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 | */ |
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24 | |
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25 | //+GPL |
24 | |
26 | |
25 | #include <global.h> |
27 | #include <global.h> |
26 | #include <sproto.h> |
28 | #include <sproto.h> |
27 | #include <sounds.h> |
29 | #include <sounds.h> |
28 | #include <living.h> |
30 | #include <living.h> |
… | |
… | |
33 | #include <algorithm> |
35 | #include <algorithm> |
34 | #include <functional> |
36 | #include <functional> |
35 | |
37 | |
36 | playervec players; |
38 | playervec players; |
37 | |
39 | |
38 | void |
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39 | display_motd (const object *op) |
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40 | { |
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41 | char buf[MAX_BUF]; |
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42 | char motd[HUGE_BUF]; |
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43 | FILE *fp; |
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44 | int comp; |
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45 | int size; |
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46 | |
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47 | sprintf (buf, "%s/%s", settings.confdir, settings.motd); |
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48 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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49 | return; |
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50 | |
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51 | motd[0] = '\0'; |
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52 | size = 0; |
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53 | |
|
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54 | while (fgets (buf, MAX_BUF, fp)) |
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55 | { |
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56 | if (*buf == '#') |
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57 | continue; |
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58 | |
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59 | strncat (motd + size, buf, HUGE_BUF - size); |
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60 | size += strlen (buf); |
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61 | } |
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62 | |
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63 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL); |
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64 | close_and_delete (fp, comp); |
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65 | } |
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66 | |
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67 | void |
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68 | send_rules (const object *op) |
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69 | { |
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70 | char buf[MAX_BUF]; |
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71 | char rules[HUGE_BUF]; |
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72 | FILE *fp; |
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73 | int comp; |
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74 | int size; |
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75 | |
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76 | sprintf (buf, "%s/%s", settings.confdir, settings.rules); |
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77 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
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78 | return; |
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79 | |
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80 | rules[0] = '\0'; |
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81 | size = 0; |
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82 | |
|
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83 | while (fgets (buf, MAX_BUF, fp)) |
|
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84 | { |
|
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85 | if (*buf == '#') |
|
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86 | continue; |
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87 | |
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88 | if (size + strlen (buf) >= HUGE_BUF) |
|
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89 | { |
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90 | LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF); |
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91 | break; |
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92 | } |
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93 | |
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94 | strncat (rules + size, buf, HUGE_BUF - size); |
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95 | size += strlen (buf); |
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96 | } |
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97 | |
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98 | draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL); |
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99 | close_and_delete (fp, comp); |
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100 | } |
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101 | |
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102 | void |
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103 | send_news (const object *op) |
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104 | { |
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105 | char buf[MAX_BUF]; |
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106 | char news[HUGE_BUF]; |
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107 | char subject[MAX_BUF]; |
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108 | FILE *fp; |
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109 | int comp; |
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110 | int size; |
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111 | |
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112 | sprintf (buf, "%s/%s", settings.confdir, settings.news); |
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113 | if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL) |
|
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114 | return; |
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115 | |
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116 | news[0] = '\0'; |
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117 | subject[0] = '\0'; |
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118 | size = 0; |
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119 | |
|
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120 | while (fgets (buf, MAX_BUF, fp)) |
|
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121 | { |
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122 | if (*buf == '#') |
|
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123 | continue; |
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124 | |
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125 | if (*buf == '%') |
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126 | { /* send one news */ |
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127 | if (size > 0) |
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128 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */ |
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129 | |
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130 | strcpy (subject, buf + 1); |
|
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131 | strip_endline (subject); |
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132 | size = 0; |
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133 | news[0] = '\0'; |
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134 | } |
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135 | else |
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136 | { |
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137 | if (size + strlen (buf) >= HUGE_BUF) |
|
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138 | { |
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139 | LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF); |
|
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140 | break; |
|
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141 | } |
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142 | strncat (news + size, buf, HUGE_BUF - size); |
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143 | size += strlen (buf); |
|
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144 | } |
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145 | } |
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146 | |
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147 | draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, |
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148 | MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news); |
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149 | close_and_delete (fp, comp); |
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150 | } |
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151 | |
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152 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
153 | static void |
41 | static void |
154 | set_first_map (object *op) |
42 | set_first_map (object *op) |
155 | { |
43 | { |
156 | op->contr->maplevel = first_map_path; |
44 | op->contr->maplevel = first_map_path; |
157 | op->x = -1; |
45 | op->x = -1; |
158 | op->y = -1; |
46 | op->y = -1; |
159 | } |
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160 | |
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161 | void |
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162 | player::enter_map () |
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163 | { |
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164 | object *tmp = object::create (); |
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165 | |
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166 | EXIT_PATH (tmp) = maplevel; |
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167 | EXIT_X (tmp) = ob->x; |
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168 | EXIT_Y (tmp) = ob->y; |
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169 | ob->enter_exit (tmp); |
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170 | |
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171 | tmp->destroy (); |
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172 | } |
47 | } |
173 | |
48 | |
174 | void |
49 | void |
175 | player::activate () |
50 | player::activate () |
176 | { |
51 | { |
… | |
… | |
179 | |
54 | |
180 | players.insert (this); |
55 | players.insert (this); |
181 | ob->remove (); |
56 | ob->remove (); |
182 | ob->map = 0; |
57 | ob->map = 0; |
183 | ob->activate_recursive (); |
58 | ob->activate_recursive (); |
184 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
59 | ob->clr_flag (FLAG_FRIENDLY); |
185 | add_friendly_object (ob); |
60 | add_friendly_object (ob); |
186 | enter_map (); |
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|
187 | } |
61 | } |
188 | |
62 | |
189 | void |
63 | void |
190 | player::deactivate () |
64 | player::deactivate () |
191 | { |
65 | { |
… | |
… | |
198 | |
72 | |
199 | if (ob->map) |
73 | if (ob->map) |
200 | maplevel = ob->map->path; |
74 | maplevel = ob->map->path; |
201 | |
75 | |
202 | ob->remove (); |
76 | ob->remove (); |
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77 | ob->enemy = 0; // sometimes keeps an extra refcount on itself |
203 | ob->map = 0; |
78 | ob->map = 0; |
204 | party = 0; |
79 | party = 0; |
205 | |
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206 | combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this |
|
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207 | |
80 | |
208 | players.erase (this); |
81 | players.erase (this); |
209 | } |
82 | } |
210 | |
83 | |
211 | // connect the player with a specific client |
84 | // connect the player with a specific client |
… | |
… | |
221 | ob->close_container (); //TODO: client-specific |
94 | ob->close_container (); //TODO: client-specific |
222 | |
95 | |
223 | ns->update_look = 0; |
96 | ns->update_look = 0; |
224 | ns->look_position = 0; |
97 | ns->look_position = 0; |
225 | |
98 | |
226 | clear_los (ob); |
99 | clear_los (); |
227 | |
100 | |
228 | ns->reset_stats (); |
101 | ns->reset_stats (); |
229 | |
102 | |
230 | /* make sure he's a player -- needed because of class change. */ |
103 | /* make sure he's a player -- needed because of class change. */ |
231 | ob->type = PLAYER; // we are paranoid |
104 | ob->type = PLAYER; // we are paranoid |
232 | ob->race = ob->arch->clone.race; |
105 | ob->race = ob->arch->race; |
233 | |
106 | |
234 | ob->carrying = sum_weight (ob); |
107 | ob->update_weight (); |
235 | link_player_skills (ob); |
108 | link_skills (); |
236 | |
109 | |
237 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
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238 | |
|
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239 | assign (title, ob->arch->clone.name); |
110 | assign (title, ob->arch->object::name); |
240 | |
111 | |
241 | /* if it's a dragon player, set the correct title here */ |
112 | /* if it's a dragon player, set the correct title here */ |
242 | if (is_dragon_pl (ob)) |
113 | if (ob->is_dragon ()) |
243 | { |
114 | { |
244 | object *tmp, *abil = 0, *skin = 0; |
115 | object *tmp, *abil = 0, *skin = 0; |
245 | |
|
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246 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
