797 | stats.ac = 0; |
654 | stats.ac = 0; |
798 | |
655 | |
799 | stats.hp = stats.maxhp; |
656 | stats.hp = stats.maxhp; |
… | |
… | |
811 | } |
668 | } |
812 | |
669 | |
813 | void |
670 | void |
814 | object::swap_stats (int a, int b) |
671 | object::swap_stats (int a, int b) |
815 | { |
672 | { |
816 | int tmp = get_attr_value (&contr->orig_stats, a); |
673 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
817 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
818 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
819 | |
674 | |
|
|
675 | for (int i = 0; i < NUM_STATS; ++i) |
820 | stats.Str = contr->orig_stats.Str; |
676 | stats.stat (i) = contr->orig_stats.stat (i); |
821 | stats.Dex = contr->orig_stats.Dex; |
|
|
822 | stats.Con = contr->orig_stats.Con; |
|
|
823 | stats.Int = contr->orig_stats.Int; |
|
|
824 | stats.Wis = contr->orig_stats.Wis; |
|
|
825 | stats.Pow = contr->orig_stats.Pow; |
|
|
826 | stats.Cha = contr->orig_stats.Cha; |
|
|
827 | |
677 | |
828 | //TODO: the following code looks so borked and should, at the very least, |
678 | //TODO: the following code looks so borked and should, at the very least, |
829 | // be merged with the similar code in roll_stats |
679 | // be merged with the similar code in roll_stats |
830 | stats.ac = 0; |
680 | stats.ac = 0; |
831 | |
681 | |
… | |
… | |
850 | static void |
700 | static void |
851 | start_info (object *op) |
701 | start_info (object *op) |
852 | { |
702 | { |
853 | char buf[MAX_BUF]; |
703 | char buf[MAX_BUF]; |
854 | |
704 | |
855 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
705 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
856 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
706 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
857 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
858 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
859 | } |
707 | } |
860 | |
708 | |
861 | /* This function takes the key that is passed, and does the |
709 | /* This function takes the key that is passed, and does the |
862 | * appropriate action with it (change race, or other things). |
710 | * appropriate action with it (change race, or other things). |
863 | * The function name is for historical reasons - now we have |
711 | * The function name is for historical reasons - now we have |
864 | * separate race and class; this actually changes the RACE, |
712 | * separate race and class; this actually changes the RACE, |
865 | * not the class. |
713 | * not the class. |
866 | */ |
714 | */ |
867 | int |
715 | void |
868 | key_change_class (object *op, char key) |
716 | player::chargen_race_done () |
869 | { |
717 | { |
870 | int tmp_loop; |
|
|
871 | |
|
|
872 | if (key == 'd' || key == 'D') |
|
|
873 | { |
|
|
874 | char buf[MAX_BUF]; |
|
|
875 | |
|
|
876 | /* this must before then initial items are given */ |
718 | /* this must before then initial items are given */ |
877 | esrv_new_player (op->contr, op->weight + op->carrying); |
719 | esrv_new_player (ob->contr); |
878 | |
720 | |
879 | treasurelist *tl = find_treasurelist ("starting_wealth"); |
721 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
880 | if (tl) |
722 | if (tl) |
881 | create_treasure (tl, op, 0, 0, 0); |
723 | create_treasure (tl, ob, 0, 0, 0); |
882 | |
724 | |
883 | INVOKE_PLAYER (BIRTH, op->contr); |
725 | INVOKE_PLAYER (BIRTH, ob->contr); |
884 | INVOKE_PLAYER (LOGIN, op->contr); |
726 | INVOKE_PLAYER (LOGIN, ob->contr); |
885 | |
727 | |
886 | op->contr->ns->state = ST_PLAYING; |
728 | ob->contr->ns->state = ST_PLAYING; |
887 | |
729 | |
888 | if (op->msg) |
730 | if (ob->msg) |
889 | op->msg = NULL; |
731 | ob->msg = 0; |
890 | |
732 | |
891 | /* We create this now because some of the unique maps will need it |
|
|
892 | * to save here. |
|
|
893 | */ |
|
|
894 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
|
|
895 | make_path_to_file (buf); |
|
|
896 | |
|
|
897 | start_info (op); |
733 | start_info (ob); |
898 | CLEAR_FLAG (op, FLAG_WIZ); |
734 | CLEAR_FLAG (ob, FLAG_WIZ); |
899 | give_initial_items (op, op->randomitems); |
735 | give_initial_items (ob, ob->randomitems); |
900 | link_player_skills (op); |
|
|
901 | esrv_send_inventory (op, op); |
736 | esrv_send_inventory (ob, ob); |
902 | op->update_stats (); |
737 | ob->update_stats (); |
903 | |
738 | |
904 | /* This moves the player to a different start map, if there |
739 | /* This moves the player to a different start map, if there |
905 | * is one for this race |
740 | * is one for this race |
906 | */ |
741 | */ |
907 | if (*first_map_ext_path) |
742 | if (*first_map_ext_path) |
908 | { |
743 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
909 | object *tmp; |
|
|
910 | char mapname[MAX_BUF]; |
|
|
911 | |
|
|
912 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); |
|
|
913 | tmp = object::create (); |
|
|
914 | EXIT_PATH (tmp) = mapname; |
|
|
915 | EXIT_X (tmp) = op->x; |
|
|
916 | EXIT_Y (tmp) = op->y; |
|
|
917 | op->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
918 | * if the map isn't there, then stay on the |
|
|
919 | * default initial map */ |
|
|
920 | tmp->destroy (); |
|
|
921 | } |
|
|
922 | else |
744 | else |
923 | LOG (llevDebug, "first_map_ext_path not set\n"); |
745 | LOG (llevDebug, "first_map_ext_path not set\n"); |
|
|
746 | } |
924 | |
747 | |
925 | return 0; |
748 | void |
926 | } |
749 | player::chargen_race_next () |
927 | |
750 | { |
928 | /* Following actually changes the race - this is the default command |
751 | /* Following actually changes the race - this is the default command |
929 | * if we don't match with one of the options above. |
752 | * if we don't match with one of the options above. |
930 | */ |
753 | */ |
931 | |
754 | |
932 | tmp_loop = 0; |
755 | do |
933 | while (!tmp_loop) |
|
|
934 | { |
756 | { |
935 | shstr name = op->name; |
757 | shstr name = ob->name; |
936 | int x = op->x, y = op->y; |
758 | int x = ob->x, y = ob->y; |
937 | |
759 | |
938 | op->remove_statbonus (); |
760 | ob->remove_statbonus (); |
939 | op->remove (); |
761 | ob->remove (); |
940 | op->arch = get_player_archetype (op->arch); |
762 | ob->arch = get_player_archetype (ob->arch); |
941 | op->arch->clone.copy_to (op); |
763 | ob->arch->copy_to (ob); |
942 | op->instantiate (); |
764 | ob->instantiate (); |
943 | op->stats = op->contr->orig_stats; |
765 | ob->stats = ob->contr->orig_stats; |
944 | op->name = op->name_pl = name; |
766 | ob->name = ob->name_pl = name; |
945 | op->x = x; |
767 | ob->x = x; |
946 | op->y = y; |
768 | ob->y = y; |
947 | SET_ANIMATION (op, 2); /* So player faces south */ |
769 | SET_ANIMATION (ob, 2); /* So player faces south */ |
948 | insert_ob_in_map (op, op->map, op, 0); |
770 | insert_ob_in_map (ob, ob->map, ob, 0); |
949 | assign (op->contr->title, op->arch->clone.name); |
771 | assign (ob->contr->title, ob->arch->object::name); |
950 | op->add_statbonus (); |
772 | ob->add_statbonus (); |
951 | tmp_loop = allowed_class (op); |
|
|
952 | } |
773 | } |
|
|
774 | while (!allowed_class (ob)); |
953 | |
775 | |
954 | update_object (op, UP_OBJ_FACE); |
776 | update_object (ob, UP_OBJ_FACE); |
955 | esrv_update_item (UPD_FACE, op, op); |
777 | esrv_update_item (UPD_FACE, ob, ob); |
956 | op->update_stats (); |
778 | ob->update_stats (); |
957 | op->stats.hp = op->stats.maxhp; |
779 | ob->stats.hp = ob->stats.maxhp; |
958 | op->stats.sp = op->stats.maxsp; |
780 | ob->stats.sp = ob->stats.maxsp; |
959 | op->stats.grace = 0; |
781 | ob->stats.grace = 0; |
960 | |
|
|
961 | if (op->msg) |
|
|
962 | new_draw_info (NDI_BLUE, 0, op, op->msg); |
|
|
963 | |
|
|
964 | send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n"); |
|
|
965 | return 0; |
|
|
966 | } |
782 | } |
967 | |
783 | |
968 | void |
784 | static void |
969 | flee_player (object *op) |
785 | flee_player (object *op) |
970 | { |
786 | { |
971 | int dir, diff; |
787 | int dir, diff; |
972 | rv_vector rv; |
788 | rv_vector rv; |
973 | |
789 | |
… | |
… | |
976 | LOG (llevDebug, "Fleeing player is dead.\n"); |
792 | LOG (llevDebug, "Fleeing player is dead.\n"); |
977 | CLEAR_FLAG (op, FLAG_SCARED); |
793 | CLEAR_FLAG (op, FLAG_SCARED); |
978 | return; |
794 | return; |
979 | } |
795 | } |
980 | |
796 | |
981 | if (op->enemy == NULL) |
797 | if (!op->enemy) |
982 | { |
798 | { |
983 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
799 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
984 | CLEAR_FLAG (op, FLAG_SCARED); |
800 | CLEAR_FLAG (op, FLAG_SCARED); |
985 | return; |
801 | return; |
986 | } |
802 | } |
987 | |
803 | |
988 | /* Seen some crashes here. Since we don't store an |
|
|
989 | * op->enemy_count, it is possible that something destroys the |
|
|
990 | * actual enemy, and the object is recycled. |
|
|
991 | */ |
|
|
992 | if (op->enemy->map == NULL) |
|
|
993 | { |
|
|
994 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
995 | op->enemy = NULL; |
|
|
996 | return; |
|
|
997 | } |
|
|
998 | |
|
|
999 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
804 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
1000 | { |
805 | { |
1001 | op->enemy = NULL; |
806 | op->enemy = NULL; |
1002 | CLEAR_FLAG (op, FLAG_SCARED); |
807 | CLEAR_FLAG (op, FLAG_SCARED); |
1003 | return; |
808 | return; |
… | |
… | |
1006 | get_rangevector (op, op->enemy, &rv, 0); |
811 | get_rangevector (op, op->enemy, &rv, 0); |
1007 | |
812 | |
1008 | dir = absdir (4 + rv.direction); |
813 | dir = absdir (4 + rv.direction); |
1009 | for (diff = 0; diff < 3; diff++) |
814 | for (diff = 0; diff < 3; diff++) |
1010 | { |
815 | { |
1011 | int m = 1 - (RANDOM () & 2); |
816 | int m = 1 - rndm (2) * 2; |
1012 | |
817 | |
1013 | 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)))) |
1014 | return; |
819 | return; |
1015 | } |
820 | } |
1016 | |
821 | |
1017 | /* Cornered, get rid of scared */ |
822 | /* Cornered, get rid of scared */ |
1018 | CLEAR_FLAG (op, FLAG_SCARED); |
823 | CLEAR_FLAG (op, FLAG_SCARED); |
1019 | op->enemy = NULL; |
824 | op->enemy = NULL; |
1020 | } |
825 | } |
1021 | |
826 | |
1022 | |
|
|
1023 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
827 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1024 | * IT returns 1 if the player should keep on moving, 0 if he should |
828 | * It returns 1 if the player should keep on moving, 0 if he should |
1025 | * stop. |
829 | * stop. |
1026 | */ |
830 | */ |
1027 | int |
831 | int |
1028 | check_pick (object *op) |
832 | check_pick (object *op) |
1029 | { |
833 | { |
1030 | object *tmp, *next; |
834 | object *tmp, *next; |
1031 | int stop = 0; |
835 | int stop = 0; |
1032 | int j, k, wvratio; |
836 | int wvratio; |
1033 | char putstring[128], tmpstr[16]; |
|
|
1034 | |
837 | |
1035 | /* if you're flying, you cna't pick up anything */ |
838 | /* if you're flying, you can't pick up anything */ |
1036 | if (op->move_type & MOVE_FLYING) |
839 | if (op->move_type & MOVE_FLYING) |
1037 | return 1; |
840 | return 1; |
1038 | |
841 | |
1039 | next = op->below; |
842 | next = op->below; |
|
|
843 | |
|
|
844 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
845 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1040 | |
846 | |
1041 | /* 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 |
1042 | * destroyed */ |
848 | * destroyed */ |
1043 | while (next && !next->destroyed ()) |
849 | while (next && !next->destroyed ()) |
1044 | { |
850 | { |
1045 | tmp = next; |
851 | tmp = next; |
1046 | next = tmp->below; |
852 | next = tmp->below; |
1047 | |
853 | |
|
|
854 | if (cnt <= 0) |
|
|
855 | { |
|
|
856 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
857 | return 0; |
|
|
858 | } |
|
|
859 | |
1048 | if (op->destroyed ()) |
860 | if (op->destroyed ()) |
1049 | return 0; |
861 | return 0; |
1050 | |
862 | |
1051 | if (!can_pick (op, tmp)) |
863 | if (!can_pick (op, tmp)) |
1052 | continue; |
864 | continue; |
1053 | |
865 | |
1054 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
866 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1055 | { |
867 | { |
1056 | if (item_matched_string (op, tmp, op->contr->search_str)) |
868 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1057 | pick_up (op, tmp); |
869 | CHK_PICK_PICKUP; |
|
|
870 | |
1058 | continue; |
871 | continue; |
1059 | } |
872 | } |
1060 | |
873 | |
1061 | /* high not bit set? We're using the old autopickup model */ |
874 | /* pickup handling */ |
|
|
875 | if (op->contr->mode & PU_DEBUG) |
|
|
876 | { |
|
|
877 | /* some debugging code to figure out item information */ |
|
|
878 | const char *str = tmp->name |
|
|
879 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
880 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
881 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
882 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
883 | |
|
|
884 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
885 | } |
|
|
886 | |
|
|
887 | if (op->contr->mode & PU_INHIBIT) |
|
|
888 | return 1; |
|
|
889 | |
|
|
890 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
891 | return 1; |
|
|
892 | |
|
|
893 | /* philosophy: |
|
|
894 | * It's easy to grab an item type from a pile, as long as it's |
|
|
895 | * generic. This takes no game-time. For more detailed pickups |
|
|
896 | * and selections, select-items should be used. This is a |
|
|
897 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
898 | * example. |
|
|
899 | * The drawback: right now it has no frontend, so you need to |
|
|
900 | * stick the bits you want into a calculator in hex mode and then |
|
|
901 | * convert to decimal and then 'pickup <#> |
|
|
902 | */ |
|
|
903 | |
|
|
904 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
905 | * STOP then we stop. All the rest are applied sequentially, |
|
|
906 | * meaning if any test passes, the item gets picked up. */ |
|
|
907 | |
|
|
908 | /* if mode is set to pick nothing up, return */ |
|
|
909 | if (op->contr->mode == PU_NOTHING) |
|
|
910 | return 1; |
|
|
911 | |
|
|
912 | /* if mode is set to stop when encountering objects, return */ |
|
|
913 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
914 | * anything up */ |
|
|
915 | if (op->contr->mode & PU_STOP) |
|
|
916 | return 0; |
|
|
917 | |
|
|
918 | /* useful for going into stores and not losing your settings... */ |
|
|
919 | /* and for battles wher you don't want to get loaded down while |
|
|
920 | * fighting */ |
|
|
921 | if (op->contr->mode & PU_INHIBIT) |
|
|
922 | return 1; |
|
|
923 | |
|
|
924 | /* prevent us from turning into auto-thieves :) */ |
|
|
925 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
926 | continue; |
|
|
927 | |
|
|
928 | /* ignore known cursed objects */ |
|
|
929 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
|
|
930 | continue; |
|
|
931 | |
|
|
932 | /* all food and drink if desired */ |
|
|
933 | /* question: don't pick up known-poisonous stuff? */ |
1062 | if (!(op->contr->mode & PU_NEWMODE)) |
934 | if (op->contr->mode & PU_FOOD) |
|
|
935 | if (tmp->type == FOOD) |
1063 | { |
936 | { |
1064 | switch (op->contr->mode) |
937 | CHK_PICK_PICKUP; |
|
|
938 | continue; |
|
|
939 | } |
|
|
940 | |
|
|
941 | if (op->contr->mode & PU_DRINK) |
|
|
942 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
|
|
943 | { |
|
|
944 | CHK_PICK_PICKUP; |
|
|
945 | continue; |
|
|
946 | } |
|
|
947 | |
|
|
948 | if (op->contr->mode & PU_POTION) |
|
|
949 | if (tmp->type == POTION) |
|
|
950 | { |
|
|
951 | CHK_PICK_PICKUP; |
|
|
952 | continue; |
|
|
953 | } |
|
|
954 | |
|
|
955 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
956 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
957 | if (tmp->type == SPELLBOOK) |
|
|
958 | { |
|
|
959 | CHK_PICK_PICKUP; |
|
|
960 | continue; |
|
|
961 | } |
|
|
962 | |
|
|
963 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
964 | if (tmp->type == SKILLSCROLL) |
|
|
965 | { |
|
|
966 | CHK_PICK_PICKUP; |
|
|
967 | continue; |
|
|
968 | } |
|
|
969 | |
|
|
970 | if (op->contr->mode & PU_READABLES) |
|
|
971 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
972 | { |
|
|
973 | CHK_PICK_PICKUP; |
|
|
974 | continue; |
|
|
975 | } |
|
|
976 | |
|
|
977 | /* wands/staves/rods/horns */ |
|
|
978 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
979 | if (tmp->type == WAND |
|
|
980 | || tmp->type == ROD |
|
|
981 | || tmp->type == HORN |
|
|
982 | || tmp->type == POWER_CRYSTAL) |
|
|
983 | { |
|
|
984 | CHK_PICK_PICKUP; |
|
|
985 | continue; |
|
|
986 | } |
|
|
987 | |
|
|
988 | /* pick up all magical items */ |
|
|
989 | if (op->contr->mode & PU_MAGICAL) |
|
|
990 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
991 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
992 | { |
|
|
993 | CHK_PICK_PICKUP; |
|
|
994 | continue; |
|
|
995 | } |
|
|
996 | |
|
|
997 | if (op->contr->mode & PU_VALUABLES) |
|
|
998 | { |
|
|
999 | if (tmp->type == MONEY || tmp->type == GEM) |
1065 | { |
1000 | { |
1066 | case 0: |
1001 | CHK_PICK_PICKUP; |
1067 | return 1; /* don't pick up */ |
1002 | continue; |
1068 | case 1: |
|
|
1069 | pick_up (op, tmp); |
|
|
1070 | return 1; |
|
|
1071 | case 2: |
|
|
1072 | pick_up (op, tmp); |
|
|
1073 | return 0; |
|
|
1074 | case 3: |
|
|
1075 | return 0; /* stop before pickup */ |
|
|
1076 | case 4: |
|
|
1077 | pick_up (op, tmp); |
|
|
1078 | break; |
|
|
1079 | case 5: |
|
|
1080 | pick_up (op, tmp); |
|
|
1081 | stop = 1; |