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247 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
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248 | |
116 | |
249 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
117 | for (tmp = ob->inv; tmp; tmp = tmp->below) |
250 | if (tmp->type == FORCE) |
118 | if (tmp->type == FORCE) |
251 | if (tmp->arch->name == dragon_ability_force) |
119 | if (tmp->arch->archname == shstr_dragon_ability_force) |
252 | abil = tmp; |
120 | abil = tmp; |
253 | else if (tmp->arch->name == dragon_skin_force) |
121 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
254 | skin = tmp; |
122 | skin = tmp; |
255 | |
123 | |
256 | set_dragon_name (ob, abil, skin); |
124 | set_dragon_name (ob, abil, skin); |
257 | } |
125 | } |
258 | |
126 | |
259 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
260 | |
128 | |
261 | esrv_new_player (this, ob->weight + ob->carrying); |
129 | esrv_new_player (this); |
262 | |
|
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263 | for (object *op = ob->inv; op; op = op->below) |
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264 | if (op->flag [FLAG_APPLIED]) |
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265 | switch (op->type) |
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266 | { |
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267 | case WAND: |
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268 | case ROD: |
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269 | case HORN: |
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270 | case BOW: |
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271 | case SKILL: |
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272 | case SKILL_TOOL: |
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273 | case WEAPON: |
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274 | apply_special (ob, op, AP_UNAPPLY); |
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275 | apply_special (ob, op, AP_APPLY); |
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276 | break; |
|
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277 | } |
|
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278 | |
130 | |
279 | ob->update_stats (); |
131 | ob->update_stats (); |
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132 | |
280 | ns->floorbox_update (); |
133 | ns->floorbox_update (); |
281 | |
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282 | esrv_send_inventory (ob, ob); |
134 | esrv_send_inventory (ob, ob); |
283 | esrv_add_spells (this, 0); |
135 | esrv_add_spells (this, 0); |
284 | |
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 |
285 | activate (); |
143 | activate (); |
286 | |
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287 | send_rules (ob); |
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288 | send_news (ob); |
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289 | display_motd (ob); |
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290 | |
144 | |
291 | INVOKE_PLAYER (CONNECT, this); |
145 | INVOKE_PLAYER (CONNECT, this); |
292 | INVOKE_PLAYER (LOGIN, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
293 | } |
147 | } |
294 | |
148 | |
295 | void |
149 | void |
296 | player::disconnect () |
150 | player::disconnect () |
297 | { |
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 | |
298 | if (ns) |
158 | if (ns) |
299 | { |
159 | { |
300 | if (active) |
160 | if (active) |
301 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
161 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
302 | |
162 | |
… | |
… | |
305 | ns->reset_stats (); |
165 | ns->reset_stats (); |
306 | ns->pl = 0; |
166 | ns->pl = 0; |
307 | ns = 0; |
167 | ns = 0; |
308 | } |
168 | } |
309 | |
169 | |
310 | if (ob) |
170 | // this is important for the player scheduler to get the correct refcount |
311 | ob->close_container (); //TODO: client-specific |
171 | // when ns = 0 |
|
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172 | observe = viewpoint = ob; |
312 | |
173 | |
313 | deactivate (); |
174 | deactivate (); |
314 | } |
175 | } |
|
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176 | |
|
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177 | //-GPL |
315 | |
178 | |
316 | // the need for this function can be explained |
179 | // the need for this function can be explained |
317 | // by load_object not returning the object |
180 | // by load_object not returning the object |
318 | void |
181 | void |
319 | player::set_object (object *op) |
182 | player::set_object (object *op) |
320 | { |
183 | { |
321 | ob = op; |
184 | ob = observe = viewpoint = op; |
322 | ob->contr = this; /* this aren't yet in archetype */ |
185 | ob->contr = this; /* this aren't yet in archetype */ |
323 | |
186 | |
324 | ob->speed_left = 0.5; |
|
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325 | ob->speed = 1.0; |
187 | ob->speed = 1.0f; |
|
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188 | ob->speed_left = 0.5f; |
|
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189 | |
326 | ob->direction = 5; /* So player faces south */ |
190 | ob->direction = 5; /* So player faces south */ |
327 | } |
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 | { |
|
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203 | viewpoint = op ? op : (object *)observe; |
|
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204 | do_los = 1; |
|
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205 | } |
|
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206 | |
|
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207 | //+GPL |
328 | |
208 | |
329 | player::player () |
209 | player::player () |
330 | { |
210 | { |
331 | /* There are some elements we want initialised to non zero value - |
211 | /* There are some elements we want initialised to non zero value - |
332 | * we deal with that below this point. |
212 | * we deal with that below this point. |
… | |
… | |
338 | savebed_map = first_map_path; /* Init. respawn position */ |
218 | savebed_map = first_map_path; /* Init. respawn position */ |
339 | |
219 | |
340 | gen_sp_armour = 10; |
220 | gen_sp_armour = 10; |
341 | bowtype = bow_normal; |
221 | bowtype = bow_normal; |
342 | petmode = pet_normal; |
222 | petmode = pet_normal; |
343 | listening = 10; |
|
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344 | usekeys = containers; |
223 | usekeys = containers; |
345 | peaceful = 1; /* default peaceful */ |
224 | peaceful = 1; /* default peaceful */ |
346 | do_los = 1; |
225 | do_los = 1; |
|
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226 | |
|
|
227 | weapon_sp = 1.0f; |
|
|
228 | weapon_sp_left = 0.5f; |
347 | } |
229 | } |
348 | |
230 | |
349 | void |
231 | void |
350 | player::do_destroy () |
232 | player::do_destroy () |
351 | { |
233 | { |
352 | disconnect (); |
234 | disconnect (); |
353 | |
235 | |
354 | attachable::do_destroy (); |
236 | attachable::do_destroy (); |
355 | |
237 | |
356 | if (ob) |
238 | if (ob) |
357 | { |
|
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358 | ob->destroy_inv (false); |
|
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359 | ob->destroy (); |
239 | ob->destroy (); |
360 | } |
240 | |
|
|
241 | ob = observe = viewpoint = 0; |
361 | } |
242 | } |
362 | |
243 | |
363 | player::~player () |
244 | player::~player () |
364 | { |
245 | { |
365 | /* Clear item stack */ |
246 | /* Clear item stack */ |
366 | free (stack_items); |
247 | free (stack_items); |
|
|
248 | } |
|
|
249 | |
|
|
250 | /* |
|
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251 | * get_player_archetype() return next player archetype from archetype |
|
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252 | * list. Not very efficient routine, but used only creating new players. |
|
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253 | * Note: there MUST be at least one player archetype! |
|
|
254 | */ |
|
|
255 | static archetype * |
|
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256 | get_player_archetype (archetype *at) |
|
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257 | { |
|
|
258 | // archetypes could have been reloaded |
|
|
259 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
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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 | } |
367 | } |
276 | } |
368 | |
277 | |
369 | /* Tries to add player on the connection passed in ns. |
278 | /* Tries to add player on the connection passed in ns. |
370 | * 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 |
371 | * mode. |
280 | * mode. |
… | |
… | |
373 | player * |
282 | player * |
374 | player::create () |
283 | player::create () |
375 | { |
284 | { |
376 | player *pl = new player; |
285 | player *pl = new player; |
377 | |
286 | |
378 | pl->set_object (arch_to_object (get_player_archetype (0))); |
287 | pl->set_object (get_player_archetype (0)->instance ()); |
379 | |
288 | |
380 | pl->ob->roll_stats (); |
289 | pl->ob->roll_stats (); |
381 | pl->ob->stats.wc = 2; |
290 | pl->ob->stats.wc = 2; |
382 | pl->ob->run_away = 25; /* Then we panick... */ |
291 | pl->ob->run_away = 25; /* Then we panick... */ |
383 | |
292 | |
384 | set_first_map (pl->ob); |
293 | set_first_map (pl->ob); |
385 | |
294 | |
386 | return pl; |
295 | return pl; |
387 | } |
|
|
388 | |
|
|
389 | /* |
|
|
390 | * get_player_archetype() return next player archetype from archetype |
|
|
391 | * list. Not very efficient routine, but used only creating new players. |
|
|
392 | * Note: there MUST be at least one player archetype! |
|
|
393 | */ |
|
|
394 | archetype * |
|
|
395 | get_player_archetype (archetype *at) |
|
|
396 | { |
|
|
397 | archetype *start = at; |
|
|
398 | |
|
|
399 | for (;;) |
|
|
400 | { |
|
|
401 | if (at == NULL || at->next == NULL) |
|
|
402 | at = first_archetype; |
|
|
403 | else |
|
|
404 | at = at->next; |
|
|
405 | |
|
|
406 | if (at->clone.type == PLAYER) |
|
|
407 | return at; |
|
|
408 | |
|
|
409 | if (at == start) |
|
|
410 | { |
|
|
411 | LOG (llevError, "No Player archetypes\n"); |
|
|
412 | exit (-1); |
|
|
413 | } |
|
|
414 | } |
|
|
415 | } |
296 | } |
416 | |
297 | |
417 | object * |
298 | object * |
418 | get_nearest_player (object *mon) |
299 | get_nearest_player (object *mon) |
419 | { |
300 | { |
… | |
… | |
422 | unsigned lastdist; |
303 | unsigned lastdist; |
423 | rv_vector rv; |
304 | rv_vector rv; |
424 | |
305 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
306 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
307 | { |
427 | /* We should not find free objects on this friendly list, but it |
|
|
428 | * does periodically happen. Given that, lets deal with it. |
|
|
429 | * While unlikely, it is possible the next object on the friendly |
|
|
430 | * list is also free, so encapsulate this in a while loop. |
|
|
431 | */ |
|
|
432 | while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY)) |
|
|
433 | { |
|
|
434 | object *tmp = ol->ob; |
|
|
435 | |
|
|
436 | /* Can't do much more other than log the fact, because the object |
|
|
437 | * itself will have been cleared. |
|
|
438 | */ |
|
|
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
440 | tmp->debug_desc ()); |
|
|
441 | ol = ol->next; |
|
|
442 | remove_friendly_object (tmp); |
|
|
443 | if (!ol) |
|
|
444 | return op; |
|
|
445 | } |
|
|
446 | |
|
|
447 | /* Remove special check for player from this. First, it looks to cause |
|
|
448 | * some crashes (ol->ob->contr not set properly?), but secondly, a more |
|
|
449 | * complicated method of state checking would be needed in any case - |
|
|
450 | * as it was, a clever player could type quit, and the function would |
|
|
451 | * skip them over while waiting for confirmation. Remove |
|
|
452 | * on_same_map check, as can_detect_enemy also does this |
|
|
453 | */ |
|
|
454 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
308 | if (!can_detect_enemy (mon, ol->ob, &rv)) |
455 | continue; |
309 | continue; |
456 | |
310 | |
457 | if (lastdist > rv.distance) |
311 | if (lastdist > rv.distance) |
458 | { |
312 | { |
… | |
… | |
520 | */ |
374 | */ |
521 | int |
375 | int |
522 | path_to_player (object *mon, object *pl, unsigned mindiff) |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
523 | { |
377 | { |
524 | rv_vector rv; |
378 | rv_vector rv; |
525 | sint16 x, y; |
|
|
526 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
379 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
527 | maptile *m, *lastmap; |
|
|
528 | |
380 | |
529 | get_rangevector (mon, pl, &rv, 0); |
381 | get_rangevector (mon, pl, &rv, 0); |
530 | |
382 | |
531 | if (rv.distance < mindiff) |
383 | if (rv.distance < mindiff) |
532 | return 0; |
384 | return 0; |
533 | |
385 | |
534 | x = mon->x; |
386 | mapxy pos (mon); |
535 | y = mon->y; |
|
|
536 | m = mon->map; |
|
|
537 | dir = rv.direction; |
387 | dir = rv.direction; |
538 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
388 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
539 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
389 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
540 | |
390 | |
541 | /* If we can't solve it within the search distance, return now. */ |
391 | /* If we can't solve it within the search distance, return now. */ |
542 | if (diff > max) |
392 | if (diff > max) |
543 | return 0; |
393 | return 0; |
544 | |
394 | |
545 | while (diff > 1 && max > 0) |
395 | while (diff > 1 && max > 0) |
546 | { |
396 | { |
547 | lastx = x; |
397 | mapxy lastpos = pos; |
548 | lasty = y; |
|
|
549 | lastmap = m; |
|
|
550 | x = lastx + freearr_x[dir]; |
|
|
551 | y = lasty + freearr_y[dir]; |
|
|
552 | |
398 | |
553 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
399 | pos.move (dir); |
554 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
|
|
555 | |
400 | |
556 | /* Space is blocked - try changing direction a little */ |
401 | /* Space is blocked - try changing direction a little */ |
557 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
402 | if (!pos.normalise () |
558 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
403 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
404 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
559 | { |
405 | { |
560 | /* recalculate direction from last good location. Possible |
406 | /* recalculate direction from last good location. Possible |
561 | * we were not traversing ideal location before. |
407 | * we were not traversing ideal location before. |
562 | */ |
408 | */ |
563 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
409 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
564 | if (rv.direction != dir) |
410 | if (rv.direction != dir) |
565 | { |
411 | { |
566 | /* OK - says direction should be different - lets reset the |
412 | /* OK - says direction should be different - lets reset the |
567 | * the values so it will try again. |
413 | * the values so it will try again. |
568 | */ |
414 | */ |
569 | x = lastx; |
|
|
570 | y = lasty; |
|
|
571 | m = lastmap; |
415 | pos = lastpos; |
572 | dir = firstdir = rv.direction; |
416 | dir = firstdir = rv.direction; |
573 | } |
417 | } |
574 | else |
418 | else |
575 | { |
419 | { |
576 | /* direct path is blocked - try taking a side step to |
420 | /* direct path is blocked - try taking a side step to |
… | |
… | |
583 | */ |
427 | */ |
584 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
428 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
585 | { |
429 | { |
586 | if (i == 0) |
430 | if (i == 0) |
587 | continue; /* already did this, so skip it */ |
431 | continue; /* already did this, so skip it */ |
|
|
432 | |
588 | /* Use lastdir here - otherwise, |
433 | /* Use lastdir here - otherwise, |
589 | * since the direction that the creature should move in |
434 | * since the direction that the creature should move in |
590 | * may change, you could get infinite loops. |
435 | * may change, you could get infinite loops. |
591 | * ie, player is northwest, but monster can only |
436 | * ie, player is northwest, but monster can only |
592 | * move west, so it does that. It goes some distance, |
437 | * move west, so it does that. It goes some distance, |
… | |
… | |
594 | * can't do that, but now finds it can move east, and |
439 | * can't do that, but now finds it can move east, and |
595 | * gets back to its original point. lastdir contains |
440 | * gets back to its original point. lastdir contains |
596 | * the last direction the creature has successfully |
441 | * the last direction the creature has successfully |
597 | * moved. |
442 | * moved. |
598 | */ |
443 | */ |
599 | |
|
|
600 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
601 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
602 | m = lastmap; |
444 | pos = lastpos; |
603 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
445 | pos.move (absdir (lastdir + i)); |
604 | if (mflags & P_OUT_OF_MAP) |
446 | |
|
|
447 | if (!pos.normalise ()) |
605 | continue; |
448 | continue; |
606 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
449 | |
607 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
450 | mapspace &ms = *pos; |
|
|
451 | |
|
|
452 | if (ms.flags () & P_BLOCKSVIEW) |
608 | continue; |
453 | continue; |
609 | if (mflags & P_BLOCKSVIEW) |
454 | |
|
|
455 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
610 | continue; |
456 | continue; |
611 | |
457 | |
612 | if (m == mon->map && blocked_link (mon, m, x, y)) |
458 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
613 | break; |
459 | break; |
614 | } |
460 | } |
|
|
461 | |
615 | /* go through entire loop without finding a valid |
462 | /* go through entire loop without finding a valid |
616 | * sidestep to take - thus, no valid path. |
463 | * sidestep to take - thus, no valid path. |
617 | */ |
464 | */ |
618 | if (i == (DETOUR_AMOUNT + 1)) |
465 | if (i == DETOUR_AMOUNT + 1) |
619 | return 0; |
466 | return 0; |
|
|
467 | |
620 | diff--; |
468 | diff--; |
621 | lastdir = dir; |
469 | lastdir = dir; |
622 | max--; |
470 | max--; |
623 | if (!firstdir) |
471 | if (!firstdir) |
624 | firstdir = dir + i; |
472 | firstdir = dir + i; |
… | |
… | |
628 | { |
476 | { |
629 | /* we moved towards creature, so diff is less */ |
477 | /* we moved towards creature, so diff is less */ |
630 | diff--; |
478 | diff--; |
631 | max--; |
479 | max--; |
632 | lastdir = dir; |
480 | lastdir = dir; |
|
|
481 | |
633 | if (!firstdir) |
482 | if (!firstdir) |
634 | firstdir = dir; |
483 | firstdir = dir; |
635 | } |
484 | } |
636 | |
485 | |
637 | if (diff <= 1) |
486 | if (diff <= 1) |
638 | { |
487 | { |
639 | /* Recalculate diff (distance) because we may not have actually |
488 | /* Recalculate diff (distance) because we may not have actually |
640 | * headed toward player for entire distance. |
489 | * headed toward player for entire distance. |
641 | */ |
490 | */ |
642 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
491 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
643 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
492 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
644 | } |
493 | } |
645 | |
494 | |
646 | if (diff > max) |
495 | if (diff > max) |
647 | return 0; |
496 | return 0; |
… | |
… | |
653 | |
502 | |
654 | return firstdir; |
503 | return firstdir; |
655 | } |
504 | } |
656 | |
505 | |
657 | void |
506 | void |
658 | give_initial_items (object *pl, treasurelist * items) |
507 | give_initial_items (object *pl, treasurelist *items) |
659 | { |
508 | { |
660 | object *op, *next = NULL; |
|
|
661 | |
|
|
662 | if (pl->randomitems != NULL) |
509 | if (pl->randomitems) |
663 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
510 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
664 | |
511 | |
665 | for (op = pl->inv; op; op = next) |
512 | for (object *next, *op = pl->inv; op; op = next) |
666 | { |
513 | { |
667 | next = op->below; |
514 | next = op->below; |
668 | |
515 | |
669 | /* Forces get applied per default, unless they have the |
516 | /* Forces get applied per default, unless they have the |
670 | * flag "neutral" set. Sorry but I can't think of a better way |
517 | * flag "neutral" set. Sorry but I can't think of a better way |
671 | */ |
518 | */ |
672 | if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) |
519 | if (op->type == FORCE && !op->flag [FLAG_NEUTRAL]) |
673 | SET_FLAG (op, FLAG_APPLIED); |
520 | op->set_flag (FLAG_APPLIED); |
674 | |
521 | |
675 | /* we never give weapons/armour if these cannot be used |
522 | /* we never give weapons/armour if these cannot be used |
676 | * by this player due to race restrictions |
523 | * by this player due to race restrictions |
677 | */ |
524 | */ |
678 | if (pl->type == PLAYER) |
525 | if (pl->type == PLAYER) |
679 | { |
526 | { |
680 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
527 | if ((!pl->flag [FLAG_USE_ARMOUR] |
|
|
528 | && |
681 | (op->type == ARMOUR || op->type == BOOTS || |
529 | (op->type == ARMOUR || op->type == BOOTS |
682 | op->type == CLOAK || op->type == HELMET || |
530 | || op->type == CLOAK || op->type == HELMET |
683 | op->type == SHIELD || op->type == GLOVES || |
531 | || op->type == SHIELD || op->type == GLOVES |
684 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
532 | || op->type == BRACERS || op->type == GIRDLE)) |
|
|
533 | || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON)) |
685 | { |
534 | { |
686 | op->destroy (); |
535 | op->destroy (); |
687 | continue; |
536 | continue; |
688 | } |
537 | } |
689 | } |
538 | } |
690 | |
539 | |
691 | /* This really needs to be better - we should really give |
540 | /* Here we remove duplicated skills (as duplicated spell objects have |
692 | * a substitute spellbook. The problem is that we don't really |
541 | * _very_ confusing effects for players), which could for instance be |
693 | * have a good idea what to replace it with (need something like |
542 | * generated by bad treasurelists. - elmex |
694 | * a first level treasurelist for each skill.) |
|
|
695 | * remove duplicate skills also |
|
|
696 | */ |
543 | */ |
697 | if (op->type == SPELLBOOK || op->type == SKILL) |
544 | if (op->type == SKILL) |
698 | { |
545 | { |
699 | object *tmp; |
|
|
700 | |
|
|
701 | for (tmp = op->below; tmp; tmp = tmp->below) |
546 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
702 | if (tmp->type == op->type && tmp->name == op->name) |
547 | if (tmp->type == op->type && tmp->name == op->name) |
703 | break; |
|
|
704 | |
|
|
705 | if (tmp) |
|
|
706 | { |
548 | { |
707 | op->destroy (); |
549 | op->destroy (); |
|
|
550 | LOG (llevError, |
708 | LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); |
551 | "give_initial_items: Removing duplicate skill %s\n", &tmp->name); |
709 | continue; |
552 | break; |
710 | } |
553 | } |
711 | |
554 | |
712 | if (op->nrof > 1) |
555 | if (op->nrof > 1) |
713 | op->nrof = 1; |
556 | op->nrof = 1; |
714 | } |
557 | } |
715 | |
558 | |
716 | if (op->type == SPELLBOOK && op->inv) |
559 | if (op->type == SPELLBOOK && op->inv) |
717 | { |
560 | op->inv->clr_flag (FLAG_STARTEQUIP); |
718 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
|
|
719 | } |
|
|
720 | |
561 | |
721 | /* Give starting characters identified, uncursed, and undamned |
562 | /* Give starting characters identified, uncursed, and undamned |
722 | * items. Just don't identify gold or silver, or it won't be |
563 | * items. Just don't identify gold or silver, or it won't be |
723 | * merged properly. |
564 | * merged properly. |
724 | */ |
565 | */ |
725 | if (need_identify (op)) |
566 | if (op->need_identify ()) |
726 | { |
|
|
727 | SET_FLAG (op, FLAG_IDENTIFIED); |
|
|
728 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
729 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
730 | } |
567 | { |
|
|
568 | op->set_flag (FLAG_IDENTIFIED); |
|
|
569 | op->clr_flag (FLAG_CURSED); |
|
|
570 | op->clr_flag (FLAG_DAMNED); |
|
|
571 | } |
|
|
572 | |
731 | if (op->type == SPELL) |
573 | if (op->type == SPELL) |
732 | { |
574 | { |
733 | op->destroy (); |
575 | op->destroy (); |
734 | continue; |
576 | continue; |
735 | } |
577 | } |
736 | else if (op->type == SKILL) |
578 | else if (op->type == SKILL) |
737 | { |
579 | { |
738 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
580 | op->set_flag (FLAG_CAN_USE_SKILL); |
739 | op->stats.exp = 0; |
581 | op->stats.exp = 0; |
740 | op->level = 1; |
582 | op->level = 1; |
741 | } |
583 | } |
742 | /* lock all 'normal items by default */ |
584 | else /* lock all 'normal items by default */ |
743 | else |
585 | op->set_flag (FLAG_INV_LOCKED); |
744 | SET_FLAG (op, FLAG_INV_LOCKED); |
|
|
745 | } /* for loop of objects in player inv */ |
586 | } /* for loop of objects in player inv */ |
746 | |
587 | |
747 | /* Need to set up the skill pointers */ |
588 | /* Need to set up the skill pointers */ |
748 | link_player_skills (pl); |
589 | pl->contr->link_skills (); |
749 | } |
590 | } |
750 | |
591 | |
751 | void |
592 | void |
752 | get_party_password (object *op, partylist *party) |
593 | get_party_password (object *op, partylist *party) |
753 | { |
594 | { |
… | |
… | |
763 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
604 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
764 | } |
605 | } |
765 | |
606 | |
766 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
607 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
767 | static int |
608 | static int |
768 | roll_stat (void) |
609 | roll_stat () |
769 | { |
610 | { |
770 | int a[4], i, j, k; |
611 | int a[4], i, j, k; |
771 | |
612 | |
772 | for (i = 0; i < 4; i++) |
613 | for (i = 0; i < 4; i++) |
773 | a[i] = (int) rndm (6) + 1; |
614 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
784 | } |
625 | } |
785 | |
626 | |
786 | void |
627 | void |
787 | object::roll_stats () |
628 | object::roll_stats () |
788 | { |
629 | { |
789 | int statsort [7]; |
630 | int statsort [NUM_STATS]; |
790 | |
631 | |
791 | for (;;) |
632 | for (;;) |
792 | { |
633 | { |
793 | int sum = 0; |
634 | int sum = 0; |
794 | for (int i = 7; i--; ) |
635 | for (int i = NUM_STATS; i--; ) |
795 | sum += statsort [i] = roll_stat (); |
636 | sum += statsort [i] = roll_stat (); |
796 | |
637 | |
797 | if (sum >= 82 && sum <= 116) |
638 | if (sum >= 82 && sum <= 116) |
798 | break; |
639 | break; |
799 | } |
640 | } |
800 | |
641 | |
801 | // Sort the stats so that rerolling is easier... |
642 | // Sort the stats so that rerolling is easier... |
802 | std::sort (statsort, statsort + 7, std::greater<int>()); |
643 | std::sort (statsort, statsort + NUM_STATS, std::greater<int>()); |
803 | |
644 | |
|
|
645 | for (int i = 0; i < NUM_STATS; ++i) |
804 | stats.Str = statsort[0]; |
646 | stats.stat (i) = statsort [i]; |
805 | stats.Dex = statsort[1]; |
|
|
806 | stats.Con = statsort[2]; |
|
|
807 | stats.Int = statsort[3]; |
|
|
808 | stats.Wis = statsort[4]; |
|
|
809 | stats.Pow = statsort[5]; |
|
|
810 | stats.Cha = statsort[6]; |
|
|
811 | |
647 | |
812 | stats.exp = 0; |
648 | stats.exp = 0; |
813 | stats.ac = 0; |
649 | stats.ac = 0; |
814 | |
650 | |
815 | stats.hp = stats.maxhp; |
651 | stats.hp = stats.maxhp; |
… | |
… | |
827 | } |
663 | } |
828 | |
664 | |
829 | void |
665 | void |
830 | object::swap_stats (int a, int b) |
666 | object::swap_stats (int a, int b) |
831 | { |
667 | { |
832 | int tmp = get_attr_value (&contr->orig_stats, a); |
668 | swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); |
833 | set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b)); |
|
|
834 | set_attr_value (&contr->orig_stats, b, tmp); |
|
|
835 | |
669 | |
|
|
670 | for (int i = 0; i < NUM_STATS; ++i) |
836 | stats.Str = contr->orig_stats.Str; |
671 | stats.stat (i) = contr->orig_stats.stat (i); |
837 | stats.Dex = contr->orig_stats.Dex; |
|
|
838 | stats.Con = contr->orig_stats.Con; |
|
|
839 | stats.Int = contr->orig_stats.Int; |
|
|
840 | stats.Wis = contr->orig_stats.Wis; |
|
|