|
|
1082 | break; |
|
|
1083 | case 6: |
|
|
1084 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1085 | pick_up (op, tmp); |
|
|
1086 | break; |
|
|
1087 | |
|
|
1088 | case 7: |
|
|
1089 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1090 | pick_up (op, tmp); |
|
|
1091 | break; |
|
|
1092 | |
|
|
1093 | default: |
|
|
1094 | /* use value density */ |
|
|
1095 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1096 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1097 | pick_up (op, tmp); |
|
|
1098 | } |
1003 | } |
1099 | } |
1004 | } |
1100 | else |
1005 | |
1101 | { /* old model */ |
1006 | /* rings & amulets - talismans seems to be typed AMULET */ |
1102 | /* NEW pickup handling */ |
|
|
1103 | if (op->contr->mode & PU_DEBUG) |
1007 | if (op->contr->mode & PU_JEWELS) |
|
|
1008 | if (tmp->type == RING |
|
|
1009 | || tmp->type == AMULET |
|
|
1010 | || tmp->type == GIRDLE |
|
|
1011 | || tmp->type == SKILL_TOOL) |
1104 | { |
1012 | { |
1105 | /* some debugging code to figure out item information */ |
1013 | CHK_PICK_PICKUP; |
1106 | if (tmp->name != NULL) |
|
|
1107 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1108 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1109 | else |
|
|
1110 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1111 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1112 | |
|
|
1113 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | /* philosophy: |
|
|
1117 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1118 | * generic. This takes no game-time. For more detailed pickups |
|
|
1119 | * and selections, select-items should be used. This is a |
|
|
1120 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1121 | * example. |
|
|
1122 | * The drawback: right now it has no frontend, so you need to |
|
|
1123 | * stick the bits you want into a calculator in hex mode and then |
|
|
1124 | * convert to decimal and then 'pickup <#> |
|
|
1125 | */ |
|
|
1126 | |
|
|
1127 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1128 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1129 | * meaning if any test passes, the item gets picked up. */ |
|
|
1130 | |
|
|
1131 | /* if mode is set to pick nothing up, return */ |
|
|
1132 | |
|
|
1133 | if (op->contr->mode & PU_NOTHING) |
|
|
1134 | return 1; |
|
|
1135 | |
|
|
1136 | /* if mode is set to stop when encountering objects, return */ |
|
|
1137 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1138 | * anything up */ |
|
|
1139 | |
|
|
1140 | if (op->contr->mode & PU_STOP) |
|
|
1141 | return 0; |
|
|
1142 | |
|
|
1143 | /* useful for going into stores and not losing your settings... */ |
|
|
1144 | /* and for battles wher you don't want to get loaded down while |
|
|
1145 | * fighting */ |
|
|
1146 | if (op->contr->mode & PU_INHIBIT) |
|
|
1147 | return 1; |
|
|
1148 | |
|
|
1149 | /* prevent us from turning into auto-thieves :) */ |
|
|
1150 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1151 | continue; |
1014 | continue; |
|
|
1015 | } |
1152 | |
1016 | |
1153 | /* ignore known cursed objects */ |
1017 | /* we don't forget dragon food */ |
1154 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1018 | if (op->contr->mode & PU_FLESH) |
|
|
1019 | if (tmp->type == FLESH) |
|
|
1020 | { |
|
|
1021 | CHK_PICK_PICKUP; |
1155 | continue; |
1022 | continue; |
|
|
1023 | } |
1156 | |
1024 | |
1157 | /* all food and drink if desired */ |
1025 | /* bows and arrows. Bows are good for selling! */ |
1158 | /* question: don't pick up known-poisonous stuff? */ |
1026 | if (op->contr->mode & PU_BOW) |
|
|
1027 | if (tmp->type == BOW) |
|
|
1028 | { |
|
|
1029 | CHK_PICK_PICKUP; |
|
|
1030 | continue; |
|
|
1031 | } |
|
|
1032 | |
|
|
1033 | if (op->contr->mode & PU_ARROW) |
|
|
1034 | if (tmp->type == ARROW) |
|
|
1035 | { |
|
|
1036 | CHK_PICK_PICKUP; |
|
|
1037 | continue; |
|
|
1038 | } |
|
|
1039 | |
|
|
1040 | /* all kinds of armor etc. */ |
|
|
1041 | if (op->contr->mode & PU_ARMOUR) |
|
|
1042 | if (tmp->type == ARMOUR) |
|
|
1043 | { |
|
|
1044 | CHK_PICK_PICKUP; |
|
|
1045 | continue; |
|
|
1046 | } |
|
|
1047 | |
|
|
1048 | if (op->contr->mode & PU_HELMET) |
|
|
1049 | if (tmp->type == HELMET) |
|
|
1050 | { |
|
|
1051 | CHK_PICK_PICKUP; |
|
|
1052 | continue; |
|
|
1053 | } |
|
|
1054 | |
|
|
1055 | if (op->contr->mode & PU_SHIELD) |
|
|
1056 | if (tmp->type == SHIELD) |
|
|
1057 | { |
|
|
1058 | CHK_PICK_PICKUP; |
|
|
1059 | continue; |
|
|
1060 | } |
|
|
1061 | |
1159 | if (op->contr->mode & PU_FOOD) |
1062 | if (op->contr->mode & PU_BOOTS) |
1160 | if (tmp->type == FOOD) |
1063 | if (tmp->type == BOOTS) |
|
|
1064 | { |
|
|
1065 | CHK_PICK_PICKUP; |
|
|
1066 | continue; |
|
|
1067 | } |
|
|
1068 | |
|
|
1069 | if (op->contr->mode & PU_GLOVES) |
|
|
1070 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1071 | { |
|
|
1072 | CHK_PICK_PICKUP; |
|
|
1073 | continue; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | if (op->contr->mode & PU_CLOAK) |
|
|
1077 | if (tmp->type == CLOAK) |
|
|
1078 | { |
|
|
1079 | CHK_PICK_PICKUP; |
|
|
1080 | continue; |
|
|
1081 | } |
|
|
1082 | |
|
|
1083 | /* hoping to catch throwing daggers here */ |
|
|
1084 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1085 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1086 | { |
|
|
1087 | CHK_PICK_PICKUP; |
|
|
1088 | continue; |
|
|
1089 | } |
|
|
1090 | |
|
|
1091 | /* careful: chairs and tables are weapons! */ |
|
|
1092 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1093 | { |
|
|
1094 | if (tmp->type == WEAPON) |
|
|
1095 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1161 | { |
1096 | { |
1162 | pick_up (op, tmp); |
1097 | CHK_PICK_PICKUP; |
1163 | continue; |
1098 | continue; |
1164 | } |
1099 | } |
|
|
1100 | } |
1165 | |
1101 | |
|
|
1102 | /* misc stuff that's useful */ |
1166 | if (op->contr->mode & PU_DRINK) |
1103 | if (op->contr->mode & PU_KEY) |
1167 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1104 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1168 | { |
1105 | { |
1169 | pick_up (op, tmp); |
1106 | CHK_PICK_PICKUP; |
1170 | continue; |
1107 | continue; |
1171 | } |
1108 | } |
1172 | |
1109 | |
|
|
1110 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1111 | * pickups */ |
1173 | if (op->contr->mode & PU_POTION) |
1112 | if (op->contr->mode & PU_RATIO) |
1174 | if (tmp->type == POTION) |
1113 | { |
|
|
1114 | /* use value density to decide what else to grab */ |
|
|
1115 | /* >=7 was >= op->contr->mode */ |
|
|
1116 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1175 | { |
1117 | */ |
1176 | pick_up (op, tmp); |
|
|
1177 | continue; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1181 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1182 | if (tmp->type == SPELLBOOK) |
|
|
1183 | { |
|
|
1184 | pick_up (op, tmp); |
|
|
1185 | continue; |
|
|
1186 | } |
|
|
1187 | |
|
|
1188 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1189 | if (tmp->type == SKILLSCROLL) |
|
|
1190 | { |
|
|
1191 | pick_up (op, tmp); |
|
|
1192 | continue; |
|
|
1193 | } |
|
|
1194 | |
|
|
1195 | if (op->contr->mode & PU_READABLES) |
|
|
1196 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1197 | { |
|
|
1198 | pick_up (op, tmp); |
|
|
1199 | continue; |
|
|
1200 | } |
|
|
1201 | |
|
|
1202 | /* wands/staves/rods/horns */ |
|
|
1203 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1204 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1205 | { |
|
|
1206 | pick_up (op, tmp); |
|
|
1207 | continue; |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | /* pick up all magical items */ |
|
|
1211 | if (op->contr->mode & PU_MAGICAL) |
1118 | wvratio = op->contr->mode & PU_RATIO; |
1212 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1119 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1213 | { |
|
|
1214 | pick_up (op, tmp); |
|
|
1215 | continue; |
|
|
1216 | } |
|
|
1217 | |
|
|
1218 | if (op->contr->mode & PU_VALUABLES) |
|
|
1219 | { |
1120 | { |
1220 | if (tmp->type == MONEY || tmp->type == GEM) |
1121 | #if 0 |
|
|
1122 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1123 | if (tmp->name != NULL) |
1221 | { |
1124 | { |
1222 | pick_up (op, tmp); |
1125 | fprintf (stderr, "%s", tmp->name); |
1223 | continue; |
|
|
1224 | } |
1126 | } |
1225 | } |
|
|
1226 | |
|
|
1227 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1228 | if (op->contr->mode & PU_JEWELS) |
|
|
1229 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1230 | { |
|
|
1231 | pick_up (op, tmp); |
|
|
1232 | continue; |
|
|
1233 | } |
|
|
1234 | |
|
|
1235 | /* we don't forget dragon food */ |
|
|
1236 | if (op->contr->mode & PU_FLESH) |
|
|
1237 | if (tmp->type == FLESH) |
|
|
1238 | { |
|
|
1239 | pick_up (op, tmp); |
|
|
1240 | continue; |
|
|
1241 | } |
|
|
1242 | |
|
|
1243 | /* bows and arrows. Bows are good for selling! */ |
|
|
1244 | if (op->contr->mode & PU_BOW) |
|
|
1245 | if (tmp->type == BOW) |
|
|
1246 | { |
|
|
1247 | pick_up (op, tmp); |
|
|
1248 | continue; |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (op->contr->mode & PU_ARROW) |
|
|
1252 | if (tmp->type == ARROW) |
|
|
1253 | { |
|
|
1254 | pick_up (op, tmp); |
|
|
1255 | continue; |
|
|
1256 | } |
|
|
1257 | |
|
|
1258 | /* all kinds of armor etc. */ |
|
|
1259 | if (op->contr->mode & PU_ARMOUR) |
|
|
1260 | if (tmp->type == ARMOUR) |
|
|
1261 | { |
|
|
1262 | pick_up (op, tmp); |
|
|
1263 | continue; |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | if (op->contr->mode & PU_HELMET) |
|
|
1267 | if (tmp->type == HELMET) |
|
|
1268 | { |
|
|
1269 | pick_up (op, tmp); |
|
|
1270 | continue; |
|
|
1271 | } |
|
|
1272 | |
|
|
1273 | if (op->contr->mode & PU_SHIELD) |
|
|
1274 | if (tmp->type == SHIELD) |
|
|
1275 | { |
|
|
1276 | pick_up (op, tmp); |
|
|
1277 | continue; |
|
|
1278 | } |
|
|
1279 | |
|
|
1280 | if (op->contr->mode & PU_BOOTS) |
|
|
1281 | if (tmp->type == BOOTS) |
|
|
1282 | { |
|
|
1283 | pick_up (op, tmp); |
|
|
1284 | continue; |
|
|
1285 | } |
|
|
1286 | |
|
|
1287 | if (op->contr->mode & PU_GLOVES) |
|
|
1288 | if (tmp->type == GLOVES) |
|
|
1289 | { |
|
|
1290 | pick_up (op, tmp); |
|
|
1291 | continue; |
|
|
1292 | } |
|
|
1293 | |
|
|
1294 | if (op->contr->mode & PU_CLOAK) |
|
|
1295 | if (tmp->type == CLOAK) |
|
|
1296 | { |
|
|
1297 | pick_up (op, tmp); |
|
|
1298 | continue; |
|
|
1299 | } |
|
|
1300 | |
|
|
1301 | /* hoping to catch throwing daggers here */ |
|
|
1302 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1303 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1304 | { |
|
|
1305 | pick_up (op, tmp); |
|
|
1306 | continue; |
|
|
1307 | } |
|
|
1308 | |
|
|
1309 | /* careful: chairs and tables are weapons! */ |
|
|
1310 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1311 | { |
|
|
1312 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1313 | { |
|
|
1314 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1315 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1316 | { |
|
|
1317 | pick_up (op, tmp); |
|
|
1318 | continue; |
|
|
1319 | } |
|
|
1320 | } |
|
|
1321 | |
|
|
1322 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1323 | { |
|
|
1324 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1325 | { |
|
|
1326 | pick_up (op, tmp); |
|
|
1327 | continue; |
|
|
1328 | } |
|
|
1329 | } |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | /* misc stuff that's useful */ |
|
|
1333 | if (op->contr->mode & PU_KEY) |
|
|
1334 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1335 | { |
|
|
1336 | pick_up (op, tmp); |
|
|
1337 | continue; |
|
|
1338 | } |
|
|
1339 | |
|
|
1340 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1341 | * pickups */ |
|
|
1342 | if (op->contr->mode & PU_RATIO) |
|
|
1343 | { |
|
|
1344 | /* use value density to decide what else to grab */ |
|
|
1345 | /* >=7 was >= op->contr->mode */ |
|
|
1346 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1347 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1348 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1349 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1350 | { |
|
|
1351 | pick_up (op, tmp); |
|
|
1352 | #if 0 |
|
|
1353 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1354 | if (tmp->name != NULL) |
|
|
1355 | { |
|
|
1356 | fprintf (stderr, "%s", tmp->name); |
|
|
1357 | } |
|
|
1358 | else |
1127 | else |
1359 | fprintf (stderr, "%s", tmp->arch->name); |
1128 | fprintf (stderr, "%s", tmp->arch->archname); |
1360 | fprintf (stderr, ",%d] = ", tmp->type); |
1129 | fprintf (stderr, ",%d] = ", tmp->type); |
1361 | 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)))); |
1362 | #endif |
1131 | #endif |
|
|
1132 | CHK_PICK_PICKUP; |
1363 | continue; |
1133 | continue; |
1364 | } |
|
|
1365 | } |
1134 | } |
1366 | } /* the new pickup model */ |
1135 | } /* the new pickup model */ |
1367 | } |
1136 | } |
1368 | |
1137 | |
1369 | return !stop; |
1138 | return !stop; |
|
|
1139 | } |
|
|
1140 | |
|
|
1141 | /* routine for both players and monsters. We call this when |
|
|
1142 | * there is a possibility for our action distrubing our hiding |
|
|
1143 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1144 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1145 | * return 0. |
|
|
1146 | */ |
|
|
1147 | static int |
|
|
1148 | action_makes_visible (object *op) |
|
|
1149 | { |
|
|
1150 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
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; |
1370 | } |
1174 | } |
1371 | |
1175 | |
1372 | /* |
1176 | /* |
1373 | * Find an arrow in the inventory and after that |
1177 | * Find an arrow in the inventory and after that |
1374 | * in the right type container (quiver). Pointer to the |
1178 | * in the right type container (quiver). Pointer to the |
1375 | * found object is returned. |
1179 | * found object is returned. |
1376 | */ |
1180 | */ |
1377 | object * |
1181 | static object * |
1378 | find_arrow (object *op, const char *type) |
1182 | find_arrow (object *op, const char *type) |
1379 | { |
1183 | { |
1380 | object *tmp = NULL; |
|
|
1381 | |
|
|
1382 | for (op = op->inv; op; op = op->below) |
1184 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1383 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1384 | tmp = find_arrow (op, type); |
|
|
1385 | else if (op->type == ARROW && op->race == type) |
1185 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1186 | return splay (tmp); |
|
|
1187 | |
|
|
1188 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1189 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1190 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1191 | { |
|
|
1192 | splay (tmp); |
1386 | return op; |
1193 | return arrow; |
|
|
1194 | } |
|
|
1195 | |
1387 | return tmp; |
1196 | return 0; |
1388 | } |
1197 | } |
1389 | |
1198 | |
1390 | /* |
1199 | /* |
1391 | * 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 |
1392 | * 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 |
1393 | * 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 |
1394 | * 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. |
1395 | */ |
1204 | */ |
1396 | |
1205 | static object * |
1397 | object * |
|
|
1398 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1206 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1399 | { |
1207 | { |
1400 | object *tmp = NULL, *arrow, *ntmp; |
1208 | object *tmp = NULL, *arrow, *ntmp; |
1401 | int attacknum, attacktype, betterby = 0, i; |
1209 | int attacknum, attacktype, betterby = 0, i; |
1402 | |
1210 | |
1403 | if (!type) |
1211 | if (!type) |
… | |
… | |
1407 | { |
1215 | { |
1408 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1216 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1409 | { |
1217 | { |
1410 | i = 0; |
1218 | i = 0; |
1411 | ntmp = find_better_arrow (arrow, target, type, &i); |
1219 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1220 | |
1412 | if (i > betterby) |
1221 | if (i > betterby) |
1413 | { |
1222 | { |
1414 | tmp = ntmp; |
1223 | tmp = ntmp; |
1415 | betterby = i; |
1224 | betterby = i; |
1416 | } |
1225 | } |
1417 | } |
1226 | } |
1418 | else if (arrow->type == ARROW && arrow->race == type) |
1227 | else if (arrow->type == ARROW && arrow->race == type) |
1419 | { |
1228 | { |
1420 | /* allways prefer assasination/slaying */ |
1229 | /* allways prefer assasination/slaying */ |
1421 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1230 | if (target->race && arrow->slaying.contains (target->race)) |
1422 | { |
1231 | { |
1423 | if (arrow->attacktype & AT_DEATH) |
1232 | if (arrow->attacktype & AT_DEATH) |
1424 | { |
1233 | { |
1425 | *better = 100; |
1234 | *better = 100; |
1426 | return arrow; |
1235 | return arrow; |
… | |
… | |
1434 | else |
1243 | else |
1435 | { |
1244 | { |
1436 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1245 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1437 | { |
1246 | { |
1438 | attacktype = 1 << attacknum; |
1247 | attacktype = 1 << attacknum; |
1439 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1248 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1440 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1249 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1441 | { |
1250 | { |
1442 | tmp = arrow; |
1251 | tmp = arrow; |
1443 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1252 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1444 | } |