841 | stats.Pow = contr->orig_stats.Pow; |
|
|
842 | stats.Cha = contr->orig_stats.Cha; |
|
|
843 | |
672 | |
844 | //TODO: the following code looks so borked and should, at the very least, |
673 | //TODO: the following code looks so borked and should, at the very least, |
845 | // be merged with the similar code in roll_stats |
674 | // be merged with the similar code in roll_stats |
846 | stats.ac = 0; |
675 | stats.ac = 0; |
847 | |
676 | |
… | |
… | |
866 | static void |
695 | static void |
867 | start_info (object *op) |
696 | start_info (object *op) |
868 | { |
697 | { |
869 | char buf[MAX_BUF]; |
698 | char buf[MAX_BUF]; |
870 | |
699 | |
871 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
700 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
872 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
701 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
873 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
874 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
875 | } |
702 | } |
876 | |
703 | |
877 | /* This function takes the key that is passed, and does the |
704 | /* This function takes the key that is passed, and does the |
878 | * appropriate action with it (change race, or other things). |
705 | * appropriate action with it (change race, or other things). |
879 | * The function name is for historical reasons - now we have |
706 | * The function name is for historical reasons - now we have |
… | |
… | |
882 | */ |
709 | */ |
883 | void |
710 | void |
884 | player::chargen_race_done () |
711 | player::chargen_race_done () |
885 | { |
712 | { |
886 | /* this must before then initial items are given */ |
713 | /* this must before then initial items are given */ |
887 | esrv_new_player (ob->contr, ob->weight + ob->carrying); |
714 | esrv_new_player (ob->contr); |
888 | |
715 | |
889 | treasurelist *tl = treasurelist::find ("starting_wealth"); |
716 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
890 | if (tl) |
717 | if (tl) |
891 | create_treasure (tl, ob, 0, 0, 0); |
718 | create_treasure (tl, ob, 0, 0, 0); |
892 | |
719 | |
893 | INVOKE_PLAYER (BIRTH, ob->contr); |
720 | INVOKE_PLAYER (BIRTH, ob->contr); |
894 | INVOKE_PLAYER (LOGIN, ob->contr); |
721 | INVOKE_PLAYER (LOGIN, ob->contr); |
… | |
… | |
896 | ob->contr->ns->state = ST_PLAYING; |
723 | ob->contr->ns->state = ST_PLAYING; |
897 | |
724 | |
898 | if (ob->msg) |
725 | if (ob->msg) |
899 | ob->msg = 0; |
726 | ob->msg = 0; |
900 | |
727 | |
901 | /* We create this now because some of the unique maps will need it |
|
|
902 | * to save here. |
|
|
903 | */ |
|
|
904 | { |
|
|
905 | char buf[MAX_BUF]; |
|
|
906 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name); |
|
|
907 | make_path_to_file (buf); |
|
|
908 | } |
|
|
909 | |
|
|
910 | start_info (ob); |
728 | start_info (ob); |
911 | CLEAR_FLAG (ob, FLAG_WIZ); |
729 | ob->clr_flag (FLAG_WIZ); |
912 | give_initial_items (ob, ob->randomitems); |
730 | give_initial_items (ob, ob->randomitems); |
913 | link_player_skills (ob); |
|
|
914 | esrv_send_inventory (ob, ob); |
731 | esrv_send_inventory (ob, ob); |
915 | ob->update_stats (); |
732 | ob->update_stats (); |
916 | |
733 | |
917 | /* This moves the player to a different start map, if there |
734 | /* This moves the player to a different start map, if there |
918 | * is one for this race |
735 | * is one for this race |
919 | */ |
736 | */ |
920 | if (*first_map_ext_path) |
737 | if (*first_map_ext_path) |
921 | { |
738 | ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); |
922 | object *tmp; |
|
|
923 | char mapname[MAX_BUF]; |
|
|
924 | |
|
|
925 | snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); |
|
|
926 | tmp = object::create (); |
|
|
927 | EXIT_PATH (tmp) = mapname; |
|
|
928 | EXIT_X (tmp) = ob->x; |
|
|
929 | EXIT_Y (tmp) = ob->y; |
|
|
930 | ob->enter_exit (tmp); /* we don't really care if it succeeded; |
|
|
931 | * if the map isn't there, then stay on the |
|
|
932 | * default initial map */ |
|
|
933 | tmp->destroy (); |
|
|
934 | } |
|
|
935 | else |
739 | else |
936 | LOG (llevDebug, "first_map_ext_path not set\n"); |
740 | LOG (llevDebug, "first_map_ext_path not set\n"); |
937 | } |
741 | } |
938 | |
742 | |
939 | void |
743 | void |
… | |
… | |
949 | int x = ob->x, y = ob->y; |
753 | int x = ob->x, y = ob->y; |
950 | |
754 | |
951 | ob->remove_statbonus (); |
755 | ob->remove_statbonus (); |
952 | ob->remove (); |
756 | ob->remove (); |
953 | ob->arch = get_player_archetype (ob->arch); |
757 | ob->arch = get_player_archetype (ob->arch); |
954 | ob->arch->clone.copy_to (ob); |
758 | ob->arch->copy_to (ob); |
955 | ob->instantiate (); |
759 | ob->instantiate (); |
956 | ob->stats = ob->contr->orig_stats; |
760 | ob->stats = ob->contr->orig_stats; |
957 | ob->name = ob->name_pl = name; |
761 | ob->name = ob->name_pl = name; |
958 | ob->x = x; |
762 | ob->x = x; |
959 | ob->y = y; |
763 | ob->y = y; |
960 | SET_ANIMATION (ob, 2); /* So player faces south */ |
764 | SET_ANIMATION (ob, 2); /* So player faces south */ |
961 | insert_ob_in_map (ob, ob->map, ob, 0); |
765 | insert_ob_in_map (ob, ob->map, ob, 0); |
962 | assign (ob->contr->title, ob->arch->clone.name); |
766 | assign (ob->contr->title, ob->arch->object::name); |
963 | ob->add_statbonus (); |
767 | ob->add_statbonus (); |
964 | } |
768 | } |
965 | while (!allowed_class (ob)); |
769 | while (!allowed_class (ob)); |
966 | |
770 | |
967 | update_object (ob, UP_OBJ_FACE); |
771 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
970 | ob->stats.hp = ob->stats.maxhp; |
774 | ob->stats.hp = ob->stats.maxhp; |
971 | ob->stats.sp = ob->stats.maxsp; |
775 | ob->stats.sp = ob->stats.maxsp; |
972 | ob->stats.grace = 0; |
776 | ob->stats.grace = 0; |
973 | } |
777 | } |
974 | |
778 | |
975 | void |
779 | static void |
976 | flee_player (object *op) |
780 | flee_player (object *op) |
977 | { |
781 | { |
978 | int dir, diff; |
782 | int dir, diff; |
979 | rv_vector rv; |
783 | rv_vector rv; |
980 | |
784 | |
981 | if (op->stats.hp < 0) |
785 | if (op->stats.hp < 0) |
982 | { |
786 | { |
983 | LOG (llevDebug, "Fleeing player is dead.\n"); |
787 | LOG (llevDebug, "Fleeing player is dead.\n"); |
984 | CLEAR_FLAG (op, FLAG_SCARED); |
788 | op->clr_flag (FLAG_SCARED); |
985 | return; |
789 | return; |
986 | } |
790 | } |
987 | |
791 | |
988 | if (op->enemy == NULL) |
792 | if (!op->enemy) |
989 | { |
793 | { |
990 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
794 | LOG (llevDebug, "Fleeing player had no enemy.\n"); |
991 | CLEAR_FLAG (op, FLAG_SCARED); |
795 | op->clr_flag (FLAG_SCARED); |
992 | return; |
796 | return; |
993 | } |
797 | } |
994 | |
798 | |
995 | /* Seen some crashes here. Since we don't store an |
799 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
996 | * op->enemy_count, it is possible that something destroys the |
|
|
997 | * actual enemy, and the object is recycled. |
|
|
998 | */ |
|
|
999 | if (op->enemy->map == NULL) |
|
|
1000 | { |
800 | { |
1001 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1002 | op->enemy = NULL; |
801 | op->enemy = NULL; |
1003 | return; |
802 | op->clr_flag (FLAG_SCARED); |
1004 | } |
|
|
1005 | |
|
|
1006 | if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) |
|
|
1007 | { |
|
|
1008 | op->enemy = NULL; |
|
|
1009 | CLEAR_FLAG (op, FLAG_SCARED); |
|
|
1010 | return; |
803 | return; |
1011 | } |
804 | } |
1012 | |
805 | |
1013 | get_rangevector (op, op->enemy, &rv, 0); |
806 | get_rangevector (op, op->enemy, &rv, 0); |
1014 | |
807 | |
1015 | dir = absdir (4 + rv.direction); |
808 | dir = absdir (4 + rv.direction); |
1016 | for (diff = 0; diff < 3; diff++) |
809 | for (diff = 0; diff < 3; diff++) |
1017 | { |
810 | { |
1018 | int m = 1 - (RANDOM () & 2); |
811 | int m = 1 - rndm (2) * 2; |
1019 | |
812 | |
1020 | if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) |
813 | if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) |
1021 | return; |
814 | return; |
1022 | } |
815 | } |
1023 | |
816 | |
1024 | /* Cornered, get rid of scared */ |
817 | /* Cornered, get rid of scared */ |
1025 | CLEAR_FLAG (op, FLAG_SCARED); |
818 | op->clr_flag (FLAG_SCARED); |
1026 | op->enemy = NULL; |
819 | op->enemy = NULL; |
1027 | } |
820 | } |
1028 | |
821 | |
1029 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
822 | /* check_pick sees if there is stuff to be picked up/picks up stuff. |
1030 | * It returns 1 if the player should keep on moving, 0 if he should |
823 | * It returns 1 if the player should keep on moving, 0 if he should |
… | |
… | |
1034 | check_pick (object *op) |
827 | check_pick (object *op) |
1035 | { |
828 | { |
1036 | object *tmp, *next; |
829 | object *tmp, *next; |
1037 | int stop = 0; |
830 | int stop = 0; |
1038 | int wvratio; |
831 | int wvratio; |
1039 | char putstring[128]; |
|
|
1040 | |
832 | |
1041 | /* if you're flying, you cna't pick up anything */ |
833 | /* if you're flying, you can't pick up anything */ |
1042 | if (op->move_type & MOVE_FLYING) |
834 | if (op->move_type & MOVE_FLYING) |
1043 | return 1; |
835 | return 1; |
1044 | |
836 | |
1045 | next = op->below; |
837 | next = op->below; |
|
|
838 | |
|
|
839 | int cnt = MAX_ITEM_PER_ACTION; |
|
|
840 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
1046 | |
841 | |
1047 | /* loop while there are items on the floor that are not marked as |
842 | /* loop while there are items on the floor that are not marked as |
1048 | * destroyed */ |
843 | * destroyed */ |
1049 | while (next && !next->destroyed ()) |
844 | while (next && !next->destroyed ()) |
1050 | { |
845 | { |
1051 | tmp = next; |
846 | tmp = next; |
1052 | next = tmp->below; |
847 | next = tmp->below; |
1053 | |
848 | |
|
|
849 | if (cnt <= 0) |
|
|
850 | { |
|
|
851 | op->failmsg ("Couldn't pickup all items at once."); |
|
|
852 | return 0; |
|
|
853 | } |
|
|
854 | |
1054 | if (op->destroyed ()) |
855 | if (op->destroyed ()) |
1055 | return 0; |
856 | return 0; |
1056 | |
857 | |
1057 | if (!can_pick (op, tmp)) |
858 | if (!can_pick (op, tmp)) |
1058 | continue; |
859 | continue; |
1059 | |
860 | |
1060 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
861 | if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) |
1061 | { |
862 | { |
1062 | if (item_matched_string (op, tmp, op->contr->search_str)) |
863 | if (item_matched_string (op, tmp, op->contr->search_str)) |
1063 | pick_up (op, tmp); |
864 | CHK_PICK_PICKUP; |
|
|
865 | |
1064 | continue; |
866 | continue; |
1065 | } |
867 | } |
1066 | |
868 | |
1067 | /* high not bit set? We're using the old autopickup model */ |
869 | /* pickup handling */ |
|
|
870 | if (op->contr->mode & PU_DEBUG) |
|
|
871 | { |
|
|
872 | /* some debugging code to figure out item information */ |
|
|
873 | const char *str = tmp->name |
|
|
874 | ? format ("item name: %s item type: %d weight/value: %d", |
|
|
875 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) |
|
|
876 | : format ("item name: %s item type: %d weight/value: %d", |
|
|
877 | &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
|
|
878 | |
|
|
879 | new_draw_info (NDI_UNIQUE, 0, op, str); |
|
|
880 | } |
|
|
881 | |
|
|
882 | if (op->contr->mode & PU_INHIBIT) |
|
|
883 | return 1; |
|
|
884 | |
|
|
885 | if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client |
|
|
886 | return 1; |
|
|
887 | |
|
|
888 | /* philosophy: |
|
|
889 | * It's easy to grab an item type from a pile, as long as it's |
|
|
890 | * generic. This takes no game-time. For more detailed pickups |
|
|
891 | * and selections, select-items should be used. This is a |
|
|
892 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
893 | * example. |
|
|
894 | * The drawback: right now it has no frontend, so you need to |
|
|
895 | * stick the bits you want into a calculator in hex mode and then |
|
|
896 | * convert to decimal and then 'pickup <#> |
|
|
897 | */ |
|
|
898 | |
|
|
899 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
900 | * STOP then we stop. All the rest are applied sequentially, |
|
|
901 | * meaning if any test passes, the item gets picked up. */ |
|
|
902 | |
|
|
903 | /* if mode is set to pick nothing up, return */ |
|
|
904 | if (op->contr->mode == PU_NOTHING) |
|
|
905 | return 1; |
|
|
906 | |
|
|
907 | /* if mode is set to stop when encountering objects, return */ |
|
|
908 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
909 | * anything up */ |
|
|
910 | if (op->contr->mode & PU_STOP) |
|
|
911 | return 0; |
|
|
912 | |
|
|
913 | /* useful for going into stores and not losing your settings... */ |
|
|
914 | /* and for battles wher you don't want to get loaded down while |
|
|
915 | * fighting */ |
|
|
916 | if (op->contr->mode & PU_INHIBIT) |
|
|
917 | return 1; |
|
|
918 | |
|
|
919 | /* prevent us from turning into auto-thieves :) */ |
|
|
920 | if (tmp->flag [FLAG_UNPAID]) |
|
|
921 | continue; |
|
|
922 | |
|
|
923 | /* ignore known cursed objects */ |
|
|
924 | if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED) |
|
|
925 | continue; |
|
|
926 | |
|
|
927 | /* all food and drink if desired */ |
|
|
928 | /* question: don't pick up known-poisonous stuff? */ |
1068 | if (!(op->contr->mode & PU_NEWMODE)) |
929 | if (op->contr->mode & PU_FOOD) |
|
|
930 | if (tmp->type == FOOD) |
1069 | { |
931 | { |
1070 | switch (op->contr->mode) |
932 | CHK_PICK_PICKUP; |
|
|
933 | continue; |
|
|
934 | } |
|
|
935 | |
|
|
936 | if (op->contr->mode & PU_DRINK) |
|
|
937 | if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED])) |
|
|
938 | { |
|
|
939 | CHK_PICK_PICKUP; |
|
|
940 | continue; |
|
|
941 | } |
|
|
942 | |
|
|
943 | if (op->contr->mode & PU_POTION) |
|
|
944 | if (tmp->type == POTION) |
|
|
945 | { |
|
|
946 | CHK_PICK_PICKUP; |
|
|
947 | continue; |
|
|
948 | } |
|
|
949 | |
|
|
950 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
951 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
952 | if (tmp->type == SPELLBOOK) |
|
|
953 | { |
|
|
954 | CHK_PICK_PICKUP; |
|
|
955 | continue; |
|
|