1253 | } |
1445 | } |
1254 | } |
|
|
1255 | |
1446 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1256 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1447 | { |
1257 | { |
1448 | tmp = arrow; |
1258 | tmp = arrow; |
1449 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1259 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1450 | } |
1260 | } |
|
|
1261 | |
1451 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1262 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1452 | { |
1263 | { |
1453 | tmp = arrow; |
1264 | tmp = arrow; |
1454 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1265 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1455 | } |
1266 | } |
1456 | } |
1267 | } |
1457 | } |
1268 | } |
1458 | } |
1269 | } |
|
|
1270 | |
1459 | if (tmp == NULL && arrow == NULL) |
1271 | if (tmp == NULL && arrow == NULL) |
1460 | return find_arrow (op, type); |
1272 | return find_arrow (op, type); |
1461 | |
1273 | |
1462 | *better = betterby; |
1274 | *better = betterby; |
1463 | return tmp; |
1275 | return tmp; |
… | |
… | |
1467 | * find_better_arrow to find a decent arrow to use. |
1279 | * find_better_arrow to find a decent arrow to use. |
1468 | * op = the shooter |
1280 | * op = the shooter |
1469 | * type = bow->race |
1281 | * type = bow->race |
1470 | * dir = fire direction |
1282 | * dir = fire direction |
1471 | */ |
1283 | */ |
1472 | |
1284 | static object * |
1473 | object * |
|
|
1474 | pick_arrow_target (object *op, const char *type, int dir) |
1285 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1475 | { |
1286 | { |
1476 | object *tmp = NULL; |
1287 | object *tmp = NULL; |
1477 | maptile *m; |
1288 | maptile *m; |
1478 | int i, mflags, found, number; |
1289 | int i, mflags, found, number; |
1479 | sint16 x, y; |
1290 | sint16 x, y; |
… | |
… | |
1494 | for (i = 0, found = 0; i < 20; i++) |
1305 | for (i = 0, found = 0; i < 20; i++) |
1495 | { |
1306 | { |
1496 | x += freearr_x[dir]; |
1307 | x += freearr_x[dir]; |
1497 | y += freearr_y[dir]; |
1308 | y += freearr_y[dir]; |
1498 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1309 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1310 | |
1499 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1311 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1500 | { |
1312 | { |
1501 | tmp = NULL; |
1313 | tmp = 0; |
1502 | break; |
1314 | break; |
1503 | } |
1315 | } |
1504 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1316 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1505 | { |
1317 | { |
1506 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1318 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1507 | * perhaps a bad assumption. |
1319 | * perhaps a bad assumption. |
1508 | */ |
1320 | */ |
1509 | tmp = NULL; |
1321 | tmp = 0; |
1510 | break; |
1322 | break; |
1511 | } |
1323 | } |
|
|
1324 | |
1512 | if (mflags & P_IS_ALIVE) |
1325 | if (mflags & P_IS_ALIVE) |
1513 | { |
|
|
1514 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1326 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1515 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1327 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1516 | { |
|
|
1517 | found++; |
|
|
1518 | break; |
|
|
1519 | } |
|
|
1520 | if (found) |
|
|
1521 | break; |
1328 | break; |
1522 | } |
|
|
1523 | } |
1329 | } |
1524 | if (tmp == NULL) |
1330 | |
|
|
1331 | if (!tmp) |
1525 | return find_arrow (op, type); |
1332 | return find_arrow (op, type); |
1526 | |
1333 | |
1527 | if (tmp->head) |
1334 | if (tmp->head) |
1528 | tmp = tmp->head; |
1335 | tmp = tmp->head; |
1529 | |
1336 | |
… | |
… | |
1542 | */ |
1349 | */ |
1543 | int |
1350 | int |
1544 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1351 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1545 | { |
1352 | { |
1546 | object *left, *bow; |
1353 | object *left, *bow; |
1547 | int bowspeed, mflags; |
1354 | int mflags; |
1548 | maptile *m; |
1355 | maptile *m; |
1549 | |
1356 | |
1550 | if (!dir) |
1357 | if (!dir) |
1551 | { |
1358 | { |
1552 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1359 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1553 | return 0; |
1360 | return 0; |
1554 | } |
1361 | } |
1555 | |
1362 | |
1556 | if (op->type == PLAYER) |
1363 | if (op->contr) |
1557 | bow = op->contr->ranges[range_bow]; |
1364 | bow = op->current_weapon; |
1558 | else |
1365 | else |
1559 | { |
1366 | { |
1560 | for (bow = op->inv; bow; bow = bow->below) |
1367 | for (bow = op->inv; bow; bow = bow->below) |
1561 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1368 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1562 | * don't need to switch back and forth between bows and weapons. |
1369 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1567 | if (!bow) |
1374 | if (!bow) |
1568 | { |
1375 | { |
1569 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1376 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1570 | return 0; |
1377 | return 0; |
1571 | } |
1378 | } |
|
|
1379 | |
|
|
1380 | // optimisation: move object to top so we will find it quickly again |
|
|
1381 | splay (bow); |
1572 | } |
1382 | } |
1573 | |
1383 | |
1574 | if (!bow->race || !bow->skill) |
1384 | if (!bow->race || !bow->skill) |
1575 | { |
1385 | { |
1576 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1386 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1577 | return 0; |
1387 | return 0; |
1578 | } |
1388 | } |
1579 | |
|
|
1580 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1581 | |
|
|
1582 | /* penalize ROF for bestarrow */ |
|
|
1583 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1584 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1585 | |
|
|
1586 | if (bowspeed < 1) |
|
|
1587 | bowspeed = 1; |
|
|
1588 | |
1389 | |
1589 | if (arrow == NULL) |
1390 | if (arrow == NULL) |
1590 | { |
1391 | { |
1591 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1392 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1592 | { |
1393 | { |
1593 | if (op->type == PLAYER) |
1394 | if (op->type == PLAYER) |
1594 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1395 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1595 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1396 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1596 | else |
1397 | else |
1597 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1398 | CLEAR_FLAG (op, FLAG_READY_BOW); |
|
|
1399 | |
1598 | return 0; |
1400 | return 0; |
1599 | } |
1401 | } |
1600 | } |
1402 | } |
1601 | |
1403 | |
1602 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
1404 | mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); |
… | |
… | |
1610 | } |
1412 | } |
1611 | |
1413 | |
1612 | /* this should not happen, but sometimes does */ |
1414 | /* this should not happen, but sometimes does */ |
1613 | if (arrow->nrof == 0) |
1415 | if (arrow->nrof == 0) |
1614 | { |
1416 | { |
|
|
1417 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1615 | arrow->destroy (); |
1418 | arrow->destroy (); |
1616 | return 0; |
1419 | return 0; |
1617 | } |
1420 | } |
1618 | |
1421 | |
1619 | left = arrow; /* these are arrows left to the player */ |
1422 | left = arrow; /* these are arrows left to the player */ |
1620 | arrow = get_split_ob (arrow, 1); |
1423 | arrow = arrow->split (); |
1621 | if (!arrow) |
1424 | if (!arrow) |
1622 | { |
1425 | { |
1623 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1426 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1624 | return 0; |
1427 | return 0; |
1625 | } |
1428 | } |
1626 | |
1429 | |
1627 | arrow->set_owner (op); |
1430 | arrow->set_owner (op); |
1628 | arrow->skill = bow->skill; |
1431 | arrow->skill = bow->skill; |
1629 | arrow->direction = dir; |
1432 | arrow->direction = dir; |
1630 | |
1433 | |
|
|
1434 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
|
|
1435 | arrow->stats.hp = arrow->stats.dam; |
|
|
1436 | arrow->stats.grace = arrow->attacktype; |
|
|
1437 | arrow->custom_name = arrow->slaying; |
|
|
1438 | |
|
|
1439 | #if 0 |
|
|
1440 | if (player *pl = op->contr) |
|
|
1441 | { |
|
|
1442 | float speed = pl->weapon_sp; |
|
|
1443 | |
|
|
1444 | /* penalize ROF for bestarrow */ |
|
|
1445 | if (pl->bowtype == bow_bestarrow) |
|
|
1446 | speed *= .9f; |
|
|
1447 | else |
|
|
1448 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1449 | |
|
|
1450 | op->speed_left += speed - op->speed; |
|
|
1451 | } |
|
|
1452 | #endif |
|
|
1453 | |
|
|
1454 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1455 | |
|
|
1456 | /* update the speed */ |
|
|
1457 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1458 | + bow->stats.dam / 7.f; |
|
|
1459 | |
|
|
1460 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1461 | arrow->speed_left = 0; |
|
|
1462 | |
|
|
1463 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
|
|
1464 | |
1631 | if (op->type == PLAYER) |
1465 | if (op->type == PLAYER) |
1632 | { |
1466 | { |
1633 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1634 | op->update_stats (); |
|
|
1635 | } |
|
|
1636 | |
|
|
1637 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1638 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
|
|
1639 | arrow->stats.hp = arrow->stats.dam; |
|
|
1640 | arrow->stats.grace = arrow->attacktype; |
|
|
1641 | if (arrow->slaying != NULL) |
|
|
1642 | arrow->spellarg = strdup (arrow->slaying); |
|
|
1643 | |
|
|
1644 | /* Note that this was different for monsters - they got their level |
|
|
1645 | * added to the damage. I think the strength bonus is more proper. |
|
|
1646 | */ |
|
|
1647 | |
|
|
1648 | arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic; |
|
|
1649 | |
|
|
1650 | /* update the speed */ |
|
|
1651 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
|
|
1652 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
|
|
1653 | |
|
|
1654 | arrow->set_speed (max (arrow->speed, 1.0)); |
|
|
1655 | arrow->speed_left = 0; |
|
|
1656 | |
|
|
1657 | if (op->type == PLAYER) |
|
|
1658 | { |
|
|
1659 | arrow->stats.wc = 20 - bow->magic - arrow->magic - |
|
|
1660 | (op->chosen_skill ? op->chosen_skill->level : op->level) - |
|
|
1661 | dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod; |
|
|
1662 | |
|
|
1663 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1467 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
|
|
1468 | wc -= dex_bonus[op->stats.Dex]; |
|
|
1469 | |
|
|
1470 | if (!arrow->slaying) |
|
|
1471 | arrow->slaying = op->slaying; |
|
|
1472 | |
|
|
1473 | arrow->attacktype |= op->attacktype; |
1664 | } |
1474 | } |
1665 | else |
1475 | else |
1666 | { |
1476 | { |
1667 | arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod; |
|
|
1668 | arrow->level = op->level; |
1477 | arrow->level = op->level; |
1669 | } |
1478 | arrow->stats.wc -= bow->magic; |
1670 | |
1479 | |
1671 | if (arrow->attacktype == AT_PHYSICAL) |
1480 | if (!arrow->slaying) |
|
|
1481 | arrow->slaying = bow->slaying; |
|
|
1482 | |
1672 | arrow->attacktype |= bow->attacktype; |
1483 | arrow->attacktype |= bow->attacktype; |
|
|
1484 | } |
1673 | |
1485 | |
1674 | if (bow->slaying) |
1486 | wc -= arrow->level; |
1675 | arrow->slaying = bow->slaying; |
1487 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
1676 | |
1488 | |
|
|
1489 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1677 | arrow->move_type = MOVE_FLY_LOW; |
1490 | arrow->move_type = MOVE_FLY_LOW; |
1678 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1491 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1679 | |
1492 | |
1680 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1493 | op->play_sound (sound_find ("fire_arrow")); |
1681 | m->insert (arrow, sx, sy, op); |
1494 | m->insert (arrow, sx, sy, op); |
1682 | |
1495 | |
1683 | if (!arrow->destroyed ()) |
1496 | if (!arrow->destroyed ()) |
1684 | move_arrow (arrow); |
1497 | move_arrow (arrow); |
1685 | |
|
|
1686 | if (op->type == PLAYER) |
|
|
1687 | { |
|
|
1688 | if (left->destroyed ()) |
|
|
1689 | esrv_del_item (op->contr, left->count); |
|
|
1690 | else |
|
|
1691 | esrv_send_item (op, left); |
|
|
1692 | } |
|
|
1693 | |
1498 | |
1694 | return 1; |
1499 | return 1; |
1695 | } |
1500 | } |
1696 | |
1501 | |
1697 | /* Special fire code for players - this takes into |
1502 | /* Special fire code for players - this takes into |
… | |
… | |
1699 | * but monsters can't. Putting that code here |
1504 | * but monsters can't. Putting that code here |
1700 | * makes the fire_bow code much cleaner. |
1505 | * makes the fire_bow code much cleaner. |
1701 | * this function should only be called if 'op' is a player, |
1506 | * this function should only be called if 'op' is a player, |
1702 | * hence the function name. |
1507 | * hence the function name. |
1703 | */ |
1508 | */ |
1704 | int |
1509 | static int |
1705 | player_fire_bow (object *op, int dir) |
1510 | player_fire_bow (object *op, int dir) |
1706 | { |
1511 | { |
1707 | int ret = 0, wcmod = 0; |
1512 | int ret; |
1708 | |
1513 | |
1709 | if (op->contr->bowtype == bow_bestarrow) |
1514 | if (op->contr->bowtype == bow_bestarrow) |
1710 | { |
1515 | { |
1711 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); |
1516 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1712 | } |
1517 | } |
1713 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1518 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1714 | { |
1519 | { |
1715 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1520 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1716 | wcmod = -1; |
|
|
1717 | |
|
|
1718 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1521 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1719 | } |
1522 | } |
1720 | else if (op->contr->bowtype == bow_threewide) |
1523 | else if (op->contr->bowtype == bow_threewide) |
1721 | { |
1524 | { |
1722 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1525 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1723 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1526 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1724 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1527 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1725 | } |
1528 | } |
1726 | else if (op->contr->bowtype == bow_spreadshot) |
1529 | else if (op->contr->bowtype == bow_spreadshot) |
1727 | { |
1530 | { |
1728 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1531 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1729 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1532 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1730 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1533 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1731 | |
|
|
1732 | } |
1534 | } |
1733 | else |
1535 | else |
1734 | { |
1536 | { |
1735 | /* Simple case */ |
1537 | /* Simple case */ |
1736 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1538 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1737 | } |
1539 | } |
|
|
1540 | |
1738 | return ret; |
1541 | return ret; |
1739 | } |
1542 | } |
1740 | |
|
|
1741 | |
1543 | |
1742 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1544 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1743 | * Broken apart from 'fire' to keep it more readable. |
1545 | * Broken apart from 'fire' to keep it more readable. |
1744 | */ |
1546 | */ |
1745 | void |
1547 | static void |
1746 | fire_misc_object (object *op, int dir) |
1548 | fire_misc_object (object *op, int dir) |
1747 | { |
1549 | { |
1748 | object *item; |
1550 | object *item = op->contr->ranged_ob; |
1749 | |
1551 | |
1750 | if (!op->contr->ranges[range_misc]) |
1552 | if (!item) |
1751 | { |
1553 | { |
1752 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1554 | new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); |
1753 | return; |
1555 | return; |
1754 | } |
1556 | } |
1755 | |
1557 | |
1756 | item = op->contr->ranges[range_misc]; |
|
|
1757 | if (!item->inv) |
1558 | if (!item->inv) |
1758 | { |
1559 | { |
1759 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1560 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1760 | return; |
1561 | return; |
1761 | } |
1562 | } |
|
|
1563 | |
|
|
1564 | if (!op->apply (item)) |
|
|
1565 | return; |
|
|
1566 | |
1762 | if (item->type == WAND) |
1567 | if (item->type == WAND) |
1763 | { |
1568 | { |
1764 | if (item->stats.food <= 0) |
1569 | if (item->stats.food <= 0) |
1765 | { |
1570 | { |
1766 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1571 | op->contr->play_sound (sound_find ("wand_poof")); |
1767 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1572 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
|
|
1573 | |
1768 | return; |
1574 | return; |
1769 | } |
1575 | } |
1770 | } |
1576 | } |
1771 | else if (item->type == ROD || item->type == HORN) |
1577 | else if (item->type == ROD || item->type == HORN) |
1772 | { |
1578 | { |
1773 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1579 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1580 | |
|
|
1581 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1582 | // for a rod or horn, this fixes some broken rods. |
|
|
1583 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1774 | { |
1584 | { |
1775 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1585 | op->contr->play_sound (sound_find ("wand_poof")); |
|
|
1586 | |
1776 | if (item->type == ROD) |
1587 | if (item->type == ROD) |
1777 | 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)); |
1778 | else |
1589 | else |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1590 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
|
|
1591 | |
1780 | return; |
1592 | return; |
1781 | } |
1593 | } |
1782 | } |
1594 | } |
1783 | |
1595 | |
1784 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1596 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1785 | { |
1597 | { |
1786 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1598 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1599 | |
1787 | if (item->type == WAND) |
1600 | if (item->type == WAND) |
1788 | { |
1601 | { |
1789 | if (!(--item->stats.food)) |
1602 | if (!(--item->stats.food)) |
1790 | { |
1603 | { |
1791 | object *tmp; |
1604 | object *tmp; |
1792 | |
1605 | |
1793 | if (item->arch) |
1606 | if (item->arch) |
1794 | { |
1607 | { |
1795 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1608 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1796 | item->face = item->arch->clone.face; |
1609 | item->face = item->arch->face; |
1797 | item->set_speed (0); |
1610 | item->set_speed (0); |
1798 | } |
1611 | } |
1799 | |
1612 | |
1800 | if ((tmp = item->in_player ())) |
1613 | if (object *pl = item->visible_to ()) |
1801 | esrv_update_item (UPD_ANIM, tmp, item); |
1614 | esrv_update_item (UPD_ANIM, pl, item); |
1802 | } |
1615 | } |
1803 | } |
1616 | } |
1804 | else if (item->type == ROD || item->type == HORN) |
1617 | else if (item->type == ROD || item->type == HORN) |
1805 | drain_rod_charge (item); |
1618 | drain_rod_charge (item); |
1806 | } |
1619 | } |
1807 | } |
1620 | } |
1808 | |
1621 | |
1809 | /* Received a fire command for the player - go and do it. |
1622 | /* Received a fire command for the player - go and do it. |
1810 | */ |
1623 | */ |
1811 | void |
1624 | bool |
1812 | fire (object *op, int dir) |
1625 | fire (object *who, int dir) |
1813 | { |
1626 | { |
1814 | int spellcost = 0; |
1627 | int spellcost = 0; |
1815 | |
1628 | |
|
|
1629 | player *pl = who->contr; |
|
|
1630 | |
|
|
1631 | if (pl->golem) |
|
|
1632 | { |
|
|
1633 | control_golem (who->contr->golem, dir); |
|
|
1634 | return false; |
|
|
1635 | } |
|
|
1636 | |
|
|
1637 | object *ob = pl->ranged_ob; |
|
|
1638 | |
|
|
1639 | if (!ob) |
|
|
1640 | return false; |
|
|
1641 | |
|
|
1642 | if (who->speed_left > 0.f) |
|
|
1643 | --who->speed_left; |
|
|
1644 | else |
|
|
1645 | return false; |
|
|
1646 | |
|
|
1647 | if (!who->apply (ob)) |
|
|
1648 | return false; |
|
|
1649 | |
1816 | /* check for loss of invisiblity/hide */ |
1650 | /* check for loss of invisiblity/hide */ |
1817 | if (action_makes_visible (op)) |
1651 | if (action_makes_visible (who)) |
1818 | make_visible (op); |
1652 | make_visible (who); |
1819 | |
1653 | |
1820 | switch (op->contr->shoottype) |
1654 | switch (ob->type) |
1821 | { |
1655 | { |
1822 | case range_none: |
1656 | case BOW: |
1823 | return; |
|
|
1824 | |
|
|
1825 | case range_bow: |
|
|
1826 | player_fire_bow (op, dir); |
1657 | player_fire_bow (who, dir); |
1827 | return; |
1658 | break; |
1828 | |
1659 | |
1829 | case range_magic: /* Casting spells */ |
1660 | case SPELL: |
1830 | spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); |
1661 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1831 | return; |
1662 | break; |
1832 | |
1663 | |
1833 | case range_misc: |
1664 | case BUILDER: |
1834 | fire_misc_object (op, dir); |
|
|
1835 | return; |
|
|
1836 | |
|
|
1837 | case range_golem: /* Control summoned monsters from scrolls */ |
|
|
1838 | if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
1839 | { |
|
|
1840 | op->contr->ranges[range_golem] = 0; |
|
|
1841 | op->contr->shoottype = range_none; |
|
|
1842 | } |
|
|
1843 | else |
|
|
1844 | control_golem (op->contr->ranges[range_golem], dir); |
|
|
1845 | return; |
|
|
1846 | |
|
|
1847 | case range_skill: |
|
|
1848 | if (!op->chosen_skill) |
|
|
1849 | { |
|
|
1850 | if (op->type == PLAYER) |
|
|
1851 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
|
|
1852 | return; |
|
|
1853 | } |
|
|
1854 | |
|
|
1855 | do_skill (op, op, op->chosen_skill, dir, NULL); |
|
|
1856 | return; |
|
|
1857 | case range_builder: |
|
|
1858 | apply_map_builder (op, dir); |
1665 | apply_map_builder (who, dir); |
1859 | return; |
1666 | break; |
|
|
1667 | |
|
|
1668 | case SKILL: |
|
|
1669 | do_skill (who, who, ob, dir, 0); |
|
|
1670 | break; |
|
|
1671 | |
|
|
1672 | case RANGED: |
|
|
1673 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1674 | break; |
|
|
1675 | |
1860 | default: |
1676 | default: |
1861 | new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); |
1677 | fire_misc_object (who, dir); |
1862 | return; |
1678 | break; |
1863 | } |
1679 | } |
1864 | } |
|
|
1865 | |
1680 | |
|
|
1681 | return true; |
|
|
1682 | } |
1866 | |
1683 | |
1867 | |
1684 | static object * |
1868 | /* find_key |
|
|
1869 | * We try to find a key for the door as passed. If we find a key |
|
|
1870 | * and successfully use it, we return the key, otherwise NULL |
|
|
1871 | * This function merges both normal and locked door, since the logic |
|
|
1872 | * for both is the same - just the specific key is different. |
|
|
1873 | * pl is the player, |
|
|
1874 | * inv is the objects inventory to searched |
|
|
1875 | * door is the door we are trying to match against. |
|
|
1876 | * This function can be called recursively to search containers. |
|
|
1877 | */ |
|
|
1878 | |
|
|
1879 | object * |
|
|
1880 | find_key (object *pl, object *container, object *door) |
1685 | find_key_ (object *pl, object *container, object *door) |
1881 | { |
1686 | { |
1882 | object *tmp, *key; |
1687 | object *tmp, *key; |
1883 | |
1688 | |
1884 | /* Should not happen, but sanity checking is never bad */ |
1689 | /* Should not happen, but sanity checking is never bad */ |
1885 | if (container->inv == NULL) |
1690 | if (!container->inv) |
1886 | return NULL; |
1691 | return 0; |
1887 | |
1692 | |
1888 | /* First, lets try to find a key in the top level inventory */ |
1693 | /* First, lets try to find a key in the top level inventory */ |
1889 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1694 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1890 | { |
1695 | { |
1891 | if (door->type == DOOR && tmp->type == KEY) |
1696 | if (door->type == DOOR && tmp->type == KEY) |
1892 | break; |
1697 | break; |
|
|
1698 | |
1893 | /* For sanity, we should really check door type, but other stuff |
1699 | /* For sanity, we should really check door type, but other stuff |
1894 | * (like containers) can be locked with special keys |
1700 | * (like containers) can be locked with special keys |
1895 | */ |
1701 | */ |
1896 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1702 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1897 | break; |
1703 | break; |
1898 | } |
1704 | } |
|
|
1705 | |
1899 | /* No key found - lets search inventories now */ |
1706 | /* No key found - lets search inventories now */ |
1900 | /* If we find and use a key in an inventory, return at that time. |
1707 | /* If we find and use a key in an inventory, return at that time. |
1901 | * otherwise, if we search all the inventories and still don't find |
1708 | * otherwise, if we search all the inventories and still don't find |
1902 | * a key, return |
1709 | * a key, return |
1903 | */ |
1710 | */ |
1904 | if (!tmp) |
1711 | if (!tmp) |
1905 | { |
1712 | { |
1906 | for (tmp = container->inv; tmp != NULL; tmp = tmp->below) |
1713 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1907 | { |
|
|
1908 | /* No reason to search empty containers */ |
1714 | /* No reason to search empty containers */ |
1909 | if (tmp->type == CONTAINER && tmp->inv) |
1715 | if (tmp->type == CONTAINER && tmp->inv) |
1910 | { |
|
|
1911 | if ((key = find_key (pl, tmp, door)) != NULL) |
1716 | if ((key = find_key_ (pl, tmp, door))) |
1912 | return key; |
1717 | return key; |
1913 | } |
1718 | |
1914 | } |
|
|
1915 | if (!tmp) |
1719 | if (!tmp) |
1916 | return NULL; |
1720 | return 0; |
1917 | } |
1721 | } |
|
|
1722 | |
1918 | /* We get down here if we have found a key. Now if its in a container, |
1723 | /* We get down here if we have found a key. Now if its in a container, |
1919 | * see if we actually want to use it |
1724 | * see if we actually want to use it |
1920 | */ |
1725 | */ |
1921 | if (pl != container) |
1726 | if (pl != container) |
1922 | { |
1727 | { |
1923 | /* Only let players use keys in containers */ |
1728 | /* Only let players use keys in containers */ |
1924 | if (!pl->contr) |
1729 | if (!pl->contr) |
1925 | return NULL; |
1730 | return 0; |
|
|
1731 | |
1926 | /* cases where this fails: |
1732 | /* cases where this fails: |
1927 | * If we only search the player inventory, return now since we |
1733 | * If we only search the player inventory, return now since we |
1928 | * are not in the players inventory. |
1734 | * are not in the players inventory. |
1929 | * If the container is not active, return now since only active |
1735 | * If the container is not active, return now since only active |
1930 | * containers can be used. |
1736 | * containers can be used. |
… | |
… | |
1934 | * inv must have been an container and must have been active. |
1740 | * inv must have been an container and must have been active. |
1935 | * |
1741 | * |
1936 | * Change the color so that the message doesn't disappear with |
1742 | * Change the color so that the message doesn't disappear with |
1937 | * all the others. |
1743 | * all the others. |
1938 | */ |
1744 | */ |
1939 | if (pl->contr->usekeys == key_inventory || |
1745 | if (pl->contr->usekeys == key_inventory |
1940 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1746 | || !QUERY_FLAG (container, FLAG_APPLIED) |
1941 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1747 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1942 | { |
1748 | { |
1943 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1749 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1944 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1750 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1945 | return NULL; |
1751 | return NULL; |
1946 | } |
1752 | } |
1947 | } |
1753 | } |
|
|
1754 | |
1948 | return tmp; |
1755 | return tmp; |
|
|
1756 | } |
|
|
1757 | |
|
|
1758 | /* find_key |
|
|
1759 | * We try to find a key for the door as passed. If we find a key |
|
|
1760 | * and successfully use it, we return the key, otherwise NULL |
|
|
1761 | * This function merges both normal and locked door, since the logic |
|
|
1762 | * for both is the same - just the specific key is different. |
|
|
1763 | * pl is the player, |
|
|
1764 | * inv is the objects inventory to searched |
|
|
1765 | * door is the door we are trying to match against. |
|
|
1766 | * This function can be called recursively to search containers. |
|
|
1767 | */ |
|
|
1768 | object * |
|
|
1769 | find_key (object *pl, object *container, object *door) |
|
|
1770 | { |
|
|
1771 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1772 | { |
|
|
1773 | // for match expressions, we try to find the key by applying the match |
|
|
1774 | // to the op itself, which is supposed to find the "key", instead |
|
|
1775 | // of searching through containers ourselves. |
|
|
1776 | |
|
|
1777 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1778 | } |
|
|
1779 | else |
|
|
1780 | return find_key_ (pl, container, door); |
1949 | } |
1781 | } |
1950 | |
1782 | |
1951 | /* moved door processing out of move_player_attack. |
1783 | /* moved door processing out of move_player_attack. |
1952 | * returns 1 if player has opened the door with a key |
1784 | * returns 1 if player has opened the door with a key |
1953 | * such that the caller should not do anything more, |
1785 | * such that the caller should not do anything more, |
1954 | * 0 otherwise |
1786 | * 0 otherwise |
1955 | */ |
1787 | */ |
1956 | static int |
1788 | static int |
1957 | player_attack_door (object *op, object *door) |
1789 | player_attack_door (object *op, object *door) |
1958 | { |
1790 | { |
1959 | /* If its a door, try to find a use a key. If we do destroy the door, |
1791 | /* If its a door, try to find a key. If we do destroy the door, |
1960 | * might as well return immediately as there is nothing more to do - |
1792 | * might as well return immediately as there is nothing more to do - |
1961 | * otherwise, we fall through to the rest of the code. |
1793 | * otherwise, we fall through to the rest of the code. |
1962 | */ |
1794 | */ |
1963 | object *key = find_key (op, op, door); |
1795 | object *key = find_key (op, op, door); |
1964 | |
1796 | |
1965 | /* IF we found a key, do some extra work */ |
1797 | /* If we found a key, do some extra work */ |
1966 | if (key) |
1798 | if (key) |
1967 | { |
1799 | { |
1968 | object *container = key->env; |
1800 | object *container = key->env; |
1969 | |
1801 | |
1970 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1971 | if (action_makes_visible (op)) |
1802 | if (action_makes_visible (op)) |
1972 | make_visible (op); |
1803 | make_visible (op); |
|
|
1804 | |
1973 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1805 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1974 | spring_trap (door->inv, op); |
1806 | spring_trap (door->inv, op); |
|
|
1807 | |
1975 | if (door->type == DOOR) |
1808 | if (door->type == DOOR) |
1976 | { |
|
|
1977 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1809 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1978 | } |
|
|
1979 | else if (door->type == LOCKED_DOOR) |
1810 | else if (door->type == LOCKED_DOOR) |
1980 | { |
1811 | { |
1981 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1812 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1982 | remove_door2 (door); /* remove door without violence ;-) */ |
1813 | remove_door2 (door); /* remove door without violence ;-) */ |
1983 | } |
1814 | } |
|
|
1815 | |
1984 | /* Do this after we print the message */ |
1816 | /* Do this after we print the message */ |
1985 | decrease_ob (key); /* Use up one of the keys */ |
1817 | key->decrease (); /* Use up one of the keys */ |
1986 | /* Need to update the weight the container the key was in */ |
1818 | |
1987 | if (container != op) |
|
|
1988 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
1989 | return 1; /* Nothing more to do below */ |
1819 | return 1; /* Nothing more to do below */ |
1990 | } |
1820 | } |
1991 | else if (door->type == LOCKED_DOOR) |
1821 | else if (door->type == LOCKED_DOOR) |
1992 | { |
1822 | { |
1993 | /* Might as well return now - no other way to open this */ |
1823 | /* Might as well return now - no other way to open this */ |
1994 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1824 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
1995 | return 1; |
1825 | return 1; |
1996 | } |
1826 | } |
|
|
1827 | |
1997 | return 0; |
1828 | return 0; |
1998 | } |
1829 | } |
1999 | |
1830 | |
2000 | /* This function is just part of a breakup from move_player. |
1831 | /* This function is just part of a breakup from move_player. |
2001 | * It should keep the code cleaner. |
1832 | * It should keep the code cleaner. |
2002 | * When this is called, the players direction has been updated |
1833 | * When this is called, the players direction has been updated |
2003 | * (taking into account confusion.) The player is also actually |
1834 | * (taking into account confusion.) The player is also actually |
2004 | * going to try and move (not fire weapons). |
1835 | * going to try and move (not fire weapons). |
2005 | */ |
1836 | */ |
2006 | void |
1837 | bool |
2007 | move_player_attack (object *op, int dir) |
1838 | move_player_attack (object *op, int dir) |
2008 | { |
1839 | { |
2009 | object *tmp, *mon; |
1840 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2010 | sint16 nx, ny; |
1841 | { |
2011 | int on_battleground; |
1842 | --op->speed_left; |
2012 | maptile *m; |
1843 | return true; |
|
|
1844 | } |
2013 | |
1845 | |
2014 | nx = freearr_x[dir] + op->x; |
1846 | sint16 nx = freearr_x[dir] + op->x; |
2015 | ny = freearr_y[dir] + op->y; |
1847 | sint16 ny = freearr_y[dir] + op->y; |
2016 | |
1848 | |
2017 | on_battleground = op_on_battleground (op, 0, 0); |
1849 | if (out_of_map (op->map, nx, ny)) |
|
|
1850 | return false; |
2018 | |
1851 | |
2019 | /* 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 |
2020 | * map, attack it. Note order of if statement is important - don't |
1853 | * map, attack it. Note order of if statement is important - don't |
2021 | * want to be calling move_ob if braced, because move_ob will move the |
1854 | * want to be calling move_ob if braced, because move_ob will move the |
2022 | * player. This is a pretty nasty hack, because if we could |
1855 | * player. This is a pretty nasty hack, because if we could |
2023 | * move to some space, it then means that if we are braced, we should |
1856 | * move to some space, it then means that if we are braced, we should |
2024 | * do nothing at all. As it is, if we are braced, we go through |
1857 | * do nothing at all. As it is, if we are braced, we go through |
2025 | * quite a bit of processing. However, it probably is less than what |