956 | } |
|
|
957 | |
|
|
958 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
959 | if (tmp->type == SKILLSCROLL) |
|
|
960 | { |
|
|
961 | CHK_PICK_PICKUP; |
|
|
962 | continue; |
|
|
963 | } |
|
|
964 | |
|
|
965 | if (op->contr->mode & PU_READABLES) |
|
|
966 | if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) |
|
|
967 | { |
|
|
968 | CHK_PICK_PICKUP; |
|
|
969 | continue; |
|
|
970 | } |
|
|
971 | |
|
|
972 | /* wands/staves/rods/horns */ |
|
|
973 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
974 | if (tmp->type == WAND |
|
|
975 | || tmp->type == ROD |
|
|
976 | || tmp->type == HORN |
|
|
977 | || tmp->type == POWER_CRYSTAL) |
|
|
978 | { |
|
|
979 | CHK_PICK_PICKUP; |
|
|
980 | continue; |
|
|
981 | } |
|
|
982 | |
|
|
983 | /* pick up all magical items */ |
|
|
984 | if (op->contr->mode & PU_MAGICAL) |
|
|
985 | if (tmp->flag [FLAG_KNOWN_MAGICAL] |
|
|
986 | && !tmp->flag [FLAG_KNOWN_CURSED]) |
|
|
987 | { |
|
|
988 | CHK_PICK_PICKUP; |
|
|
989 | continue; |
|
|
990 | } |
|
|
991 | |
|
|
992 | if (op->contr->mode & PU_VALUABLES) |
|
|
993 | { |
|
|
994 | if (tmp->type == MONEY || tmp->type == GEM) |
1071 | { |
995 | { |
1072 | case 0: |
996 | CHK_PICK_PICKUP; |
1073 | return 1; /* don't pick up */ |
997 | continue; |
1074 | case 1: |
|
|
1075 | pick_up (op, tmp); |
|
|
1076 | return 1; |
|
|
1077 | case 2: |
|
|
1078 | pick_up (op, tmp); |
|
|
1079 | return 0; |
|
|
1080 | case 3: |
|
|
1081 | return 0; /* stop before pickup */ |
|
|
1082 | case 4: |
|
|
1083 | pick_up (op, tmp); |
|
|
1084 | break; |
|
|
1085 | case 5: |
|
|
1086 | pick_up (op, tmp); |
|
|
1087 | stop = 1; |
|
|
1088 | break; |
|
|
1089 | case 6: |
|
|
1090 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
|
|
1091 | pick_up (op, tmp); |
|
|
1092 | break; |
|
|
1093 | |
|
|
1094 | case 7: |
|
|
1095 | if (tmp->type == MONEY || tmp->type == GEM) |
|
|
1096 | pick_up (op, tmp); |
|
|
1097 | break; |
|
|
1098 | |
|
|
1099 | default: |
|
|
1100 | /* use value density */ |
|
|
1101 | if (!QUERY_FLAG (tmp, FLAG_UNPAID) |
|
|
1102 | && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode) |
|
|
1103 | pick_up (op, tmp); |
|
|
1104 | } |
998 | } |
1105 | } |
999 | } |
1106 | else |
1000 | |
1107 | { /* old model */ |
1001 | /* rings & amulets - talismans seems to be typed AMULET */ |
1108 | /* NEW pickup handling */ |
|
|
1109 | if (op->contr->mode & PU_DEBUG) |
1002 | if (op->contr->mode & PU_JEWELS) |
|
|
1003 | if (tmp->type == RING |
|
|
1004 | || tmp->type == AMULET |
|
|
1005 | || tmp->type == GIRDLE |
|
|
1006 | || tmp->type == SKILL_TOOL) |
1110 | { |
1007 | { |
1111 | /* some debugging code to figure out item information */ |
1008 | CHK_PICK_PICKUP; |
1112 | if (tmp->name != NULL) |
|
|
1113 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1114 | &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1115 | else |
|
|
1116 | sprintf (putstring, "item name: %s item type: %d weight/value: %d", |
|
|
1117 | &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
|
|
1118 | |
|
|
1119 | new_draw_info (NDI_UNIQUE, 0, op, putstring); |
|
|
1120 | } |
|
|
1121 | |
|
|
1122 | /* philosophy: |
|
|
1123 | * It's easy to grab an item type from a pile, as long as it's |
|
|
1124 | * generic. This takes no game-time. For more detailed pickups |
|
|
1125 | * and selections, select-items should be used. This is a |
|
|
1126 | * grab-as-you-run type mode that's really useful for arrows for |
|
|
1127 | * example. |
|
|
1128 | * The drawback: right now it has no frontend, so you need to |
|
|
1129 | * stick the bits you want into a calculator in hex mode and then |
|
|
1130 | * convert to decimal and then 'pickup <#> |
|
|
1131 | */ |
|
|
1132 | |
|
|
1133 | /* the first two modes are exclusive: if NOTHING we return, if |
|
|
1134 | * STOP then we stop. All the rest are applied sequentially, |
|
|
1135 | * meaning if any test passes, the item gets picked up. */ |
|
|
1136 | |
|
|
1137 | /* if mode is set to pick nothing up, return */ |
|
|
1138 | |
|
|
1139 | if (op->contr->mode & PU_NOTHING) |
|
|
1140 | return 1; |
|
|
1141 | |
|
|
1142 | /* if mode is set to stop when encountering objects, return */ |
|
|
1143 | /* take STOP before INHIBIT since it doesn't actually pick |
|
|
1144 | * anything up */ |
|
|
1145 | |
|
|
1146 | if (op->contr->mode & PU_STOP) |
|
|
1147 | return 0; |
|
|
1148 | |
|
|
1149 | /* useful for going into stores and not losing your settings... */ |
|
|
1150 | /* and for battles wher you don't want to get loaded down while |
|
|
1151 | * fighting */ |
|
|
1152 | if (op->contr->mode & PU_INHIBIT) |
|
|
1153 | return 1; |
|
|
1154 | |
|
|
1155 | /* prevent us from turning into auto-thieves :) */ |
|
|
1156 | if (QUERY_FLAG (tmp, FLAG_UNPAID)) |
|
|
1157 | continue; |
1009 | continue; |
|
|
1010 | } |
1158 | |
1011 | |
1159 | /* ignore known cursed objects */ |
1012 | /* we don't forget dragon food */ |
1160 | if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) |
1013 | if (op->contr->mode & PU_FLESH) |
|
|
1014 | if (tmp->type == FLESH) |
|
|
1015 | { |
|
|
1016 | CHK_PICK_PICKUP; |
1161 | continue; |
1017 | continue; |
|
|
1018 | } |
1162 | |
1019 | |
1163 | /* all food and drink if desired */ |
1020 | /* bows and arrows. Bows are good for selling! */ |
1164 | /* question: don't pick up known-poisonous stuff? */ |
1021 | if (op->contr->mode & PU_BOW) |
|
|
1022 | if (tmp->type == BOW) |
|
|
1023 | { |
|
|
1024 | CHK_PICK_PICKUP; |
|
|
1025 | continue; |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | if (op->contr->mode & PU_ARROW) |
|
|
1029 | if (tmp->type == ARROW) |
|
|
1030 | { |
|
|
1031 | CHK_PICK_PICKUP; |
|
|
1032 | continue; |
|
|
1033 | } |
|
|
1034 | |
|
|
1035 | /* all kinds of armor etc. */ |
|
|
1036 | if (op->contr->mode & PU_ARMOUR) |
|
|
1037 | if (tmp->type == ARMOUR) |
|
|
1038 | { |
|
|
1039 | CHK_PICK_PICKUP; |
|
|
1040 | continue; |
|
|
1041 | } |
|
|
1042 | |
|
|
1043 | if (op->contr->mode & PU_HELMET) |
|
|
1044 | if (tmp->type == HELMET) |
|
|
1045 | { |
|
|
1046 | CHK_PICK_PICKUP; |
|
|
1047 | continue; |
|
|
1048 | } |
|
|
1049 | |
|
|
1050 | if (op->contr->mode & PU_SHIELD) |
|
|
1051 | if (tmp->type == SHIELD) |
|
|
1052 | { |
|
|
1053 | CHK_PICK_PICKUP; |
|
|
1054 | continue; |
|
|
1055 | } |
|
|
1056 | |
1165 | if (op->contr->mode & PU_FOOD) |
1057 | if (op->contr->mode & PU_BOOTS) |
1166 | if (tmp->type == FOOD) |
1058 | if (tmp->type == BOOTS) |
|
|
1059 | { |
|
|
1060 | CHK_PICK_PICKUP; |
|
|
1061 | continue; |
|
|
1062 | } |
|
|
1063 | |
|
|
1064 | if (op->contr->mode & PU_GLOVES) |
|
|
1065 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
|
|
1066 | { |
|
|
1067 | CHK_PICK_PICKUP; |
|
|
1068 | continue; |
|
|
1069 | } |
|
|
1070 | |
|
|
1071 | if (op->contr->mode & PU_CLOAK) |
|
|
1072 | if (tmp->type == CLOAK) |
|
|
1073 | { |
|
|
1074 | CHK_PICK_PICKUP; |
|
|
1075 | continue; |
|
|
1076 | } |
|
|
1077 | |
|
|
1078 | /* hoping to catch throwing daggers here */ |
|
|
1079 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1080 | if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN]) |
|
|
1081 | { |
|
|
1082 | CHK_PICK_PICKUP; |
|
|
1083 | continue; |
|
|
1084 | } |
|
|
1085 | |
|
|
1086 | /* careful: chairs and tables are weapons! */ |
|
|
1087 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1088 | { |
|
|
1089 | if (tmp->type == WEAPON) |
|
|
1090 | if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) |
1167 | { |
1091 | { |
1168 | pick_up (op, tmp); |
1092 | CHK_PICK_PICKUP; |
1169 | continue; |
1093 | continue; |
1170 | } |
1094 | } |
|
|
1095 | } |
1171 | |
1096 | |
|
|
1097 | /* misc stuff that's useful */ |
1172 | if (op->contr->mode & PU_DRINK) |
1098 | if (op->contr->mode & PU_KEY) |
1173 | if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) |
1099 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
1174 | { |
1100 | { |
1175 | pick_up (op, tmp); |
1101 | CHK_PICK_PICKUP; |
1176 | continue; |
1102 | continue; |
1177 | } |
1103 | } |
1178 | |
1104 | |
|
|
1105 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1106 | * pickups */ |
1179 | if (op->contr->mode & PU_POTION) |
1107 | if (op->contr->mode & PU_RATIO) |
1180 | if (tmp->type == POTION) |
1108 | { |
|
|
1109 | /* use value density to decide what else to grab */ |
|
|
1110 | /* >=7 was >= op->contr->mode */ |
|
|
1111 | /* >=7 is the old standard setting. Now we take the last 4 bits |
1181 | { |
1112 | */ |
1182 | pick_up (op, tmp); |
|
|
1183 | continue; |
|
|
1184 | } |
|
|
1185 | |
|
|
1186 | /* spellbooks, skillscrolls and normal books/scrolls */ |
|
|
1187 | if (op->contr->mode & PU_SPELLBOOK) |
|
|
1188 | if (tmp->type == SPELLBOOK) |
|
|
1189 | { |
|
|
1190 | pick_up (op, tmp); |
|
|
1191 | continue; |
|
|
1192 | } |
|
|
1193 | |
|
|
1194 | if (op->contr->mode & PU_SKILLSCROLL) |
|
|
1195 | if (tmp->type == SKILLSCROLL) |
|
|
1196 | { |
|
|
1197 | pick_up (op, tmp); |
|
|
1198 | continue; |
|
|
1199 | } |
|
|
1200 | |
|
|
1201 | if (op->contr->mode & PU_READABLES) |
|
|
1202 | if (tmp->type == BOOK || tmp->type == SCROLL) |
|
|
1203 | { |
|
|
1204 | pick_up (op, tmp); |
|
|
1205 | continue; |
|
|
1206 | } |
|
|
1207 | |
|
|
1208 | /* wands/staves/rods/horns */ |
|
|
1209 | if (op->contr->mode & PU_MAGIC_DEVICE) |
|
|
1210 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1211 | { |
|
|
1212 | pick_up (op, tmp); |
|
|
1213 | continue; |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | /* pick up all magical items */ |
|
|
1217 | if (op->contr->mode & PU_MAGICAL) |
1113 | wvratio = op->contr->mode & PU_RATIO; |
1218 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1114 | if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) |
1219 | { |
|
|
1220 | pick_up (op, tmp); |
|
|
1221 | continue; |
|
|
1222 | } |
|
|
1223 | |
|
|
1224 | if (op->contr->mode & PU_VALUABLES) |
|
|
1225 | { |
1115 | { |
1226 | if (tmp->type == MONEY || tmp->type == GEM) |
1116 | #if 0 |
|
|
1117 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1118 | if (tmp->name != NULL) |
1227 | { |
1119 | { |
1228 | pick_up (op, tmp); |
1120 | fprintf (stderr, "%s", tmp->name); |
1229 | continue; |
|
|
1230 | } |
1121 | } |
1231 | } |
|
|
1232 | |
|
|
1233 | /* rings & amulets - talismans seems to be typed AMULET */ |
|
|
1234 | if (op->contr->mode & PU_JEWELS) |
|
|
1235 | if (tmp->type == RING || tmp->type == AMULET) |
|
|
1236 | { |
|
|
1237 | pick_up (op, tmp); |
|
|
1238 | continue; |
|
|
1239 | } |
|
|
1240 | |
|
|
1241 | /* we don't forget dragon food */ |
|
|
1242 | if (op->contr->mode & PU_FLESH) |
|
|
1243 | if (tmp->type == FLESH) |
|
|
1244 | { |
|
|
1245 | pick_up (op, tmp); |
|
|
1246 | continue; |
|
|
1247 | } |
|
|
1248 | |
|
|
1249 | /* bows and arrows. Bows are good for selling! */ |
|
|
1250 | if (op->contr->mode & PU_BOW) |
|
|
1251 | if (tmp->type == BOW) |
|
|
1252 | { |
|
|
1253 | pick_up (op, tmp); |
|
|
1254 | continue; |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | if (op->contr->mode & PU_ARROW) |
|
|
1258 | if (tmp->type == ARROW) |
|
|
1259 | { |
|
|
1260 | pick_up (op, tmp); |
|
|
1261 | continue; |
|
|
1262 | } |
|
|
1263 | |
|
|
1264 | /* all kinds of armor etc. */ |
|
|
1265 | if (op->contr->mode & PU_ARMOUR) |
|
|
1266 | if (tmp->type == ARMOUR) |
|
|
1267 | { |
|
|
1268 | pick_up (op, tmp); |
|
|
1269 | continue; |
|
|
1270 | } |
|
|
1271 | |
|
|
1272 | if (op->contr->mode & PU_HELMET) |
|
|
1273 | if (tmp->type == HELMET) |
|
|
1274 | { |
|
|
1275 | pick_up (op, tmp); |
|
|
1276 | continue; |
|
|
1277 | } |
|
|
1278 | |
|
|
1279 | if (op->contr->mode & PU_SHIELD) |
|
|
1280 | if (tmp->type == SHIELD) |
|
|
1281 | { |
|
|
1282 | pick_up (op, tmp); |
|
|
1283 | continue; |
|
|
1284 | } |
|
|
1285 | |
|
|
1286 | if (op->contr->mode & PU_BOOTS) |
|
|
1287 | if (tmp->type == BOOTS) |
|
|
1288 | { |
|
|
1289 | pick_up (op, tmp); |
|
|
1290 | continue; |
|
|
1291 | } |
|
|
1292 | |
|
|
1293 | if (op->contr->mode & PU_GLOVES) |
|
|
1294 | if (tmp->type == GLOVES) |
|
|
1295 | { |
|
|
1296 | pick_up (op, tmp); |
|
|
1297 | continue; |
|
|
1298 | } |
|
|
1299 | |
|
|
1300 | if (op->contr->mode & PU_CLOAK) |
|
|
1301 | if (tmp->type == CLOAK) |
|
|
1302 | { |
|
|
1303 | pick_up (op, tmp); |
|
|
1304 | continue; |
|
|
1305 | } |
|
|
1306 | |
|
|
1307 | /* hoping to catch throwing daggers here */ |
|
|
1308 | if (op->contr->mode & PU_MISSILEWEAPON) |
|
|
1309 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
|
|
1310 | { |
|
|
1311 | pick_up (op, tmp); |
|
|
1312 | continue; |
|
|
1313 | } |
|
|
1314 | |
|
|
1315 | /* careful: chairs and tables are weapons! */ |
|
|
1316 | if (op->contr->mode & PU_ALLWEAPON) |
|
|
1317 | { |
|
|
1318 | if (tmp->type == WEAPON && tmp->name != NULL) |
|
|
1319 | { |
|
|
1320 | if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && |
|
|
1321 | strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1322 | { |
|
|
1323 | pick_up (op, tmp); |
|
|
1324 | continue; |
|
|
1325 | } |
|
|
1326 | } |
|
|
1327 | |
|
|
1328 | if (tmp->type == WEAPON && tmp->name == NULL) |
|
|
1329 | { |
|
|
1330 | if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) |
|
|
1331 | { |
|
|
1332 | pick_up (op, tmp); |
|
|
1333 | continue; |
|
|
1334 | } |
|
|
1335 | } |
|
|
1336 | } |
|
|
1337 | |
|
|
1338 | /* misc stuff that's useful */ |
|
|
1339 | if (op->contr->mode & PU_KEY) |
|
|
1340 | if (tmp->type == KEY || tmp->type == SPECIAL_KEY) |
|
|
1341 | { |
|
|
1342 | pick_up (op, tmp); |
|
|
1343 | continue; |
|
|
1344 | } |
|
|
1345 | |
|
|
1346 | /* any of the last 4 bits set means we use the ratio for value |
|
|
1347 | * pickups */ |
|
|
1348 | if (op->contr->mode & PU_RATIO) |
|
|
1349 | { |
|
|
1350 | /* use value density to decide what else to grab */ |
|
|
1351 | /* >=7 was >= op->contr->mode */ |
|
|
1352 | /* >=7 is the old standard setting. Now we take the last 4 bits |
|
|
1353 | * and multiply them by 5, giving 0..15*5== 5..75 */ |
|
|
1354 | wvratio = (op->contr->mode & PU_RATIO) * 5; |
|
|