1858 | * quite a bit of processing. However, it probably is less than what |
2026 | * move_ob uses. |
1859 | * move_ob uses. |
2027 | */ |
1860 | */ |
2028 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1861 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1862 | |
|
|
1863 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1864 | * we find a monster - that is something we know we want to attack. |
|
|
1865 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1866 | * on the space |
|
|
1867 | */ |
|
|
1868 | object *mon; |
|
|
1869 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1870 | { |
|
|
1871 | if ((mon->flag [FLAG_ALIVE] |
|
|
1872 | || mon->type == LOCKED_DOOR |
|
|
1873 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1874 | && mon != op) |
|
|
1875 | break; |
2029 | { |
1876 | } |
2030 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1877 | |
|
|
1878 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1879 | return false; /* into a wall */ |
|
|
1880 | |
|
|
1881 | mon = mon->head_ (); |
|
|
1882 | |
|
|
1883 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1884 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1885 | if (player_attack_door (op, mon)) |
|
|
1886 | { |
|
|
1887 | --op->contr->weapon_sp_left; |
|
|
1888 | return true; |
2031 | { |
1889 | } |
2032 | m = op->map->xy_find (nx, ny); |
1890 | |
2033 | if (!m) |
1891 | /* The following deals with possibly attacking peaceful |
2034 | return; /* Don't think this should happen */ |
1892 | * or friendly creatures. Basically, all players are considered |
|
|
1893 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1894 | * object should be pushed instead of attacked. It is assumed that |
|
|
1895 | * if you are braced, you will not attack friends accidently, |
|
|
1896 | * and thus will not push them. |
|
|
1897 | */ |
|
|
1898 | |
|
|
1899 | /* If the creature is a pet, push it even if the player is not |
|
|
1900 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1901 | * player owns it and it is either friendly or unagressive. |
|
|
1902 | */ |
|
|
1903 | if (op->type == PLAYER |
|
|
1904 | && ((mon->owner && mon->owner->contr |
|
|
1905 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1906 | || mon->owner == op) |
|
|
1907 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
1908 | { |
|
|
1909 | /* If we're braced, we don't want to switch places with it */ |
|
|
1910 | if (op->contr->braced) |
|
|
1911 | return false; |
|
|
1912 | |
|
|
1913 | if (op->speed_left > 0.f) |
|
|
1914 | { |
|
|
1915 | --op->speed_left; |
|
|
1916 | |
|
|
1917 | op->play_sound (sound_find ("push_player")); |
|
|
1918 | push_ob (mon, dir, op); |
|
|
1919 | |
|
|
1920 | if (action_makes_visible (op)) |
|
|
1921 | make_visible (op); |
|
|
1922 | |
|
|
1923 | return true; |
2035 | } |
1924 | } |
2036 | else |
1925 | else |
2037 | m = op->map; |
|
|
2038 | |
|
|
2039 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2040 | return; |
1926 | return false; |
|
|
1927 | } |
2041 | |
1928 | |
2042 | mon = 0; |
1929 | bool on_battleground = op_on_battleground (op, 0, 0); |
2043 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2044 | * we find a monster - that is something we know we want to attack. |
|
|
2045 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2046 | * on the space |
|
|
2047 | */ |
|
|
2048 | while (tmp) |
|
|
2049 | { |
|
|
2050 | if (tmp == op) |
|
|
2051 | { |
|
|
2052 | tmp = tmp->above; |
|
|
2053 | continue; |
|
|
2054 | } |
|
|
2055 | |
1930 | |
2056 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2057 | { |
|
|
2058 | mon = tmp; |
|
|
2059 | break; |
|
|
2060 | } |
|
|
2061 | |
|
|
2062 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2063 | mon = tmp; |
|
|
2064 | |
|
|
2065 | tmp = tmp->above; |
|
|
2066 | } |
|
|
2067 | |
|
|
2068 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2069 | return; /* into a wall */ |
|
|
2070 | |
|
|
2071 | if (mon->head) |
|
|
2072 | mon = mon->head; |
|
|
2073 | |
|
|
2074 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2075 | if (player_attack_door (op, mon)) |
|
|
2076 | return; |
|
|
2077 | |
|
|
2078 | /* The following deals with possibly attacking peaceful |
|
|
2079 | * or frienddly creatures. Basically, all players are considered |
|
|
2080 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2081 | * object should be pushed instead of attacked. It is assumed that |
|
|
2082 | * if you are braced, you will not attack friends accidently, |
|
|
2083 | * and thus will not push them. |
|
|
2084 | */ |
|
|
2085 | |
|
|
2086 | /* If the creature is a pet, push it even if the player is not |
|
|
2087 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2088 | * player owns it and it is either friendly or unagressive. |
|
|
2089 | */ |
|
|
2090 | if ((op->type == PLAYER) |
|
|
2091 | #if COZY_SERVER |
|
|
2092 | && |
|
|
2093 | ((mon->owner && mon->owner->contr |
|
|
2094 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2095 | #else |
|
|
2096 | && mon->owner == op |
|
|
2097 | #endif |
|
|
2098 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2099 | { |
|
|
2100 | /* If we're braced, we don't want to switch places with it */ |
|
|
2101 | if (op->contr->braced) |
|
|
2102 | return; |
|
|
2103 | |
|
|
2104 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2105 | (void) push_ob (mon, dir, op); |
|
|
2106 | if (op->contr->tmp_invis || op->hide) |
|
|
2107 | make_visible (op); |
|
|
2108 | |
|
|
2109 | return; |
|
|
2110 | } |
|
|
2111 | |
|
|
2112 | /* in certain circumstances, you shouldn't attack friendly |
1931 | /* in certain circumstances, you shouldn't attack friendly |
2113 | * creatures. Note that if you are braced, you can't push |
1932 | * creatures. Note that if you are braced, you can't push |
2114 | * 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 |
2115 | * attack them either. |
1934 | * attack them either. |
2116 | */ |
1935 | */ |
2117 | if ((mon->type == PLAYER || mon->enemy != op) && |
1936 | if ((mon->type == PLAYER || mon->enemy != op) |
2118 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1937 | && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) |
2119 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2120 | (op->contr->peaceful |
1938 | && ((op->contr->peaceful |
2121 | || (mon->type == PLAYER |
1939 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2122 | && mon->contr-> |
|
|
2123 | peaceful)) && |
|
|
2124 | #else |
|
|
2125 | op->contr->peaceful && |
|
|
2126 | #endif |
|
|
2127 | !on_battleground)) |
1940 | && !on_battleground)) |
|
|
1941 | { |
|
|
1942 | if (op->speed_left > 0.f) |
2128 | { |
1943 | { |
|
|
1944 | --op->speed_left; |
|
|
1945 | |
2129 | if (!op->contr->braced) |
1946 | if (!op->contr->braced) |
2130 | { |
1947 | { |
2131 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1948 | op->play_sound (sound_find ("push_player")); |
2132 | push_ob (mon, dir, op); |
1949 | push_ob (mon, dir, op); |
2133 | } |
1950 | } |
2134 | else |
1951 | else |
2135 | new_draw_info (0, 0, op, "You withhold your attack"); |
1952 | op->statusmsg ("You withhold your attack"); |
2136 | |
1953 | |
2137 | if (op->contr->tmp_invis || op->hide) |
1954 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2138 | make_visible (op); |
1955 | make_visible (op); |
2139 | } |
|
|
2140 | |
1956 | |
|
|
1957 | return true; |
|
|
1958 | } |
|
|
1959 | } |
2141 | /* If the object is a boulder or other rollable object, then |
1960 | /* If the object is a boulder or other rollable object, then |
2142 | * roll it if not braced. You can't roll it if you are braced. |
1961 | * roll it if not braced. You can't roll it if you are braced. |
2143 | */ |
1962 | */ |
2144 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1963 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
|
|
1964 | { |
|
|
1965 | if (op->speed_left > 0.f) |
2145 | { |
1966 | { |
|
|
1967 | --op->speed_left; |
|
|
1968 | |
2146 | recursive_roll (mon, dir, op); |
1969 | recursive_roll (mon, dir, op); |
2147 | if (action_makes_visible (op)) |
1970 | if (action_makes_visible (op)) |
2148 | make_visible (op); |
1971 | make_visible (op); |
2149 | } |
|
|
2150 | |
1972 | |
|
|
1973 | return true; |
|
|
1974 | } |
|
|
1975 | } |
2151 | /* Any generic living creature. Including things like doors. |
1976 | /* Any generic living creature. Including things like doors. |
2152 | * Way it works is like this: First, it must have some hit points |
1977 | * Way it works is like this: First, it must have some hit points |
2153 | * and be living. Then, it must be one of the following: |
1978 | * and be living. Then, it must be one of the following: |
2154 | * 1) Not a player, 2) A player, but of a different party. Note |
1979 | * 1) Not a player, 2) A player, but of a different party. Note |
2155 | * that party_number -1 is no party, so attacks can still happen. |
1980 | * that party_number -1 is no party, so attacks can still happen. |
2156 | */ |
1981 | */ |
2157 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1982 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
2158 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1983 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2159 | { |
1984 | { |
2160 | |
1985 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2161 | /* If the player hasn't hit something this tick, and does |
|
|
2162 | * so, give them speed boost based on weapon speed. Doing |
|
|
2163 | * it here is better than process_players2, which basically |
|
|
2164 | * incurred a 1 tick offset. |
|
|
2165 | */ |
|
|
2166 | if (!op->contr->has_hit) |
|
|
2167 | { |
1986 | { |
2168 | op->speed_left += op->speed / op->contr->weapon_sp; |
1987 | --op->contr->weapon_sp_left; |
2169 | |
|
|
2170 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2171 | } |
|
|
2172 | |
1988 | |
2173 | skill_attack (mon, op, 0, 0, 0); |
1989 | skill_attack (mon, op, 0, 0, 0); |
2174 | |
|
|
2175 | /* If attacking another player, that player gets automatic |
|
|
2176 | * hitback, and doesn't loose luck either. |
|
|
2177 | * Disable hitback on the battleground or if the target is |
|
|
2178 | * the wiz. |
|
|
2179 | */ |
|
|
2180 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2181 | { |
|
|
2182 | short luck = mon->stats.luck; |
|
|
2183 | |
|
|
2184 | mon->contr->has_hit = 1; |
|
|
2185 | skill_attack (op, mon, 0, 0, 0); |
|
|
2186 | mon->stats.luck = luck; |
|
|
2187 | } |
|
|
2188 | |
1990 | |
2189 | if (action_makes_visible (op)) |
1991 | if (action_makes_visible (op)) |
2190 | make_visible (op); |
1992 | make_visible (op); |
2191 | } |
|
|
2192 | } /* if player should attack something */ |
|
|
2193 | } |
|
|
2194 | |
1993 | |
2195 | int |
1994 | return true; |
|
|
1995 | } |
|
|
1996 | } |
|
|
1997 | |
|
|
1998 | return false; |
|
|
1999 | } |
|
|
2000 | |
|
|
2001 | bool |
2196 | move_player (object *op, int dir) |
2002 | move_player (object *op, int dir) |
2197 | { |
2003 | { |
2198 | int pick; |
|
|
2199 | |
|
|
2200 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2004 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2201 | return 0; |
2005 | return 0; |
2202 | |
2006 | |
2203 | /* Sanity check: make sure dir is valid */ |
2007 | /* Sanity check: make sure dir is valid */ |
2204 | if ((dir < 0) || (dir >= 9)) |
2008 | if (dir < 0 || dir >= 9) |
2205 | { |
2009 | { |
2206 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2010 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2207 | return 0; |
2011 | return 0; |
2208 | } |
2012 | } |
2209 | |
2013 | |
2210 | /* peterm: added following line */ |
2014 | /* peterm: added following line */ |
2211 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2015 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2212 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2016 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2213 | |
2017 | |
2214 | op->facing = dir; |
2018 | op->facing = dir; |
2215 | |
2019 | |
2216 | if (op->hide) |
2020 | if (op->flag [FLAG_HIDDEN]) |
2217 | do_hidden_move (op); |
2021 | do_hidden_move (op); |
2218 | |
2022 | |
|
|
2023 | bool retval; |
|
|
2024 | int pick = 0; |
|
|
2025 | |
2219 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2026 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2220 | /*nop */ ; |
2027 | retval = RESULT_INT (0); |
2221 | else if (op->contr->fire_on) |
2028 | else if (op->contr->fire_on) |
2222 | fire (op, dir); |
2029 | retval = fire (op, dir); |
2223 | else |
2030 | else |
2224 | { |
2031 | { |
2225 | move_player_attack (op, dir); |
2032 | retval = move_player_attack (op, dir); |
2226 | pick = check_pick (op); |
2033 | pick = check_pick (op); |
2227 | } |
2034 | } |
2228 | |
2035 | |
2229 | /* Add special check for newcs players and fire on - this way, the |
2036 | /* Add special check for newcs players and fire on - this way, the |
2230 | * server can handle repeat firing. |
2037 | * server can handle repeat firing. |
… | |
… | |
2237 | /* Update how the player looks. Use the facing, so direction may |
2044 | /* Update how the player looks. Use the facing, so direction may |
2238 | * get reset to zero. This allows for full animation capabilities |
2045 | * get reset to zero. This allows for full animation capabilities |
2239 | * for players. |
2046 | * for players. |
2240 | */ |
2047 | */ |
2241 | animate_object (op, op->facing); |
2048 | animate_object (op, op->facing); |
2242 | return 0; |
2049 | |
|
|
2050 | return retval; |
2243 | } |
2051 | } |
2244 | |
2052 | |
2245 | /* This is similar to handle_player, below, but is only used by the |
2053 | /* This is similar to handle_player, below, but is only used by the |
2246 | * new client/server stuff. |
2054 | * new client/server stuff. |
2247 | * This is sort of special, in that the new client/server actually uses |
2055 | * This is sort of special, in that the new client/server actually uses |
2248 | * the new speed values for commands. |
2056 | * the new speed values for commands. |
2249 | * |
2057 | * |
2250 | * Returns true if there are more actions we can do. |
2058 | * Returns true if there are more actions we can do. Should not do |
|
|
2059 | * many actions in a row, as that would be too unfair to other |
|
|
2060 | * players. |
2251 | */ |
2061 | */ |
2252 | int |
2062 | bool |
2253 | handle_newcs_player (object *op) |
2063 | handle_newcs_player (object *op) |
2254 | { |
2064 | { |
2255 | if (op->contr->hidden) |
|
|
2256 | { |
|
|
2257 | op->invisible = 1000; |
|
|
2258 | /* the socket code flashes the player visible/invisible |
|
|
2259 | * depending on the value of invisible, so we need to |
|
|
2260 | * alternate it here for it to work correctly. |
|
|
2261 | */ |
|
|
2262 | if (pticks & 2) |
|
|
2263 | op->invisible--; |
|
|
2264 | } |
|
|
2265 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
|
|
2266 | { |
|
|
2267 | op->invisible--; |
|
|
2268 | if (!op->invisible) |
|
|
2269 | { |
|
|
2270 | make_visible (op); |
|
|
2271 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2272 | } |
|
|
2273 | } |
|
|
2274 | |
|
|
2275 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2065 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2276 | { |
2066 | { |
2277 | flee_player (op); |
2067 | if (op->speed_left > 0.f) |
2278 | /* If player is still scared, that is his action for this tick */ |
|
|
2279 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2280 | { |
2068 | { |
2281 | op->speed_left--; |
2069 | --op->speed_left; |
|
|
2070 | flee_player (op); |
|
|
2071 | |
2282 | return 0; |
2072 | return true; |
2283 | } |
2073 | } |
|
|
2074 | else |
|
|
2075 | return false; |
2284 | } |
2076 | } |
2285 | |
|
|
2286 | /* I've been seeing crashes where the golem has been destroyed, but |
|
|
2287 | * the player object still points to the defunct golem. The code that |
|
|
2288 | * destroys the golem looks correct, and it doesn't always happen, so |
|
|
2289 | * put this in a a workaround to clean up the golem pointer. |
|
|
2290 | */ |
|
|
2291 | if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED)) |
|
|
2292 | op->contr->ranges[range_golem] = 0; |
|
|
2293 | |
2077 | |
2294 | /* call this here - we also will call this in do_ericserver, but |
2078 | /* call this here - we also will call this in do_ericserver, but |
2295 | * the players time has been increased when doericserver has been |
2079 | * the players time has been increased when doericserver has been |
2296 | * called, so we recheck it here. |
2080 | * called, so we recheck it here. |
2297 | */ |
2081 | */ |
2298 | if (op->contr->ns->handle_command ()) |
2082 | if (op->contr->ns->handle_command ()) |
2299 | return 1; |
2083 | return true; |
2300 | |
2084 | |
2301 | if (op->speed_left > 0) |
|
|
2302 | { |
|
|
2303 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2085 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2304 | { |
|
|
2305 | /* All move commands take 1 tick, at least for now */ |
|
|
2306 | op->speed_left--; |
|
|
2307 | |
|
|
2308 | /* Instead of all the stuff below, let move_player take care |
|
|
2309 | * of it. Also, some of the skill stuff is only put in |
|
|
2310 | * there, as well as the confusion stuff. |
|
|
2311 | */ |
|
|
2312 | move_player (op, op->direction); |
2086 | return move_player (op, op->direction); |
2313 | |
2087 | |
2314 | return op->speed_left > 0; |
|
|
2315 | } |
|
|
2316 | } |
|
|
2317 | |
|
|
2318 | return 0; |
2088 | return false; |
2319 | } |
2089 | } |
2320 | |
2090 | |
2321 | int |
2091 | static int |
2322 | save_life (object *op) |
2092 | save_life (object *op) |
2323 | { |
2093 | { |
2324 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2094 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2325 | return 0; |
2095 | return 0; |
2326 | |
2096 | |
2327 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2097 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2328 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2098 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2329 | { |
2099 | { |
2330 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2100 | op->play_sound (sound_find ("ob_evaporate")); |
2331 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2101 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2332 | |
|
|
2333 | if (op->contr) |
|
|
2334 | esrv_del_item (op->contr, tmp->count); |
|
|
2335 | |
2102 | |
2336 | tmp->destroy (); |
2103 | tmp->destroy (); |
2337 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2104 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2338 | |
2105 | |
2339 | if (op->stats.hp < 0) |
2106 | if (op->stats.hp < 0) |
2340 | op->stats.hp = op->stats.maxhp; |
2107 | op->stats.hp = op->stats.maxhp; |
2341 | |
2108 | |
2342 | if (op->stats.food < 0) |
2109 | if (op->stats.food < 0) |
2343 | op->stats.food = 999; |
2110 | op->stats.food = MAX_FOOD; |
2344 | |
2111 | |
2345 | op->update_stats (); |
2112 | op->update_stats (); |
2346 | return 1; |
2113 | return 1; |
2347 | } |
2114 | } |
2348 | |
2115 | |
… | |
… | |
2352 | return 0; |
2119 | return 0; |
2353 | } |
2120 | } |
2354 | |
2121 | |
2355 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2122 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2356 | * back in the map (location and map determined by values of env). This |
2123 | * back in the map (location and map determined by values of env). This |
2357 | * function will descend into containers. op is the object to start the search |
2124 | * function will descend into containers. op is the object to start the search |
2358 | * from. |
2125 | * from. |
2359 | */ |
2126 | */ |
|
|
2127 | static void |
|
|
2128 | drop_unpaid_items (object *op, object *env) |
|
|
2129 | { |
|
|
2130 | while (op) |
|
|
2131 | { |
|
|
2132 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2133 | |
|
|
2134 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2135 | op->insert_at (env); |
|
|
2136 | else if (op->inv) |
|
|
2137 | drop_unpaid_items (op->inv, env); |
|
|
2138 | |
|
|
2139 | op = next; |
|
|
2140 | } |
|
|
2141 | } |
|
|
2142 | |
2360 | void |
2143 | void |
2361 | remove_unpaid_objects (object *op, object *env) |
2144 | object::drop_unpaid_items () |
2362 | { |
2145 | { |
2363 | object *next; |
2146 | if (!flag [FLAG_REMOVED]) |
2364 | |
2147 | ::drop_unpaid_items (inv, this); |
2365 | while (op) |
|
|
2366 | { |
|
|
2367 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2368 | |
|
|
2369 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2370 | { |
|
|
2371 | if (env->type == PLAYER) |
|
|
2372 | esrv_del_item (env->contr, op->count); |
|
|
2373 | |
|
|
2374 | op->insert_at (env); |
|
|
2375 | } |
|
|
2376 | else if (op->inv) |
|
|
2377 | remove_unpaid_objects (op->inv, env); |
|
|
2378 | |
|
|
2379 | op = next; |
|
|
2380 | } |
|
|
2381 | } |
|
|
2382 | |
|
|
2383 | /* |
|
|
2384 | * Returns pointer a static string containing gravestone text |
|
|
2385 | * Moved from apply.c to player.c - player.c is what |
|
|
2386 | * actually uses this function. player.c may not be quite the |
|
|
2387 | * best, a misc file for object actions is probably better, |
|
|
2388 | * but there isn't one in the server directory. |
|
|
2389 | */ |
|
|
2390 | char * |
|
|
2391 | gravestone_text (object *op) |
|
|
2392 | { |
|
|
2393 | static char buf2[MAX_BUF]; |
|
|
2394 | char buf[MAX_BUF]; |
|
|
2395 | time_t now = time (NULL); |
|
|
2396 | |
|
|
2397 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2398 | if (op->type == PLAYER) |
|
|
2399 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2400 | else |
|
|
2401 | sprintf (buf, "%s\n", &op->name); |
|
|
2402 | |
|
|
2403 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2404 | strcat (buf2, buf); |
|
|
2405 | if (op->type == PLAYER) |
|
|
2406 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2407 | else |
|
|
2408 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2409 | |
|
|
2410 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2411 | strcat (buf2, buf); |
|
|
2412 | if (op->type == PLAYER) |
|
|
2413 | { |
|
|
2414 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2415 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2416 | strcat (buf2, buf); |
|
|
2417 | } |
|
|
2418 | |
|
|
2419 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2420 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2421 | strcat (buf2, buf); |
|
|
2422 | |
|
|
2423 | return buf2; |
|
|
2424 | } |
2148 | } |
2425 | |
2149 | |
2426 | void |
2150 | void |
2427 | do_some_living (object *op) |
2151 | do_some_living (object *op) |
2428 | { |
2152 | { |
… | |
… | |
2435 | int rate_grace = 2000; |
2159 | int rate_grace = 2000; |
2436 | const int max_hp = 1; |
2160 | const int max_hp = 1; |
2437 | const int max_sp = 1; |
2161 | const int max_sp = 1; |
2438 | const int max_grace = 1; |
2162 | const int max_grace = 1; |
2439 | |
2163 | |
2440 | if (op->contr->outputs_sync) |
2164 | if (op->contr->hidden) |
|
|
2165 | { |
|
|
2166 | op->invisible = 1000; |
|
|
2167 | /* the socket code flashes the player visible/invisible |
|
|
2168 | * depending on the value of invisible, so we need to |
|
|
2169 | * alternate it here for it to work correctly. |
|
|
2170 | */ |
|
|
2171 | if (pticks & 2) |
|
|
2172 | op->invisible--; |
2441 | { |
2173 | } |
2442 | for (i = 0; i < NUM_OUTPUT_BUFS; i++) |
2174 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2443 | if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) |
2175 | { |
2444 | flush_output_element (op, &op->contr->outputs[i]); |
2176 | if (!op->invisible--) |
|
|
2177 | { |
|
|
2178 | make_visible (op); |
|
|
2179 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
|
|
2180 | } |
2445 | } |
2181 | } |
2446 | |
2182 | |
2447 | if (op->contr->ns->state == ST_PLAYING) |
2183 | if (op->contr->ns->state == ST_PLAYING) |
2448 | { |
2184 | { |
2449 | /* these next three if clauses make it possible to SLOW DOWN |
2185 | /* these next three if clauses make it possible to SLOW DOWN |
… | |
… | |
2468 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2204 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2469 | else |
2205 | else |
2470 | { |
2206 | { |
2471 | gen_grace = op->stats.maxgrace; |
2207 | gen_grace = op->stats.maxgrace; |
2472 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2208 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2473 | } |
|
|
2474 | |
|
|
2475 | /* Regenerate Spell Points */ |
|
|
2476 | if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) |
|
|
2477 | { |
|
|
2478 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2479 | if (op->stats.sp < op->stats.maxsp) |
|
|
2480 | { |
|
|
2481 | op->stats.sp++; |
|
|
2482 | /* dms do not consume food */ |
|
|
2483 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2484 | { |
|
|
2485 | op->stats.food--; |
|
|
2486 | if (op->contr->digestion < 0) |
|
|
2487 | op->stats.food += op->contr->digestion; |
|
|
2488 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2489 | op->stats.food = last_food; |
|
|
2490 | } |
|
|
2491 | } |
|
|
2492 | |
|
|
2493 | if (max_sp > 1) |
|
|
2494 | { |
|
|
2495 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2496 | if (over_sp > 0) |
|
|
2497 | { |
|
|
2498 | if (op->stats.sp < op->stats.maxsp) |
|
|
2499 | { |
|
|
2500 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2501 | |
|
|
2502 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2503 | op->stats.sp--; |
|
|
2504 | |
|
|
2505 | if (op->stats.sp > op->stats.maxsp) |
|
|
2506 | op->stats.sp = op->stats.maxsp; |
|
|
2507 | } |
|
|
2508 | op->last_sp = 0; |
|
|
2509 | } |
|
|
2510 | else |
|
|
2511 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2512 | } |
|
|
2513 | else |
|
|
2514 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2515 | } |
2209 | } |
2516 | |
2210 | |
2517 | /* Regenerate Grace */ |
2211 | /* Regenerate Grace */ |
2518 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2212 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2519 | if (--op->last_grace < 0) |
2213 | if (--op->last_grace < 0) |
… | |
… | |
2540 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2234 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2541 | } |
2235 | } |
2542 | /* wearing stuff doesn't detract from grace generation. */ |
2236 | /* wearing stuff doesn't detract from grace generation. */ |
2543 | } |
2237 | } |
2544 | |
2238 | |
|
|
2239 | if (op->stats.food > 0) |
|
|
2240 | { |
2545 | /* Regenerate Hit Points */ |
2241 | /* Regenerate Spell Points */ |
2546 | if (--op->last_heal < 0) |
2242 | if (!op->contr->golem && --op->last_sp < 0) |
2547 | { |
|
|
2548 | if (op->stats.hp < op->stats.maxhp) |
|
|
2549 | { |
2243 | { |
2550 | op->stats.hp++; |
2244 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2551 | /* dms do not consume food */ |
2245 | |
2552 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2246 | if (op->stats.sp < op->stats.maxsp) |
2553 | { |
2247 | { |
|
|
2248 | op->stats.sp++; |
|
|
2249 | |
|
|
2250 | /* dms do not consume food */ |
|
|
2251 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2252 | { |
2554 | op->stats.food--; |
2253 | op->stats.food--; |
|
|
2254 | |
2555 | if (op->contr->digestion < 0) |
2255 | if (op->contr->digestion < 0) |
2556 | op->stats.food += op->contr->digestion; |
2256 | op->stats.food += op->contr->digestion; |
2557 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2257 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2558 | op->stats.food = last_food; |
2258 | op->stats.food = last_food; |
|
|
2259 | } |
2559 | } |
2260 | } |
2560 | } |
|
|
2561 | |
2261 | |
2562 | if (max_hp > 1) |
2262 | if (max_sp > 1) |
2563 | { |
|
|
2564 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2565 | if (over_hp > 0) |
|
|
2566 | { |
2263 | { |
2567 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2264 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2265 | if (over_sp > 0) |
|
|
2266 | { |
|
|
2267 | if (op->stats.sp < op->stats.maxsp) |
|
|
2268 | { |
|
|
2269 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2270 | |
|
|
2271 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2272 | op->stats.sp--; |
|
|
2273 | |
|
|
2274 | if (op->stats.sp > op->stats.maxsp) |
|
|
2275 | op->stats.sp = op->stats.maxsp; |
|
|
2276 | } |
|
|
2277 | |
2568 | op->last_heal = 0; |
2278 | op->last_sp = 0; |
|
|
2279 | } |
|
|
2280 | else |
|
|
2281 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2569 | } |
2282 | } |
2570 | else |
2283 | else |
|
|
2284 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2285 | } |
|
|
2286 | |
|
|
2287 | /* Regenerate Hit Points */ |
|
|
2288 | if (--op->last_heal < 0) |
|
|
2289 | { |
|
|
2290 | if (op->stats.hp < op->stats.maxhp) |
2571 | { |
2291 | { |
2572 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2292 | op->stats.hp++; |
|
|
2293 | |
|
|
2294 | /* dms do not consume food */ |
|
|
2295 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2296 | { |
|
|
2297 | op->stats.food--; |
|
|
2298 | |
|
|
2299 | if (op->contr->digestion < 0) |
|
|
2300 | op->stats.food += op->contr->digestion; |
|
|
2301 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2302 | op->stats.food = last_food; |
|
|
2303 | } |
2573 | } |
2304 | } |
|
|
2305 | |
|
|
2306 | if (max_hp > 1) |
|
|
2307 | { |
|
|
2308 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2309 | |
|
|
2310 | if (over_hp > 0) |
|
|
2311 | { |
|
|
2312 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2313 | op->last_heal = 0; |
|
|
2314 | } |
|
|
2315 | else |
|
|
2316 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2574 | } |
2317 | } |
2575 | else |
2318 | else |
2576 | { |
|
|
2577 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2319 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2578 | } |
2320 | } |
2579 | } |
2321 | } |
2580 | |
2322 | |
2581 | /* Digestion */ |
2323 | /* Digestion */ |
2582 | if (--op->last_eat < 0) |
2324 | if (--op->last_eat < 0) |
2583 | { |
2325 | { |
2584 | #ifdef COZY_SERVER |
2326 | int bonus = max (0, op->contr->digestion), |
2585 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2327 | penalty = max (0, -op->contr->digestion); |
2586 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2587 | #else |
|
|
2588 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2589 | #endif |
|
|
2590 | |
2328 | |
2591 | if (op->contr->gen_hp > 0) |
|
|
2592 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2329 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2593 | else |
|
|
2594 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2595 | |
2330 | |
2596 | /* dms do not consume food */ |
2331 | /* dms do not consume food */ |
2597 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2332 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2598 | op->stats.food--; |
2333 | op->stats.food--; |
2599 | } |
2334 | } |
2600 | |
2335 | |
2601 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2336 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2602 | { |
2337 | { |
2603 | object *tmp, *flesh = 0; |
2338 | object *flesh = 0; |
2604 | |
2339 | |
2605 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2340 | for_inv_removable (op, tmp) |
2606 | { |
2341 | { |
2607 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2342 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
2343 | continue; |
|
|
2344 | |
|
|
2345 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2608 | { |
2346 | { |
2609 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2347 | op->statusmsg ("You blindly grab for a bite of food. " |
2610 | { |
2348 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2611 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2349 | op->apply (tmp); |
2612 | manual_apply (op, tmp, 0); |
2350 | |
2613 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2351 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2614 | break; |
2352 | break; |
2615 | } |
2353 | } |
2616 | else if (tmp->type == FLESH) |
2354 | else if (tmp->type == FLESH) |
2617 | flesh = tmp; |
2355 | flesh = tmp; |
2618 | } /* End if paid for object */ |
2356 | } |
2619 | } /* end of for loop */ |
|
|
2620 | |
2357 | |
2621 | /* If player is still starving, it means they don't have any food, so |
2358 | /* If player is still starving, it means they don't have any food, so |
2622 | * eat flesh instead. |
2359 | * eat flesh instead. |
2623 | */ |
2360 | */ |
2624 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2361 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2625 | { |
2362 | { |
2626 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2363 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2364 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2627 | manual_apply (op, flesh, 0); |
2365 | op->apply (flesh); |
2628 | } |
2366 | } |
|
|
2367 | |
|
|
2368 | // If player is still starving, alert him! |
|
|
2369 | if (op->stats.food < 0) |
|
|
2370 | op->failmsg ("You are starving! " |
|
|
2371 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2372 | } |
|
|
2373 | |
|
|
2374 | if (op->stats.food < 0) |
2629 | } |
2375 | { |
|
|
2376 | op->stats.hp += op->stats.food; |
|
|
2377 | op->stats.food = 0; |
2630 | |
2378 | |
2631 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2379 | if (op->stats.hp < 0) |
2632 | op->stats.food++, op->stats.hp--; |
2380 | { |
|
|
2381 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2382 | op->contr->killer->destroy (); |
|
|
2383 | } |
|
|
2384 | } |
2633 | |
2385 | |
|
|
2386 | /* killer should be set here already */ |
2634 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2387 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2635 | kill_player (op); |
2388 | kill_player (op); |
2636 | } |
2389 | } |
2637 | } |
2390 | } |
2638 | |
2391 | |
… | |
… | |
2642 | * file. |
2395 | * file. |
2643 | */ |
2396 | */ |
2644 | void |
2397 | void |
2645 | kill_player (object *op) |
2398 | kill_player (object *op) |
2646 | { |
2399 | { |
2647 | char buf[MAX_BUF]; |
|
|
2648 | int x, y; |
2400 | int x, y; |
2649 | |
|
|
2650 | //int i; |
|
|
2651 | maptile *map; /* this is for resurrection */ |
2401 | maptile *map; /* this is for resurrection */ |
2652 | |
|
|
2653 | /* int z; |
|
|
2654 | int num_stats_lose; |
|
|
2655 | int lost_a_stat; |
|
|
2656 | int lose_this_stat; |
|
|
2657 | int this_stat; */ |
|
|
2658 | int will_kill_again; |
2402 | int will_kill_again; |
2659 | archetype *at; |
2403 | archetype *at; |
2660 | object *tmp; |
2404 | object *tmp; |
2661 | |
2405 | |
2662 | if (save_life (op)) |
2406 | if (save_life (op)) |
2663 | return; |
2407 | return; |
2664 | |
2408 | |
|
|
2409 | dynbuf_text deathtab; |
|
|
2410 | |
|
|
2411 | /* restore player */ |
|
|
2412 | at = archetype::find (shstr_poisoning); |
|
|
2413 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2414 | { |