1355 | if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio) |
|
|
1356 | { |
|
|
1357 | pick_up (op, tmp); |
|
|
1358 | #if 0 |
|
|
1359 | fprintf (stderr, "HIGH WEIGHT/VALUE ["); |
|
|
1360 | if (tmp->name != NULL) |
|
|
1361 | { |
|
|
1362 | fprintf (stderr, "%s", tmp->name); |
|
|
1363 | } |
|
|
1364 | else |
1122 | else |
1365 | fprintf (stderr, "%s", tmp->arch->name); |
1123 | fprintf (stderr, "%s", tmp->arch->archname); |
1366 | fprintf (stderr, ",%d] = ", tmp->type); |
1124 | fprintf (stderr, ",%d] = ", tmp->type); |
1367 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); |
1125 | fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); |
1368 | #endif |
1126 | #endif |
|
|
1127 | CHK_PICK_PICKUP; |
1369 | continue; |
1128 | continue; |
1370 | } |
|
|
1371 | } |
1129 | } |
1372 | } /* the new pickup model */ |
1130 | } /* the new pickup model */ |
1373 | } |
1131 | } |
1374 | |
1132 | |
1375 | return !stop; |
1133 | return !stop; |
|
|
1134 | } |
|
|
1135 | |
|
|
1136 | /* routine for both players and monsters. We call this when |
|
|
1137 | * there is a possibility for our action distrubing our hiding |
|
|
1138 | * place or invisiblity spell. Artefact invisiblity causes |
|
|
1139 | * "noise" instead. If we arent invisible to begin with, we |
|
|
1140 | * return 0. |
|
|
1141 | */ |
|
|
1142 | static int |
|
|
1143 | action_makes_visible (object *op) |
|
|
1144 | { |
|
|
1145 | if (op->invisible && op->flag [FLAG_ALIVE]) |
|
|
1146 | { |
|
|
1147 | if (op->flag [FLAG_MAKE_INVIS]) |
|
|
1148 | { |
|
|
1149 | // artefact invisibility is permanent, but we still make noise |
|
|
1150 | // this is important for game-balance. |
|
|
1151 | if (op->contr) |
|
|
1152 | op->make_noise (); |
|
|
1153 | |
|
|
1154 | return 0; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
1158 | return 0; |
|
|
1159 | |
|
|
1160 | /* If monsters, they should become visible */ |
|
|
1161 | if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
1162 | { |
|
|
1163 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); |
|
|
1164 | return 1; |
|
|
1165 | } |
|
|
1166 | } |
|
|
1167 | |
|
|
1168 | return 0; |
1376 | } |
1169 | } |
1377 | |
1170 | |
1378 | /* |
1171 | /* |
1379 | * Find an arrow in the inventory and after that |
1172 | * Find an arrow in the inventory and after that |
1380 | * in the right type container (quiver). Pointer to the |
1173 | * in the right type container (quiver). Pointer to the |
1381 | * found object is returned. |
1174 | * found object is returned. |
1382 | */ |
1175 | */ |
1383 | object * |
1176 | static object * |
1384 | find_arrow (object *op, const char *type) |
1177 | find_arrow (object *op, const char *type) |
1385 | { |
1178 | { |
1386 | object *tmp = 0; |
|
|
1387 | |
|
|
1388 | for (op = op->inv; op; op = op->below) |
1179 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1389 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1390 | tmp = find_arrow (op, type); |
|
|
1391 | else if (op->type == ARROW && op->race == type) |
1180 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
|
|
1181 | return splay (tmp); |
|
|
1182 | |
|
|
1183 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1184 | if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type)) |
|
|
1185 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1186 | { |
|
|
1187 | splay (tmp); |
1392 | return op; |
1188 | return arrow; |
|
|
1189 | } |
1393 | |
1190 | |
1394 | return tmp; |
1191 | return 0; |
1395 | } |
1192 | } |
1396 | |
1193 | |
1397 | /* |
1194 | /* |
1398 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1195 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1399 | * against the target. A full test is not performed, simply a basic test |
1196 | * against the target. A full test is not performed, simply a basic test |
1400 | * of resistances. The archer is making a quick guess at what he sees down |
1197 | * of resistances. The archer is making a quick guess at what he sees down |
1401 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1198 | * the hall. Failing that it does it's best to pick the highest plus arrow. |
1402 | */ |
1199 | */ |
1403 | object * |
1200 | static object * |
1404 | find_better_arrow (object *op, object *target, const char *type, int *better) |
1201 | find_better_arrow (object *op, object *target, shstr_cmp type, int *better) |
1405 | { |
1202 | { |
1406 | object *tmp = NULL, *arrow, *ntmp; |
1203 | object *tmp = NULL, *arrow, *ntmp; |
1407 | int attacknum, attacktype, betterby = 0, i; |
1204 | int attacknum, attacktype, betterby = 0, i; |
1408 | |
1205 | |
1409 | if (!type) |
1206 | if (!type) |
1410 | return NULL; |
1207 | return NULL; |
1411 | |
1208 | |
1412 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1209 | for (arrow = op->inv; arrow; arrow = arrow->below) |
1413 | { |
1210 | { |
1414 | if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) |
1211 | if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED]) |
1415 | { |
1212 | { |
1416 | i = 0; |
1213 | i = 0; |
1417 | ntmp = find_better_arrow (arrow, target, type, &i); |
1214 | ntmp = find_better_arrow (arrow, target, type, &i); |
|
|
1215 | |
1418 | if (i > betterby) |
1216 | if (i > betterby) |
1419 | { |
1217 | { |
1420 | tmp = ntmp; |
1218 | tmp = ntmp; |
1421 | betterby = i; |
1219 | betterby = i; |
1422 | } |
1220 | } |
1423 | } |
1221 | } |
1424 | else if (arrow->type == ARROW && arrow->race == type) |
1222 | else if (arrow->type == ARROW && arrow->race == type) |
1425 | { |
1223 | { |
1426 | /* allways prefer assasination/slaying */ |
1224 | /* allways prefer assasination/slaying */ |
1427 | if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) |
1225 | if (target->race && arrow->slaying.contains (target->race)) |
1428 | { |
1226 | { |
1429 | if (arrow->attacktype & AT_DEATH) |
1227 | if (arrow->attacktype & AT_DEATH) |
1430 | { |
1228 | { |
1431 | *better = 100; |
1229 | *better = 100; |
1432 | return arrow; |
1230 | return arrow; |
… | |
… | |
1440 | else |
1238 | else |
1441 | { |
1239 | { |
1442 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1240 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1443 | { |
1241 | { |
1444 | attacktype = 1 << attacknum; |
1242 | attacktype = 1 << attacknum; |
1445 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1243 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1446 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) |
1244 | if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) |
1447 | { |
1245 | { |
1448 | tmp = arrow; |
1246 | tmp = arrow; |
1449 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; |
1247 | betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; |
1450 | } |
1248 | } |
1451 | } |
1249 | } |
|
|
1250 | |
1452 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1251 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1453 | { |
1252 | { |
1454 | tmp = arrow; |
1253 | tmp = arrow; |
1455 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1254 | betterby = 2 + arrow->magic + arrow->stats.dam; |
1456 | } |
1255 | } |
|
|
1256 | |
1457 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1257 | if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) |
1458 | { |
1258 | { |
1459 | tmp = arrow; |
1259 | tmp = arrow; |
1460 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1260 | betterby = 1 + arrow->magic + arrow->stats.dam; |
1461 | } |
1261 | } |
1462 | } |
1262 | } |
1463 | } |
1263 | } |
1464 | } |
1264 | } |
|
|
1265 | |
1465 | if (tmp == NULL && arrow == NULL) |
1266 | if (tmp == NULL && arrow == NULL) |
1466 | return find_arrow (op, type); |
1267 | return find_arrow (op, type); |
1467 | |
1268 | |
1468 | *better = betterby; |
1269 | *better = betterby; |
1469 | return tmp; |
1270 | return tmp; |
… | |
… | |
1473 | * find_better_arrow to find a decent arrow to use. |
1274 | * find_better_arrow to find a decent arrow to use. |
1474 | * op = the shooter |
1275 | * op = the shooter |
1475 | * type = bow->race |
1276 | * type = bow->race |
1476 | * dir = fire direction |
1277 | * dir = fire direction |
1477 | */ |
1278 | */ |
1478 | object * |
1279 | static object * |
1479 | pick_arrow_target (object *op, const char *type, int dir) |
1280 | pick_arrow_target (object *op, shstr_cmp type, int dir) |
1480 | { |
1281 | { |
1481 | object *tmp = NULL; |
1282 | object *tmp = NULL; |
1482 | maptile *m; |
1283 | maptile *m; |
1483 | int i, mflags, found, number; |
1284 | int i, mflags, found, number; |
1484 | sint16 x, y; |
1285 | sint16 x, y; |
… | |
… | |
1499 | for (i = 0, found = 0; i < 20; i++) |
1300 | for (i = 0, found = 0; i < 20; i++) |
1500 | { |
1301 | { |
1501 | x += freearr_x[dir]; |
1302 | x += freearr_x[dir]; |
1502 | y += freearr_y[dir]; |
1303 | y += freearr_y[dir]; |
1503 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1304 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
1305 | |
1504 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1306 | if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) |
1505 | { |
1307 | { |
1506 | tmp = NULL; |
1308 | tmp = 0; |
1507 | break; |
1309 | break; |
1508 | } |
1310 | } |
1509 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1311 | else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) |
1510 | { |
1312 | { |
1511 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1313 | /* This block presumes arrows and the like are MOVE_FLY_SLOW - |
1512 | * perhaps a bad assumption. |
1314 | * perhaps a bad assumption. |
1513 | */ |
1315 | */ |
1514 | tmp = NULL; |
1316 | tmp = 0; |
1515 | break; |
1317 | break; |
1516 | } |
1318 | } |
|
|
1319 | |
1517 | if (mflags & P_IS_ALIVE) |
1320 | if (mflags & P_IS_ALIVE) |
1518 | { |
|
|
1519 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1321 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1520 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1322 | if (tmp->flag [FLAG_ALIVE]) |
1521 | { |
|
|
1522 | found++; |
|
|
1523 | break; |
|
|
1524 | } |
|
|
1525 | if (found) |
|
|
1526 | break; |
1323 | break; |
1527 | } |
|
|
1528 | } |
1324 | } |
1529 | if (tmp == NULL) |
1325 | |
|
|
1326 | if (!tmp) |
1530 | return find_arrow (op, type); |
1327 | return find_arrow (op, type); |
1531 | |
1328 | |
1532 | if (tmp->head) |
1329 | if (tmp->head) |
1533 | tmp = tmp->head; |
1330 | tmp = tmp->head; |
1534 | |
1331 | |
… | |
… | |
1547 | */ |
1344 | */ |
1548 | int |
1345 | int |
1549 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1346 | fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) |
1550 | { |
1347 | { |
1551 | object *left, *bow; |
1348 | object *left, *bow; |
1552 | int bowspeed, mflags; |
1349 | int mflags; |
1553 | maptile *m; |
1350 | maptile *m; |
1554 | |
1351 | |
1555 | if (!dir) |
1352 | if (!dir) |
1556 | { |
1353 | { |
1557 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1354 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1558 | return 0; |
1355 | return 0; |
1559 | } |
1356 | } |
1560 | |
1357 | |
1561 | if (player *pl = op->contr) |
1358 | if (op->contr) |
1562 | { |
1359 | bow = op->current_weapon; |
1563 | bow = pl->ranged_ob; |
|
|
1564 | op->set_weapon (bow); |
|
|
1565 | } |
|
|
1566 | else |
1360 | else |
1567 | { |
1361 | { |
1568 | for (bow = op->inv; bow; bow = bow->below) |
1362 | for (bow = op->inv; bow; bow = bow->below) |
1569 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1363 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1570 | * don't need to switch back and forth between bows and weapons. |
1364 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1577 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1371 | LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); |
1578 | return 0; |
1372 | return 0; |
1579 | } |
1373 | } |
1580 | |
1374 | |
1581 | // optimisation: move object to top so we will find it quickly again |
1375 | // optimisation: move object to top so we will find it quickly again |
1582 | if (bow->below) |
1376 | splay (bow); |
1583 | { |
|
|
1584 | bow->remove (); |
|
|
1585 | op->insert (bow); |
|
|
1586 | } |
|
|
1587 | |
|
|
1588 | } |
1377 | } |
1589 | |
1378 | |
1590 | if (!bow->race || !bow->skill) |
1379 | if (!bow->race || !bow->skill) |
1591 | { |
1380 | { |
1592 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1381 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); |
1593 | return 0; |
1382 | return 0; |
1594 | } |
1383 | } |
1595 | |
|
|
1596 | bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; |
|
|
1597 | |
|
|
1598 | /* penalize ROF for bestarrow */ |
|
|
1599 | if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) |
|
|
1600 | bowspeed -= dex_bonus[op->stats.Dex] + 5; |
|
|
1601 | |
|
|
1602 | if (bowspeed < 1) |
|
|
1603 | bowspeed = 1; |
|
|
1604 | |
1384 | |
1605 | if (arrow == NULL) |
1385 | if (arrow == NULL) |
1606 | { |
1386 | { |
1607 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1387 | if ((arrow = find_arrow (op, bow->race)) == NULL) |
1608 | { |
1388 | { |
1609 | if (op->type == PLAYER) |
1389 | if (op->type == PLAYER) |
1610 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1390 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1611 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1391 | /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ |
1612 | else |
1392 | else |
1613 | CLEAR_FLAG (op, FLAG_READY_BOW); |
1393 | op->clr_flag (FLAG_READY_BOW); |
1614 | |
1394 | |
1615 | return 0; |
1395 | return 0; |
1616 | } |
1396 | } |
1617 | } |
1397 | } |
1618 | |
1398 | |
… | |
… | |
1627 | } |
1407 | } |
1628 | |
1408 | |
1629 | /* this should not happen, but sometimes does */ |
1409 | /* this should not happen, but sometimes does */ |
1630 | if (arrow->nrof == 0) |
1410 | if (arrow->nrof == 0) |
1631 | { |
1411 | { |
|
|
1412 | LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); |
1632 | arrow->destroy (); |
1413 | arrow->destroy (); |
1633 | return 0; |
1414 | return 0; |
1634 | } |
1415 | } |
1635 | |
1416 | |
1636 | left = arrow; /* these are arrows left to the player */ |