|
|
2415 | tmp->destroy (); |
|
|
2416 | deathtab << "Your body feels cleansed...\r"; |
|
|
2417 | } |
|
|
2418 | |
|
|
2419 | at = archetype::find (shstr_confusion); |
|
|
2420 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2421 | { |
|
|
2422 | tmp->destroy (); |
|
|
2423 | deathtab << "Your mind feels clearer...\r"; |
|
|
2424 | } |
|
|
2425 | |
|
|
2426 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2427 | |
|
|
2428 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2429 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2430 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2431 | max_it (op->stats.food , 200); |
|
|
2432 | |
|
|
2433 | // remove all spell effects that are active |
|
|
2434 | // to avoid long-term effects such as word-of-recall |
|
|
2435 | for (object *item = op->inv; item; ) |
|
|
2436 | { |
|
|
2437 | object *next = item->below; |
|
|
2438 | |
|
|
2439 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2440 | item->destroy (); |
|
|
2441 | |
|
|
2442 | item = next; |
|
|
2443 | } |
2665 | |
2444 | |
2666 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2445 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2667 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2446 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2668 | * Look at op_on_battleground() for more info --AndreasV |
2447 | * Look at op_on_battleground() for more info --AndreasV |
2669 | */ |
2448 | */ |
2670 | if (op_on_battleground (op, &x, &y)) |
2449 | if (op_on_battleground (op, &x, &y)) |
2671 | { |
2450 | { |
2672 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2451 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2673 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2674 | |
|
|
2675 | /* restore player */ |
|
|
2676 | at = archetype::find ("poisoning"); |
|
|
2677 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2678 | { |
|
|
2679 | tmp->destroy (); |
|
|
2680 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2681 | } |
|
|
2682 | |
|
|
2683 | at = archetype::find ("confusion"); |
|
|
2684 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2685 | { |
|
|
2686 | tmp->destroy (); |
|
|
2687 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2688 | } |
|
|
2689 | |
|
|
2690 | cure_disease (op, 0); /* remove any disease */ |
|
|
2691 | op->stats.hp = op->stats.maxhp; |
|
|
2692 | if (op->stats.food <= 0) |
|
|
2693 | op->stats.food = 999; |
|
|
2694 | |
2452 | |
2695 | /* create a bodypart-trophy to make the winner happy */ |
2453 | /* create a bodypart-trophy to make the winner happy */ |
2696 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2454 | object *tmp = archetype::find (shstr_finger)->instance (); |
2697 | { |
2455 | |
2698 | sprintf (buf, "%s's finger", &op->name); |
2456 | tmp->name = format ("%s's finger" , &op->name); |
2699 | tmp->name = buf; |
2457 | tmp->name_pl = format ("%s's fingers", &op->name); |
2700 | sprintf (buf, " This finger has been cut off %s\n" |
2458 | tmp->msg = format ( |
2701 | " the %s, when he was defeated at\n 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", |
2702 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2460 | &op->name, op->contr->title, |
2703 | tmp->msg = buf; |
2461 | (int)op->level, |
|
|
2462 | op->contr->killer_name () |
|
|
2463 | ); |
2704 | tmp->value = 0, tmp->material = 0, tmp->type = 0; |
2464 | tmp->value = 0, tmp->type = 0; |
2705 | tmp->materialname = NULL; |
2465 | tmp->material = name_to_material (shstr_organic); |
2706 | tmp->insert_at (op, tmp); |
2466 | tmp->insert_at (op, tmp); |
2707 | } |
|
|
2708 | |
2467 | |
2709 | /* teleport defeated player to new destination */ |
2468 | /* teleport defeated player to new destination */ |
2710 | transfer_ob (op, x, y, 0, NULL); |
2469 | transfer_ob (op, x, y, 0, NULL); |
2711 | op->contr->braced = 0; |
2470 | op->contr->braced = 0; |
|
|
2471 | |
|
|
2472 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2712 | return; |
2473 | return; |
2713 | } |
2474 | } |
2714 | |
2475 | |
|
|
2476 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2477 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2478 | |
2715 | INVOKE_PLAYER (DEATH, op->contr); |
2479 | INVOKE_PLAYER (DEATH, op->contr); |
2716 | |
2480 | |
2717 | command_kill_pets (op, 0); |
2481 | command_kill_pets (op, 0); |
2718 | |
2482 | |
2719 | if (op->stats.food < 0) |
2483 | op->contr->play_sound (sound_find ("player_dies")); |
2720 | { |
|
|
2721 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2722 | strcpy (op->contr->killer, "starvation"); |
|
|
2723 | } |
|
|
2724 | else |
|
|
2725 | sprintf (buf, "%s died.", &op->name); |
|
|
2726 | |
|
|
2727 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2728 | |
2484 | |
2729 | /* save the map location for corpse, gravestone */ |
2485 | /* save the map location for corpse, gravestone */ |
2730 | x = op->x; |
2486 | x = op->x; |
2731 | y = op->y; |
2487 | y = op->y; |
2732 | map = op->map; |
2488 | map = op->map; |
… | |
… | |
2760 | |
2516 | |
2761 | lost_a_stat = 0; |
2517 | lost_a_stat = 0; |
2762 | |
2518 | |
2763 | for (z = 0; z < num_stats_lose; z++) |
2519 | for (z = 0; z < num_stats_lose; z++) |
2764 | { |
2520 | { |
2765 | i = RANDOM () % NUM_STATS; |
2521 | i = rndm (NUM_STATS); |
2766 | |
2522 | |
2767 | if (settings.stat_loss_on_death) |
2523 | if (settings.stat_loss_on_death) |
2768 | { |
2524 | { |
2769 | /* Pick a random stat and take a point off it. Tell the player |
2525 | /* Pick a random stat and take a point off it. Tell the player |
2770 | * what he lost. |
2526 | * what he lost. |
… | |
… | |
2777 | lost_a_stat = 1; |
2533 | lost_a_stat = 1; |
2778 | } |
2534 | } |
2779 | else |
2535 | else |
2780 | { |
2536 | { |
2781 | /* deplete a stat */ |
2537 | /* deplete a stat */ |
2782 | archetype *deparch = archetype::find ("depletion"); |
2538 | archetype *deparch = archetype::find (shstr_depletion); |
2783 | object *dep; |
2539 | object *dep; |
2784 | |
2540 | |
2785 | dep = present_arch_in_ob (deparch, op); |
2541 | dep = present_arch_in_ob (deparch, op); |
2786 | if (!dep) |
2542 | if (!dep) |
2787 | { |
2543 | { |
2788 | dep = arch_to_object (deparch); |
2544 | dep = deparch->instance (); |
2789 | insert_ob_in_ob (dep, op); |
2545 | insert_ob_in_ob (dep, op); |
2790 | } |
2546 | } |
2791 | lose_this_stat = 1; |
2547 | lose_this_stat = 1; |
2792 | if (settings.balanced_stat_loss) |
2548 | if (settings.balanced_stat_loss) |
2793 | { |
2549 | { |
… | |
… | |
2821 | } |
2577 | } |
2822 | } |
2578 | } |
2823 | |
2579 | |
2824 | if (lose_this_stat) |
2580 | if (lose_this_stat) |
2825 | { |
2581 | { |
2826 | this_stat = get_attr_value (&(dep->stats), i); |
2582 | this_stat = get_attr_value (&dep->stats, i); |
2827 | /* We could try to do something clever like find another |
2583 | /* We could try to do something clever like find another |
2828 | * stat to reduce if this fails. But chances are, if |
2584 | * stat to reduce if this fails. But chances are, if |
2829 | * stats have been depleted to -50, all are pretty low |
2585 | * stats have been depleted to -50, all are pretty low |
2830 | * and should be roughly the same, so it shouldn't make a |
2586 | * and should be roughly the same, so it shouldn't make a |
2831 | * difference. |
2587 | * difference. |
… | |
… | |
2839 | lost_a_stat = 1; |
2595 | lost_a_stat = 1; |
2840 | } |
2596 | } |
2841 | } |
2597 | } |
2842 | } |
2598 | } |
2843 | } |
2599 | } |
|
|
2600 | |
2844 | /* If no stat lost, tell the player. */ |
2601 | /* If no stat lost, tell the player. */ |
2845 | if (!lost_a_stat) |
2602 | if (!lost_a_stat) |
2846 | { |
2603 | { |
2847 | /* determine_god() seems to not work sometimes... why is this? |
2604 | /* determine_god() seems to not work sometimes... why is this? |
2848 | Should I be using something else? GD */ |
2605 | Should I be using something else? GD */ |
2849 | const char *god = determine_god (op); |
2606 | shstr_tmp god = determine_god (op); |
2850 | |
2607 | |
2851 | if (god && (strcmp (god, "none"))) |
2608 | if (god != shstr_none) |
2852 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2609 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2853 | else |
2610 | else |
2854 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2611 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2855 | } |
2612 | } |
2856 | #else |
2613 | #else |
2857 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2614 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2858 | #endif |
2615 | #endif |
2859 | |
2616 | |
2860 | /* Put a gravestone up where the character 'almost' died. List the |
2617 | /* Put a gravestone up where the character 'almost' died. List the |
2861 | * exp loss on the stone. |
2618 | * exp loss on the stone. |
2862 | */ |
2619 | */ |
2863 | tmp = arch_to_object (archetype::find ("gravestone")); |
2620 | tmp = archetype::find (shstr_gravestone)->instance (); |
2864 | sprintf (buf, "%s's gravestone", &op->name); |
2621 | tmp->name = format ("%s's gravestone", &op->name); |
2865 | tmp->name = buf; |
2622 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2866 | sprintf (buf, "%s's gravestones", &op->name); |
2623 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2867 | tmp->name_pl = buf; |
2624 | &op->name, op->contr->title, op->contr->killer_name ()); |
2868 | 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); |
|
|
2869 | tmp->msg = buf; |
|
|
2870 | tmp->x = op->x, tmp->y = op->y; |
2625 | tmp->x = op->x, tmp->y = op->y; |
2871 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2626 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2872 | |
2627 | |
2873 | /**************************************/ |
2628 | /**************************************/ |
2874 | /* */ |
2629 | /* */ |
2875 | /* Subtract the experience points, */ |
2630 | /* Subtract the experience points, */ |
2876 | /* if we died cause of food, give us */ |
|
|
2877 | /* food, and reset HP's... */ |
|
|
2878 | /* */ |
2631 | /* */ |
2879 | /**************************************/ |
2632 | /**************************************/ |
2880 | |
2633 | |
2881 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2882 | /* restore player */ |
|
|
2883 | at = archetype::find ("poisoning"); |
|
|
2884 | tmp = present_arch_in_ob (at, op); |
|
|
2885 | |
|
|
2886 | if (tmp) |
|
|
2887 | { |
|
|
2888 | tmp->destroy (); |
|
|
2889 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2890 | } |
|
|
2891 | |
|
|
2892 | at = archetype::find ("confusion"); |
|
|
2893 | tmp = present_arch_in_ob (at, op); |
|
|
2894 | if (tmp) |
|
|
2895 | { |
|
|
2896 | tmp->destroy (); |
|
|
2897 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2898 | } |
|
|
2899 | |
|
|
2900 | cure_disease (op, 0); /* remove any disease */ |
|
|
2901 | |
|
|
2902 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2634 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2903 | apply_death_exp_penalty (op); |
2635 | apply_death_exp_penalty (op); |
2904 | if (op->stats.food < 100) |
|
|
2905 | op->stats.food = 900; |
|
|
2906 | op->stats.hp = op->stats.maxhp; |
|
|
2907 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2908 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2909 | |
2636 | |
2910 | /* |
2637 | /* |
2911 | * Check to see if the player is in a shop. IF so, then check to see if |
|
|
2912 | * the player has any unpaid items. If so, remove them and put them back |
2638 | * Check to see if the player has any unpaid items. If so, remove them |
2913 | * in the map. |
2639 | * and put them back in the map. |
2914 | */ |
2640 | */ |
2915 | |
2641 | op->drop_unpaid_items (); |
2916 | if (is_in_shop (op)) |
|
|
2917 | remove_unpaid_objects (op->inv, op); |
|
|
2918 | |
2642 | |
2919 | /****************************************/ |
2643 | /****************************************/ |
2920 | /* */ |
2644 | /* */ |
2921 | /* Move player to his current respawn- */ |
2645 | /* Move player to his current respawn- */ |
2922 | /* position (usually last savebed) */ |
2646 | /* position (usually last savebed) */ |
… | |
… | |
2942 | object *force; |
2666 | object *force; |
2943 | int at; |
2667 | int at; |
2944 | |
2668 | |
2945 | force = get_archetype (FORCE_NAME); |
2669 | force = get_archetype (FORCE_NAME); |
2946 | /* 50 ticks should be enough time for the spell to abate */ |
2670 | /* 50 ticks should be enough time for the spell to abate */ |
2947 | force->speed = 0.1; |
2671 | force->speed = 0.1f; |
2948 | force->speed_left = -5.0; |
2672 | force->speed_left = -5.f; |
2949 | SET_FLAG (force, FLAG_APPLIED); |
2673 | SET_FLAG (force, FLAG_APPLIED); |
2950 | for (at = 0; at < NROFATTACKS; at++) |
2674 | for (at = 0; at < NROFATTACKS; at++) |
2951 | if (will_kill_again & (1 << at)) |
2675 | if (will_kill_again & (1 << at)) |
2952 | force->resist[at] = 100; |
2676 | force->resist[at] = 100; |
2953 | |
2677 | |
2954 | insert_ob_in_ob (force, op); |
2678 | insert_ob_in_ob (force, op); |
2955 | op->update_stats (); |
2679 | op->update_stats (); |
2956 | |
|
|
2957 | } |
2680 | } |
2958 | |
2681 | |
2959 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2682 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2960 | } |
2683 | } |
2961 | |
2684 | |
2962 | void |
2685 | static void |
2963 | loot_object (object *op) |
2686 | loot_object (object *op) |
2964 | { /* Grab and destroy some treasure */ |
2687 | { /* Grab and destroy some treasure */ |
2965 | object *tmp, *tmp2, *next; |
2688 | object *tmp, *tmp2, *next; |
2966 | |
2689 | |
2967 | if (op->container) |
2690 | op->close_container (); /* close open sack first */ |
2968 | esrv_apply_container (op, op->container); /* close open sack first */ |
|
|
2969 | |
2691 | |
2970 | for (tmp = op->inv; tmp; tmp = next) |
2692 | for (tmp = op->inv; tmp; tmp = next) |
2971 | { |
2693 | { |
2972 | next = tmp->below; |
2694 | next = tmp->below; |
2973 | |
2695 | |
2974 | if (tmp->invisible) |
2696 | if (tmp->invisible) |
2975 | continue; |
2697 | continue; |
2976 | |
2698 | |
2977 | tmp->remove (); |
2699 | tmp->remove (); |
2978 | tmp->x = op->x, tmp->y = op->y; |
2700 | tmp->x = op->x, tmp->y = op->y; |
|
|
2701 | |
2979 | if (tmp->type == CONTAINER) |
2702 | if (tmp->type == CONTAINER) |
2980 | { /* empty container to ground */ |
2703 | loot_object (tmp); /* empty container to ground */ |
2981 | loot_object (tmp); |
2704 | |
2982 | } |
|
|
2983 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2705 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2984 | { |
2706 | { |
2985 | if (tmp->nrof > 1) |
2707 | if (tmp->nrof > 1) |
2986 | { |
2708 | { |
2987 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2709 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2988 | tmp2->destroy (); |
|
|
2989 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2710 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2990 | } |
2711 | } |
2991 | else |
2712 | else |
2992 | tmp->destroy (); |
2713 | tmp->destroy (); |
2993 | } |
2714 | } |
… | |
… | |
2999 | /* |
2720 | /* |
3000 | * fix_weight(): Check recursively the weight of all players, and fix |
2721 | * fix_weight(): Check recursively the weight of all players, and fix |
3001 | * 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 |
3002 | * was changed. |
2723 | * was changed. |
3003 | */ |
2724 | */ |
3004 | |
|
|
3005 | void |
2725 | void |
3006 | fix_weight (void) |
2726 | fix_weight () |
3007 | { |
2727 | { |
3008 | for_all_players (pl) |
2728 | for_all_players (pl) |
3009 | { |
2729 | { |
3010 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2730 | sint32 old = pl->ob->carrying; |
3011 | |
2731 | |
3012 | if (old == sum) |
2732 | pl->ob->update_weight (); |
3013 | continue; |
2733 | |
|
|
2734 | if (old != pl->ob->carrying) |
|
|
2735 | { |
3014 | pl->ob->update_stats (); |
2736 | pl->ob->update_stats (); |
3015 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2737 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2738 | } |
3016 | } |
2739 | } |
3017 | } |
2740 | } |
3018 | |
2741 | |
3019 | void |
2742 | void |
3020 | fix_luck (void) |
2743 | fix_luck () |
3021 | { |
2744 | { |
3022 | for_all_players (pl) |
2745 | for_all_players (pl) |
3023 | if (!pl->ob->contr->ns->state) |
2746 | if (!pl->ob->contr->ns->state) |
3024 | pl->ob->change_luck (0); |
2747 | pl->ob->change_luck (0); |
3025 | } |
2748 | } |
… | |
… | |
3062 | } |
2785 | } |
3063 | |
2786 | |
3064 | void |
2787 | void |
3065 | make_visible (object *op) |
2788 | make_visible (object *op) |
3066 | { |
2789 | { |
3067 | op->hide = 0; |
2790 | op->flag [FLAG_HIDDEN] = 0; |
3068 | op->invisible = 0; |
2791 | op->invisible = 0; |
|
|
2792 | |
3069 | if (op->type == PLAYER) |
2793 | if (op->type == PLAYER) |
3070 | { |
2794 | { |
3071 | op->contr->tmp_invis = 0; |
2795 | op->contr->tmp_invis = 0; |
3072 | op->contr->invis_race = 0; |
2796 | op->contr->invis_race = 0; |
3073 | } |
2797 | } |
|
|
2798 | |
3074 | update_object (op, UP_OBJ_FACE); |
2799 | update_object (op, UP_OBJ_CHANGE); |
3075 | } |
2800 | } |
3076 | |
2801 | |
3077 | int |
2802 | int |
3078 | is_true_undead (object *op) |
2803 | is_true_undead (object *op) |
3079 | { |
2804 | { |
3080 | object *tmp = NULL; |
|
|
3081 | |
|
|
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2805 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3083 | return 1; |