1417 | left = arrow; /* these are arrows left to the player */ |
1637 | arrow = get_split_ob (arrow, 1); |
1418 | arrow = arrow->split (); |
1638 | if (!arrow) |
1419 | if (!arrow) |
1639 | { |
1420 | { |
1640 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1421 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1641 | return 0; |
1422 | return 0; |
1642 | } |
1423 | } |
1643 | |
1424 | |
1644 | arrow->set_owner (op); |
1425 | arrow->set_owner (op); |
1645 | arrow->skill = bow->skill; |
1426 | arrow->skill = bow->skill; |
1646 | arrow->direction = dir; |
1427 | arrow->direction = dir; |
1647 | |
1428 | |
1648 | if (op->type == PLAYER) |
|
|
1649 | { |
|
|
1650 | op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; |
|
|
1651 | op->update_stats (); |
|
|
1652 | } |
|
|
1653 | |
|
|
1654 | SET_ANIMATION (arrow, arrow->direction); |
|
|
1655 | |
|
|
1656 | arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ |
1429 | arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ |
1657 | arrow->stats.hp = arrow->stats.dam; |
1430 | arrow->stats.hp = arrow->stats.dam; |
1658 | arrow->stats.grace = arrow->attacktype; |
1431 | arrow->stats.grace = arrow->attacktype; |
|
|
1432 | arrow->custom_name = arrow->slaying; |
1659 | |
1433 | |
1660 | if (arrow->slaying) |
1434 | #if 0 |
1661 | arrow->spellarg = strdup (arrow->slaying); |
1435 | if (player *pl = op->contr) |
|
|
1436 | { |
|
|
1437 | float speed = pl->weapon_sp; |
1662 | |
1438 | |
1663 | arrow->stats.dam += op->stats.dam + arrow->magic; |
1439 | /* penalize ROF for bestarrow */ |
|
|
1440 | if (pl->bowtype == bow_bestarrow) |
|
|
1441 | speed *= .9f; |
|
|
1442 | else |
|
|
1443 | speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; |
|
|
1444 | |
|
|
1445 | op->speed_left += speed - op->speed; |
|
|
1446 | } |
|
|
1447 | #endif |
|
|
1448 | |
|
|
1449 | SET_ANIMATION (arrow, arrow->direction); |
1664 | |
1450 | |
1665 | /* update the speed */ |
1451 | /* update the speed */ |
1666 | arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? |
1452 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
1667 | 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; |
1453 | + bow->stats.dam / 7.f; |
1668 | |
1454 | |
1669 | arrow->set_speed (max (arrow->speed, 1.0)); |
1455 | arrow->set_speed (max (arrow->speed, 2.f)); |
1670 | arrow->speed_left = 0; |
1456 | arrow->speed_left = 0; |
1671 | |
1457 | |
1672 | arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1458 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1673 | |
1459 | |
1674 | if (op->type == PLAYER) |
1460 | if (op->type == PLAYER) |
1675 | { |
1461 | { |
1676 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1462 | arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; |
1677 | arrow->stats.wc -= dex_bonus[op->stats.Dex]; |
1463 | wc -= dex_bonus[op->stats.Dex]; |
1678 | |
1464 | |
1679 | if (!arrow->slaying) |
1465 | if (!arrow->slaying) |
1680 | arrow->slaying = op->slaying; |
1466 | arrow->slaying = op->slaying; |
|
|
1467 | |
|
|
1468 | arrow->attacktype |= op->attacktype; |
1681 | } |
1469 | } |
1682 | else |
1470 | else |
1683 | { |
1471 | { |
1684 | arrow->level = op->level; |
1472 | arrow->level = op->level; |
1685 | arrow->stats.wc -= bow->magic; |
1473 | arrow->stats.wc -= bow->magic; |
1686 | |
1474 | |
1687 | if (!arrow->slaying) |
1475 | if (!arrow->slaying) |
1688 | arrow->slaying = bow->slaying; |
1476 | arrow->slaying = bow->slaying; |
1689 | } |
|
|
1690 | |
1477 | |
1691 | arrow->stats.wc -= arrow->level; |
|
|
1692 | |
|
|
1693 | arrow->attacktype |= bow->attacktype; |
1478 | arrow->attacktype |= bow->attacktype; |
|
|
1479 | } |
1694 | |
1480 | |
|
|
1481 | wc -= arrow->level; |
|
|
1482 | arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); |
|
|
1483 | |
|
|
1484 | arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1695 | arrow->move_type = MOVE_FLY_LOW; |
1485 | arrow->move_type = MOVE_FLY_LOW; |
1696 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1486 | arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; |
1697 | |
1487 | |
1698 | play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); |
1488 | op->play_sound (sound_find ("fire_arrow")); |
1699 | m->insert (arrow, sx, sy, op); |
1489 | m->insert (arrow, sx, sy, op); |
1700 | |
1490 | |
1701 | if (!arrow->destroyed ()) |
1491 | if (!arrow->destroyed ()) |
1702 | move_arrow (arrow); |
1492 | move_arrow (arrow); |
1703 | |
|
|
1704 | if (op->type == PLAYER) |
|
|
1705 | { |
|
|
1706 | if (left->destroyed ()) |
|
|
1707 | esrv_del_item (op->contr, left->count); |
|
|
1708 | else |
|
|
1709 | esrv_send_item (op, left); |
|
|
1710 | } |
|
|
1711 | |
1493 | |
1712 | return 1; |
1494 | return 1; |
1713 | } |
1495 | } |
1714 | |
1496 | |
1715 | /* Special fire code for players - this takes into |
1497 | /* Special fire code for players - this takes into |
… | |
… | |
1717 | * but monsters can't. Putting that code here |
1499 | * but monsters can't. Putting that code here |
1718 | * makes the fire_bow code much cleaner. |
1500 | * makes the fire_bow code much cleaner. |
1719 | * this function should only be called if 'op' is a player, |
1501 | * this function should only be called if 'op' is a player, |
1720 | * hence the function name. |
1502 | * hence the function name. |
1721 | */ |
1503 | */ |
1722 | int |
1504 | static int |
1723 | player_fire_bow (object *op, int dir) |
1505 | player_fire_bow (object *op, int dir) |
1724 | { |
1506 | { |
1725 | int ret = 0, wcmod = 0; |
1507 | int ret; |
1726 | |
1508 | |
1727 | if (op->contr->bowtype == bow_bestarrow) |
1509 | if (op->contr->bowtype == bow_bestarrow) |
1728 | { |
1510 | { |
1729 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1511 | ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); |
1730 | } |
1512 | } |
1731 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1513 | else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) |
1732 | { |
1514 | { |
1733 | if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) |
1515 | int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; |
1734 | wcmod = -1; |
|
|
1735 | |
|
|
1736 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1516 | ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); |
1737 | } |
1517 | } |
1738 | else if (op->contr->bowtype == bow_threewide) |
1518 | else if (op->contr->bowtype == bow_threewide) |
1739 | { |
1519 | { |
1740 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1520 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1741 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1521 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); |
1742 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1522 | ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); |
1743 | } |
1523 | } |
1744 | else if (op->contr->bowtype == bow_spreadshot) |
1524 | else if (op->contr->bowtype == bow_spreadshot) |
1745 | { |
1525 | { |
1746 | ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1526 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1747 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1527 | ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); |
1748 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1528 | ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); |
1749 | } |
1529 | } |
1750 | else |
1530 | else |
1751 | { |
1531 | { |
… | |
… | |
1753 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1533 | ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); |
1754 | } |
1534 | } |
1755 | |
1535 | |
1756 | return ret; |
1536 | return ret; |
1757 | } |
1537 | } |
1758 | |
|
|
1759 | |
1538 | |
1760 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1539 | /* Fires a misc (wand/rod/horn) object in 'dir'. |
1761 | * Broken apart from 'fire' to keep it more readable. |
1540 | * Broken apart from 'fire' to keep it more readable. |
1762 | */ |
1541 | */ |
1763 | void |
1542 | static void |
1764 | fire_misc_object (object *op, int dir) |
1543 | fire_misc_object (object *op, int dir) |
1765 | { |
1544 | { |
1766 | object *item = op->contr->ranged_ob; |
1545 | object *item = op->contr->ranged_ob; |
1767 | |
1546 | |
1768 | if (!item) |
1547 | if (!item) |
… | |
… | |
1775 | { |
1554 | { |
1776 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1555 | LOG (llevError, "Object %s lacks a spell\n", &item->name); |
1777 | return; |
1556 | return; |
1778 | } |
1557 | } |
1779 | |
1558 | |
1780 | op->set_weapon (item); |
1559 | if (!op->apply (item)) |
|
|
1560 | return; |
1781 | |
1561 | |
1782 | if (item->type == WAND) |
1562 | if (item->type == WAND) |
1783 | { |
1563 | { |
1784 | if (item->stats.food <= 0) |
1564 | if (item->stats.food <= 0) |
1785 | { |
1565 | { |
1786 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1566 | op->contr->play_sound (sound_find ("wand_poof")); |
1787 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1567 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); |
1788 | |
1568 | |
1789 | return; |
1569 | return; |
1790 | } |
1570 | } |
1791 | } |
1571 | } |
1792 | else if (item->type == ROD || item->type == HORN) |
1572 | else if (item->type == ROD || item->type == HORN) |
1793 | { |
1573 | { |
1794 | if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) |
1574 | sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); |
|
|
1575 | |
|
|
1576 | // using the maximum of the rods charge allows at least one spell cast |
|
|
1577 | // for a rod or horn, this fixes some broken rods. |
|
|
1578 | if (item->stats.hp < min (spell_sp, item->stats.maxhp)) |
1795 | { |
1579 | { |
1796 | play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); |
1580 | op->contr->play_sound (sound_find ("wand_poof")); |
1797 | |
1581 | |
1798 | if (item->type == ROD) |
1582 | if (item->type == ROD) |
1799 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1583 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); |
1800 | else |
1584 | else |
1801 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
1585 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); |
… | |
… | |
1804 | } |
1588 | } |
1805 | } |
1589 | } |
1806 | |
1590 | |
1807 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1591 | if (cast_spell (op, item, dir, item->inv, NULL)) |
1808 | { |
1592 | { |
1809 | SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ |
1593 | item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ |
|
|
1594 | |
1810 | if (item->type == WAND) |
1595 | if (item->type == WAND) |
1811 | { |
1596 | { |
1812 | if (!(--item->stats.food)) |
1597 | if (!(--item->stats.food)) |
1813 | { |
1598 | { |
1814 | object *tmp; |
1599 | object *tmp; |
1815 | |
1600 | |
1816 | if (item->arch) |
1601 | if (item->arch) |
1817 | { |
1602 | { |
1818 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1603 | item->clr_flag (FLAG_ANIMATE); |
1819 | item->face = item->arch->clone.face; |
1604 | item->face = item->arch->face; |
1820 | item->set_speed (0); |
1605 | item->set_speed (0); |
1821 | } |
1606 | } |
1822 | |
1607 | |
1823 | if ((tmp = item->in_player ())) |
1608 | if (object *pl = item->visible_to ()) |
1824 | esrv_update_item (UPD_ANIM, tmp, item); |
1609 | esrv_update_item (UPD_ANIM, pl, item); |
1825 | } |
1610 | } |
1826 | } |
1611 | } |
1827 | else if (item->type == ROD || item->type == HORN) |
1612 | else if (item->type == ROD || item->type == HORN) |
1828 | drain_rod_charge (item); |
1613 | drain_rod_charge (item); |
1829 | } |
1614 | } |
1830 | } |
1615 | } |
1831 | |
1616 | |
1832 | /* Received a fire command for the player - go and do it. |
1617 | /* Received a fire command for the player - go and do it. |
1833 | */ |
1618 | */ |
1834 | void |
1619 | bool |
1835 | fire (object *op, int dir) |
1620 | fire (object *who, int dir) |
1836 | { |
1621 | { |
1837 | int spellcost = 0; |
1622 | int spellcost = 0; |
1838 | |
1623 | |
|
|
1624 | player *pl = who->contr; |
|
|
1625 | |
|
|
1626 | if (pl->golem) |
|
|
1627 | { |
|
|
1628 | control_golem (who->contr->golem, dir); |
|
|
1629 | return false; |
|
|
1630 | } |
|
|
1631 | |
|
|
1632 | object *ob = pl->ranged_ob; |
|
|
1633 | |
|
|
1634 | if (!ob) |
|
|
1635 | return false; |
|
|
1636 | |
|
|
1637 | if (who->speed_left > 0.f) |
|
|
1638 | --who->speed_left; |
|
|
1639 | else |
|
|
1640 | return false; |
|
|
1641 | |
|
|
1642 | if (!who->apply (ob)) |
|
|
1643 | return false; |
|
|
1644 | |
1839 | /* check for loss of invisiblity/hide */ |
1645 | /* check for loss of invisiblity/hide */ |
1840 | if (action_makes_visible (op)) |
1646 | if (action_makes_visible (who)) |
1841 | make_visible (op); |
1647 | make_visible (who); |
1842 | |
|
|
1843 | player *pl = op->contr; |
|
|
1844 | |
|
|
1845 | if (pl->golem) |
|
|
1846 | { |
|
|
1847 | control_golem (op->contr->golem, dir); |
|
|
1848 | return; |
|
|
1849 | } |
|
|
1850 | |
|
|
1851 | object *ob = pl->ranged_ob; |
|
|
1852 | |
|
|
1853 | if (!ob) |
|
|
1854 | return; |
|
|
1855 | |
1648 | |
1856 | switch (ob->type) |
1649 | switch (ob->type) |
1857 | { |
1650 | { |
1858 | case BOW: |
1651 | case BOW: |
1859 | player_fire_bow (op, dir); |
1652 | player_fire_bow (who, dir); |
1860 | break; |
1653 | break; |
1861 | |
1654 | |
1862 | case SPELL: |
1655 | case SPELL: |
1863 | spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); |
1656 | spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); |
1864 | break; |
1657 | break; |
1865 | |
1658 | |
1866 | case BUILDER: |
1659 | case BUILDER: |
1867 | apply_map_builder (op, dir); |
1660 | apply_map_builder (who, dir); |
1868 | break; |
1661 | break; |
1869 | |
1662 | |
1870 | case SKILL: |
1663 | case SKILL: |
1871 | case SKILL_TOOL: |
|
|
1872 | do_skill (op, op, ob, dir, 0); |
1664 | do_skill (who, who, ob, dir, 0); |
1873 | break; |
1665 | break; |
1874 | |
1666 | |
|
|
1667 | case RANGED: |
|
|
1668 | do_skill (who, ob, who->chosen_skill, dir, 0); |
|
|
1669 | break; |
|
|
1670 | |
1875 | default: |
1671 | default: |
1876 | fire_misc_object (op, dir); |