2806 | return 1; |
3084 | |
2807 | |
3085 | return 0; |
2808 | return 0; |
3086 | } |
2809 | } |
3087 | |
2810 | |
3088 | /* look at the surrounding terrain to determine |
2811 | /* look at the surrounding terrain to determine |
3089 | * the hideability of this object. Positive levels |
2812 | * the hideability of this object. Positive levels |
3090 | * indicate greater hideability. |
2813 | * indicate greater hideability. |
3091 | */ |
2814 | */ |
3092 | |
|
|
3093 | int |
2815 | int |
3094 | hideability (object *ob) |
2816 | hideability (object *ob) |
3095 | { |
2817 | { |
3096 | int i, level = 0, mflag; |
2818 | int i, level = 0, mflag; |
3097 | sint16 x, y; |
2819 | sint16 x, y; |
3098 | |
2820 | |
3099 | if (!ob || !ob->map) |
2821 | if (!ob || !ob->map) |
3100 | return 0; |
2822 | return 0; |
3101 | |
2823 | |
3102 | /* so, on normal lighted maps, its hard to hide */ |
2824 | /* so, on normal lighted maps, its hard to hide */ |
3103 | level = ob->map->darkness - 2; |
2825 | level = ob->map->darklevel () - 2; |
3104 | |
2826 | |
3105 | /* this also picks up whether the object is glowing. |
2827 | /* this also picks up whether the object is glowing. |
3106 | * If you carry a light on a non-dark map, its not |
2828 | * If you carry a light on a non-dark map, its not |
3107 | * as bad as carrying a light on a pitch dark map */ |
2829 | * as bad as carrying a light on a pitch dark map */ |
3108 | if (has_carried_lights (ob)) |
2830 | if (ob->has_carried_lights ()) |
3109 | level = -(10 + (2 * ob->map->darkness)); |
2831 | level = -(10 + (2 * ob->map->darklevel ())); |
3110 | |
2832 | |
3111 | /* scan through all nearby squares for terrain to hide in */ |
2833 | /* scan through all nearby squares for terrain to hide in */ |
3112 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2834 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2835 | i <= SIZEOFFREE1; |
|
|
2836 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3113 | { |
2837 | { |
3114 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2838 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3115 | if (mflag & P_OUT_OF_MAP) |
2839 | if (mflag & P_OUT_OF_MAP) |
3116 | { |
|
|
3117 | continue; |
2840 | continue; |
3118 | } |
2841 | |
3119 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2842 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3120 | level += 2; |
2843 | level += 2; |
3121 | else /* open terrain! */ |
2844 | else /* open terrain! */ |
3122 | level -= 1; |
2845 | level -= 1; |
3123 | } |
2846 | } |
… | |
… | |
3131 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2854 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3132 | * every time they move - as we subtract off 'invisibility' |
2855 | * every time they move - as we subtract off 'invisibility' |
3133 | * AND, for players, if they move into a ridiculously unhideable |
2856 | * AND, for players, if they move into a ridiculously unhideable |
3134 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2857 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3135 | */ |
2858 | */ |
3136 | |
|
|
3137 | void |
2859 | void |
3138 | do_hidden_move (object *op) |
2860 | do_hidden_move (object *op) |
3139 | { |
2861 | { |
3140 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2862 | int hide = 0; |
3141 | object *skop; |
|
|
3142 | |
2863 | |
3143 | if (!op || !op->map) |
2864 | if (!op || !op->map) |
3144 | return; |
2865 | return; |
3145 | |
2866 | |
3146 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2867 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2868 | int num = random_roll (0, 19, op, PREFER_LOW); |
3147 | |
2869 | |
3148 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2870 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3149 | if (op->type == PLAYER && op->contr->run_on) |
2871 | if (op->type == PLAYER && op->contr->run_on) |
3150 | if (!skop || num >= skop->level) |
2872 | if (!skop || num >= skop->level) |
3151 | { |
2873 | { |
… | |
… | |
3161 | num -= hide; |
2883 | num -= hide; |
3162 | |
2884 | |
3163 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2885 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3164 | { |
2886 | { |
3165 | make_visible (op); |
2887 | make_visible (op); |
|
|
2888 | |
3166 | if (op->type == PLAYER) |
2889 | if (op->type == PLAYER) |
3167 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2890 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3168 | } |
2891 | } |
3169 | else if (op->type == PLAYER && skop) |
2892 | else if (op->type == PLAYER && skop) |
3170 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2893 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3223 | * object op. This function works fine for monsters, |
2946 | * object op. This function works fine for monsters, |
3224 | * but we dont worry if the object isnt the top one in |
2947 | * but we dont worry if the object isnt the top one in |
3225 | * a pile (say a coin under a table would return "viewable" |
2948 | * a pile (say a coin under a table would return "viewable" |
3226 | * by this routine). Another question, should we be |
2949 | * by this routine). Another question, should we be |
3227 | * concerned with the direction the player is looking |
2950 | * concerned with the direction the player is looking |
3228 | * in? Realistically, most of use cant see stuff behind |
2951 | * in? Realistically, most of us can't see stuff behind |
3229 | * our backs...on the other hand, does the "facing" direction |
2952 | * our backs...on the other hand, does the "facing" direction |
3230 | * imply the way your head, or body is facing? Its possible |
2953 | * imply the way your head, or body is facing? It's possible |
3231 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2954 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3232 | * -b.t. |
2955 | * -b.t. |
3233 | * This function is now map tiling safe. |
2956 | * This function is now map tiling safe. |
3234 | */ |
2957 | */ |
3235 | |
|
|
3236 | int |
2958 | int |
3237 | player_can_view (object *pl, object *op) |
2959 | player_can_view (object *pl, object *op) |
3238 | { |
2960 | { |
3239 | rv_vector rv; |
2961 | rv_vector rv; |
3240 | int dx, dy; |
2962 | int dx, dy; |
… | |
… | |
3252 | |
2974 | |
3253 | get_rangevector (pl, op, &rv, 0x1); |
2975 | get_rangevector (pl, op, &rv, 0x1); |
3254 | |
2976 | |
3255 | /* starting with the 'head' part, lets loop |
2977 | /* starting with the 'head' part, lets loop |
3256 | * through the object and find if it has any |
2978 | * through the object and find if it has any |
3257 | * part that is in the los array but isnt on |
2979 | * part that is in the los array but isn't on |
3258 | * a blocked los square. |
2980 | * a blocked los square. |
3259 | * we use the archetype to figure out offsets. |
2981 | * we use the archetype to figure out offsets. |
3260 | */ |
2982 | */ |
3261 | while (op) |
2983 | while (op) |
3262 | { |
2984 | { |
3263 | dx = rv.distance_x + op->arch->clone.x; |
2985 | dx = rv.distance_x + op->arch->x; |
3264 | dy = rv.distance_y + op->arch->clone.y; |
2986 | dy = rv.distance_y + op->arch->y; |
3265 | |
2987 | |
3266 | /* only the viewable area the player sees is updated by LOS |
2988 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3267 | * code, so we need to restrict ourselves to that range of values |
|
|
3268 | * for any meaningful values. |
|
|
3269 | */ |
|
|
3270 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3271 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3272 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3273 | return 1; |
2989 | return 1; |
|
|
2990 | |
3274 | op = op->more; |
2991 | op = op->more; |
3275 | } |
2992 | } |
3276 | return 0; |
|
|
3277 | } |
|
|
3278 | |
2993 | |
3279 | /* routine for both players and monsters. We call this when |
|
|
3280 | * there is a possibility for our action distrubing our hiding |
|
|
3281 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3282 | * effected by this. If we arent invisible to begin with, we |
|
|
3283 | * return 0. |
|
|
3284 | */ |
|
|
3285 | int |
|
|
3286 | action_makes_visible (object *op) |
|
|
3287 | { |
|
|
3288 | |
|
|
3289 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3290 | { |
|
|
3291 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3292 | return 0; |
|
|
3293 | |
|
|
3294 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3295 | return 0; |
|
|
3296 | |
|
|
3297 | /* If monsters, they should become visible */ |
|
|
3298 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3299 | { |
|
|
3300 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3301 | return 1; |
|
|
3302 | } |
|
|
3303 | } |
|
|
3304 | return 0; |
2994 | return 0; |
3305 | } |
2995 | } |
3306 | |
2996 | |
3307 | /* op_on_battleground - checks if the given object op (usually |
2997 | /* op_on_battleground - checks if the given object op (usually |
3308 | * a player) is standing on a valid battleground-tile, |
2998 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3313 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3003 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3314 | */ |
3004 | */ |
3315 | int |
3005 | int |
3316 | op_on_battleground (object *op, int *x, int *y) |
3006 | op_on_battleground (object *op, int *x, int *y) |
3317 | { |
3007 | { |
3318 | object *tmp; |
|
|
3319 | |
|
|
3320 | /* A battleground-tile needs the following attributes to be valid: |
3008 | /* A battleground-tile needs the following attributes to be valid: |
3321 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3009 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3322 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3010 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3323 | * and the exit-coordinates sp/hp must both be > 0. |
3011 | * and the exit-coordinates sp/hp must both be > 0. |
3324 | * => The intention here is to prevent abuse of the battleground- |
3012 | * => The intention here is to prevent abuse of the battleground- |
3325 | * feature (like pickable or hidden battleground tiles). */ |
3013 | * feature (like pickable or hidden battleground tiles). */ |
3326 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3014 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3327 | { |
3015 | { |
3328 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3016 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3329 | { |
3017 | { |
3330 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3018 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) |
3331 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3019 | && tmp->type == BATTLEGROUND |
|
|
3020 | && tmp->name == shstr_battleground |
|
|
3021 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3332 | { |
3022 | { |
3333 | /*before we assign the exit, check if this is a teambattle */ |
3023 | /* before we assign the exit, check if this is a teambattle */ |
3334 | 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)) |
3335 | { |
|
|
3336 | object *invtmp; |
|
|
3337 | |
|
|
3338 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3025 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3026 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3339 | { |
3027 | { |
3340 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3341 | { |
|
|
3342 | if (x != NULL && y != NULL) |
3028 | if (x && y) |
3343 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3029 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3030 | |
3344 | return 1; |
3031 | return 1; |
3345 | } |
|
|
3346 | } |
3032 | } |
3347 | } |
3033 | |
3348 | if (x != NULL && y != NULL) |
3034 | if (x && y) |
3349 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3035 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3036 | |
3350 | return 1; |
3037 | return 1; |
3351 | } |
3038 | } |
3352 | } |
3039 | } |
3353 | } |
3040 | } |
|
|
3041 | |
3354 | /* If we got here, did not find a battleground */ |
3042 | /* If we got here, did not find a battleground */ |
3355 | return 0; |
3043 | return 0; |
3356 | } |
3044 | } |
3357 | |
3045 | |
3358 | /* |
3046 | /* |
… | |
… | |
3374 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3062 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3375 | int i = 0, j = 0; |
3063 | int i = 0, j = 0; |
3376 | |
3064 | |
3377 | /* get the appropriate treasurelist */ |
3065 | /* get the appropriate treasurelist */ |
3378 | if (atnr == ATNR_FIRE) |
3066 | if (atnr == ATNR_FIRE) |
3379 | trlist = find_treasurelist ("dragon_ability_fire"); |
3067 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3380 | else if (atnr == ATNR_COLD) |
3068 | else if (atnr == ATNR_COLD) |
3381 | trlist = find_treasurelist ("dragon_ability_cold"); |
3069 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3382 | else if (atnr == ATNR_ELECTRICITY) |
3070 | else if (atnr == ATNR_ELECTRICITY) |
3383 | trlist = find_treasurelist ("dragon_ability_elec"); |
3071 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3384 | else if (atnr == ATNR_POISON) |
3072 | else if (atnr == ATNR_POISON) |
3385 | trlist = find_treasurelist ("dragon_ability_poison"); |
3073 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3386 | |
3074 | |
3387 | if (trlist == NULL || who->type != PLAYER) |
3075 | if (trlist == NULL || who->type != PLAYER) |
3388 | return; |
3076 | return; |
3389 | |
3077 | |
3390 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3078 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3394 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3082 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3395 | return; |
3083 | return; |
3396 | } |
3084 | } |
3397 | |
3085 | |
3398 | /* everything seems okay - now bring on the gift: */ |
3086 | /* everything seems okay - now bring on the gift: */ |
3399 | item = &(tr->item->clone); |
3087 | item = tr->item; |
3400 | |
3088 | |
3401 | if (item->type == SPELL) |
3089 | if (item->type == SPELL) |
3402 | { |
3090 | { |
3403 | if (check_spell_known (who, item->name)) |
3091 | if (check_spell_known (who, item->name)) |
3404 | return; |
3092 | return; |
… | |
… | |
3463 | { |
3151 | { |
3464 | /* forces in the treasurelist can alter the player's stats */ |
3152 | /* forces in the treasurelist can alter the player's stats */ |
3465 | object *skin; |
3153 | object *skin; |
3466 | |
3154 | |
3467 | /* first get the dragon skin force */ |
3155 | /* first get the dragon skin force */ |
3468 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3469 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3156 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3470 | ; |
3157 | ; |
3471 | |
3158 | |
3472 | if (!skin) |
3159 | if (!skin) |
3473 | return; |
3160 | return; |
3474 | |
3161 | |
… | |
… | |
3488 | else |
3175 | else |
3489 | j = 1; |
3176 | j = 1; |
3490 | strcat (buf, spellpathnames[i]); |
3177 | strcat (buf, spellpathnames[i]); |
3491 | } |
3178 | } |
3492 | } |
3179 | } |
|
|
3180 | |
3493 | strcat (buf, "."); |
3181 | strcat (buf, "."); |
3494 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3182 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3495 | } |
3183 | } |
3496 | |
3184 | |
3497 | /* evtl. adding flags: */ |
3185 | /* evtl. adding flags: */ |
… | |
… | |
3507 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3195 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3508 | } |
3196 | } |
3509 | else |
3197 | else |
3510 | { |
3198 | { |
3511 | /* generate misc. treasure */ |
3199 | /* generate misc. treasure */ |
3512 | tmp = arch_to_object (tr->item); |
3200 | tmp = tr->item->instance (); |
3513 | 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)); |
3514 | tmp = insert_ob_in_ob (tmp, who); |
3202 | who->insert (tmp); |
3515 | if (who->type == PLAYER) |
|
|
3516 | esrv_send_item (who, tmp); |
|
|
3517 | } |
3203 | } |
3518 | } |
3204 | } |
3519 | |
3205 | |
3520 | /** |
3206 | //-GPL |
3521 | * Unready an object for a player. This function does nothing if the object was |
3207 | |
3522 | * not readied. |
3208 | sint8 |
3523 | */ |
3209 | player::darkness_at (maptile *map, int x, int y) const |
|
|
3210 | { |
|
|
3211 | if (!ns) |
|
|
3212 | return LOS_BLOCKED; |
|
|
3213 | |
|
|
3214 | int dx, dy; |
|
|
3215 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3216 | return LOS_BLOCKED; |
|
|
3217 | |
|
|
3218 | x += dx - ns->current_x; |
|
|
3219 | y += dy - ns->current_y; |
|
|
3220 | |
|
|
3221 | return blocked_los (x, y); |
|
|
3222 | } |
|
|
3223 | |
3524 | void |
3224 | void |
3525 | player_unready_range_ob (player *pl, object *ob) |
3225 | player::infobox (const char *title, const char *msg, int color) |
3526 | { |
3226 | { |
3527 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3227 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
3528 | if (pl->ranges[i] == ob) |
|
|
3529 | { |
|
|
3530 | pl->ranges[i] = 0; |
|
|
3531 | if (pl->shoottype == i) |
|
|
3532 | pl->shoottype = range_none; |
|
|
3533 | } |
|
|
3534 | } |
3228 | } |
|
|
3229 | |
|
|
3230 | void |
|
|
3231 | player::statusmsg (const char *msg, int color) |
|
|
3232 | { |
|
|
3233 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3234 | } |
|
|
3235 | |
|
|
3236 | void |
|
|
3237 | player::failmsg (const char *msg, int color) |
|
|
3238 | { |
|
|
3239 | play_sound (sound_find ("generic_failure")); |
|
|
3240 | statusmsg (msg, color); |
|
|
3241 | } |
|
|
3242 | |