1672 | fire_misc_object (who, dir); |
1877 | break; |
1673 | break; |
1878 | } |
1674 | } |
1879 | } |
|
|
1880 | |
1675 | |
1881 | /* find_key |
1676 | return true; |
1882 | * We try to find a key for the door as passed. If we find a key |
1677 | } |
1883 | * and successfully use it, we return the key, otherwise NULL |
1678 | |
1884 | * This function merges both normal and locked door, since the logic |
1679 | static object * |
1885 | * for both is the same - just the specific key is different. |
|
|
1886 | * pl is the player, |
|
|
1887 | * inv is the objects inventory to searched |
|
|
1888 | * door is the door we are trying to match against. |
|
|
1889 | * This function can be called recursively to search containers. |
|
|
1890 | */ |
|
|
1891 | object * |
|
|
1892 | find_key (object *pl, object *container, object *door) |
1680 | find_key_ (object *pl, object *container, object *door) |
1893 | { |
1681 | { |
1894 | object *tmp, *key; |
1682 | object *tmp, *key; |
1895 | |
1683 | |
1896 | /* Should not happen, but sanity checking is never bad */ |
1684 | /* Should not happen, but sanity checking is never bad */ |
1897 | if (!container->inv) |
1685 | if (!container->inv) |
… | |
… | |
1900 | /* First, lets try to find a key in the top level inventory */ |
1688 | /* First, lets try to find a key in the top level inventory */ |
1901 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1689 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1902 | { |
1690 | { |
1903 | if (door->type == DOOR && tmp->type == KEY) |
1691 | if (door->type == DOOR && tmp->type == KEY) |
1904 | break; |
1692 | break; |
|
|
1693 | |
1905 | /* For sanity, we should really check door type, but other stuff |
1694 | /* For sanity, we should really check door type, but other stuff |
1906 | * (like containers) can be locked with special keys |
1695 | * (like containers) can be locked with special keys |
1907 | */ |
1696 | */ |
1908 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1697 | if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) |
1909 | break; |
1698 | break; |
… | |
… | |
1915 | * a key, return |
1704 | * a key, return |
1916 | */ |
1705 | */ |
1917 | if (!tmp) |
1706 | if (!tmp) |
1918 | { |
1707 | { |
1919 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1708 | for (tmp = container->inv; tmp; tmp = tmp->below) |
1920 | { |
|
|
1921 | /* No reason to search empty containers */ |
1709 | /* No reason to search empty containers */ |
1922 | if (tmp->type == CONTAINER && tmp->inv) |
1710 | if (tmp->type == CONTAINER && tmp->inv) |
1923 | { |
|
|
1924 | if ((key = find_key (pl, tmp, door))) |
1711 | if ((key = find_key_ (pl, tmp, door))) |
1925 | return key; |
1712 | return key; |
1926 | } |
|
|
1927 | } |
|
|
1928 | |
1713 | |
1929 | if (!tmp) |
1714 | if (!tmp) |
1930 | return NULL; |
1715 | return 0; |
1931 | } |
1716 | } |
1932 | |
1717 | |
1933 | /* We get down here if we have found a key. Now if its in a container, |
1718 | /* We get down here if we have found a key. Now if its in a container, |
1934 | * see if we actually want to use it |
1719 | * see if we actually want to use it |
1935 | */ |
1720 | */ |
1936 | if (pl != container) |
1721 | if (pl != container) |
1937 | { |
1722 | { |
1938 | /* Only let players use keys in containers */ |
1723 | /* Only let players use keys in containers */ |
1939 | if (!pl->contr) |
1724 | if (!pl->contr) |
1940 | return NULL; |
1725 | return 0; |
|
|
1726 | |
1941 | /* cases where this fails: |
1727 | /* cases where this fails: |
1942 | * If we only search the player inventory, return now since we |
1728 | * If we only search the player inventory, return now since we |
1943 | * are not in the players inventory. |
1729 | * are not in the players inventory. |
1944 | * If the container is not active, return now since only active |
1730 | * If the container is not active, return now since only active |
1945 | * containers can be used. |
1731 | * containers can be used. |
… | |
… | |
1949 | * inv must have been an container and must have been active. |
1735 | * inv must have been an container and must have been active. |
1950 | * |
1736 | * |
1951 | * Change the color so that the message doesn't disappear with |
1737 | * Change the color so that the message doesn't disappear with |
1952 | * all the others. |
1738 | * all the others. |
1953 | */ |
1739 | */ |
1954 | if (pl->contr->usekeys == key_inventory || |
1740 | if (pl->contr->usekeys == key_inventory |
1955 | !QUERY_FLAG (container, FLAG_APPLIED) || |
1741 | || !container->flag [FLAG_APPLIED] |
1956 | (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) |
1742 | || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) |
1957 | { |
1743 | { |
1958 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1744 | new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, |
1959 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1745 | "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); |
1960 | return NULL; |
1746 | return NULL; |
1961 | } |
1747 | } |
1962 | } |
1748 | } |
1963 | |
1749 | |
1964 | return tmp; |
1750 | return tmp; |
|
|
1751 | } |
|
|
1752 | |
|
|
1753 | /* find_key |
|
|
1754 | * We try to find a key for the door as passed. If we find a key |
|
|
1755 | * and successfully use it, we return the key, otherwise NULL |
|
|
1756 | * This function merges both normal and locked door, since the logic |
|
|
1757 | * for both is the same - just the specific key is different. |
|
|
1758 | * pl is the player, |
|
|
1759 | * inv is the objects inventory to searched |
|
|
1760 | * door is the door we are trying to match against. |
|
|
1761 | * This function can be called recursively to search containers. |
|
|
1762 | */ |
|
|
1763 | object * |
|
|
1764 | find_key (object *pl, object *container, object *door) |
|
|
1765 | { |
|
|
1766 | if (door->slaying && is_match_expr (door->slaying)) |
|
|
1767 | { |
|
|
1768 | // for match expressions, we try to find the key by applying the match |
|
|
1769 | // to the op itself, which is supposed to find the "key", instead |
|
|
1770 | // of searching through containers ourselves. |
|
|
1771 | |
|
|
1772 | return match_one (door->slaying, container, door, pl, pl); |
|
|
1773 | } |
|
|
1774 | else |
|
|
1775 | return find_key_ (pl, container, door); |
1965 | } |
1776 | } |
1966 | |
1777 | |
1967 | /* moved door processing out of move_player_attack. |
1778 | /* moved door processing out of move_player_attack. |
1968 | * returns 1 if player has opened the door with a key |
1779 | * returns 1 if player has opened the door with a key |
1969 | * such that the caller should not do anything more, |
1780 | * such that the caller should not do anything more, |
1970 | * 0 otherwise |
1781 | * 0 otherwise |
1971 | */ |
1782 | */ |
1972 | static int |
1783 | static int |
1973 | player_attack_door (object *op, object *door) |
1784 | player_attack_door (object *op, object *door) |
1974 | { |
1785 | { |
1975 | /* If its a door, try to find a use a key. If we do destroy the door, |
1786 | /* If its a door, try to find a key. If we do destroy the door, |
1976 | * might as well return immediately as there is nothing more to do - |
1787 | * might as well return immediately as there is nothing more to do - |
1977 | * otherwise, we fall through to the rest of the code. |
1788 | * otherwise, we fall through to the rest of the code. |
1978 | */ |
1789 | */ |
1979 | object *key = find_key (op, op, door); |
1790 | object *key = find_key (op, op, door); |
1980 | |
1791 | |
1981 | /* IF we found a key, do some extra work */ |
1792 | /* If we found a key, do some extra work */ |
1982 | if (key) |
1793 | if (key) |
1983 | { |
1794 | { |
1984 | object *container = key->env; |
1795 | object *container = key->env; |
1985 | |
|
|
1986 | play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); |
|
|
1987 | |
1796 | |
1988 | if (action_makes_visible (op)) |
1797 | if (action_makes_visible (op)) |
1989 | make_visible (op); |
1798 | make_visible (op); |
1990 | |
1799 | |
1991 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
1800 | if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) |
… | |
… | |
1993 | |
1802 | |
1994 | if (door->type == DOOR) |
1803 | if (door->type == DOOR) |
1995 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1804 | hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ |
1996 | else if (door->type == LOCKED_DOOR) |
1805 | else if (door->type == LOCKED_DOOR) |
1997 | { |
1806 | { |
1998 | new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); |
1807 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1999 | remove_door2 (door); /* remove door without violence ;-) */ |
1808 | remove_door2 (door); /* remove door without violence ;-) */ |
2000 | } |
1809 | } |
2001 | |
1810 | |
2002 | /* Do this after we print the message */ |
1811 | /* Do this after we print the message */ |
2003 | decrease_ob (key); /* Use up one of the keys */ |
1812 | key->decrease (); /* Use up one of the keys */ |
2004 | /* Need to update the weight the container the key was in */ |
|
|
2005 | if (container != op) |
|
|
2006 | esrv_update_item (UPD_WEIGHT, op, container); |
|
|
2007 | |
1813 | |
2008 | return 1; /* Nothing more to do below */ |
1814 | return 1; /* Nothing more to do below */ |
2009 | } |
1815 | } |
2010 | else if (door->type == LOCKED_DOOR) |
1816 | else if (door->type == LOCKED_DOOR) |
2011 | { |
1817 | { |
2012 | /* Might as well return now - no other way to open this */ |
1818 | /* Might as well return now - no other way to open this */ |
2013 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); |
1819 | op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); |
2014 | return 1; |
1820 | return 1; |
2015 | } |
1821 | } |
2016 | |
1822 | |
2017 | return 0; |
1823 | return 0; |
2018 | } |
1824 | } |
… | |
… | |
2021 | * It should keep the code cleaner. |
1827 | * It should keep the code cleaner. |
2022 | * When this is called, the players direction has been updated |
1828 | * When this is called, the players direction has been updated |
2023 | * (taking into account confusion.) The player is also actually |
1829 | * (taking into account confusion.) The player is also actually |
2024 | * going to try and move (not fire weapons). |
1830 | * going to try and move (not fire weapons). |
2025 | */ |
1831 | */ |
2026 | void |
1832 | bool |
2027 | move_player_attack (object *op, int dir) |
1833 | move_player_attack (object *op, int dir) |
2028 | { |
1834 | { |
2029 | object *tmp, *mon; |
1835 | if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) |
2030 | int on_battleground; |
1836 | { |
2031 | maptile *m; |
1837 | --op->speed_left; |
|
|
1838 | return true; |
|
|
1839 | } |
2032 | |
1840 | |
2033 | sint16 nx = freearr_x[dir] + op->x; |
1841 | sint16 nx = freearr_x[dir] + op->x; |
2034 | sint16 ny = freearr_y[dir] + op->y; |
1842 | sint16 ny = freearr_y[dir] + op->y; |
2035 | |
1843 | |
2036 | on_battleground = op_on_battleground (op, 0, 0); |
1844 | if (out_of_map (op->map, nx, ny)) |
|
|
1845 | return false; |
2037 | |
1846 | |
2038 | /* If braced, or can't move to the square, and it is not out of the |
1847 | /* If braced, or can't move to the square, and it is not out of the |
2039 | * map, attack it. Note order of if statement is important - don't |
1848 | * map, attack it. Note order of if statement is important - don't |
2040 | * want to be calling move_ob if braced, because move_ob will move the |
1849 | * want to be calling move_ob if braced, because move_ob will move the |
2041 | * player. This is a pretty nasty hack, because if we could |
1850 | * player. This is a pretty nasty hack, because if we could |
2042 | * move to some space, it then means that if we are braced, we should |
1851 | * move to some space, it then means that if we are braced, we should |
2043 | * do nothing at all. As it is, if we are braced, we go through |
1852 | * do nothing at all. As it is, if we are braced, we go through |
2044 | * quite a bit of processing. However, it probably is less than what |
1853 | * quite a bit of processing. However, it probably is less than what |
2045 | * move_ob uses. |
1854 | * move_ob uses. |
2046 | */ |
1855 | */ |
2047 | if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny)) |
1856 | maptile *m = op->map->xy_find (nx, ny); |
|
|
1857 | |
|
|
1858 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
1859 | * we find a monster - that is something we know we want to attack. |
|
|
1860 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
1861 | * on the space |
|
|
1862 | */ |
|
|
1863 | object *mon; |
|
|
1864 | for (mon = m->at (nx, ny).bot; mon; mon = mon->above) |
|
|
1865 | { |
|
|
1866 | if ((mon->flag [FLAG_ALIVE] |
|
|
1867 | || mon->type == LOCKED_DOOR |
|
|
1868 | || mon->flag [FLAG_CAN_ROLL]) |
|
|
1869 | && mon != op) |
|
|
1870 | break; |
2048 | { |
1871 | } |
2049 | if (OUT_OF_REAL_MAP (op->map, nx, ny)) |
1872 | |
|
|
1873 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
1874 | return false; /* into a wall */ |
|
|
1875 | |
|
|
1876 | mon = mon->head_ (); |
|
|
1877 | |
|
|
1878 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
1879 | if (op->contr->weapon_sp_left > 0.f) |
|
|
1880 | if (player_attack_door (op, mon)) |
|
|
1881 | { |
|
|
1882 | --op->contr->weapon_sp_left; |
|
|
1883 | return true; |
2050 | { |
1884 | } |
2051 | m = op->map->xy_find (nx, ny); |
1885 | |
2052 | if (!m) |
1886 | /* The following deals with possibly attacking peaceful |
2053 | return; /* Don't think this should happen */ |
1887 | * or friendly creatures. Basically, all players are considered |
|
|
1888 | * unaggressive. If the moving player has peaceful set, then the |
|
|
1889 | * object should be pushed instead of attacked. It is assumed that |
|
|
1890 | * if you are braced, you will not attack friends accidently, |
|
|
1891 | * and thus will not push them. |
|
|
1892 | */ |
|
|
1893 | |
|
|
1894 | /* If the creature is a pet, push it even if the player is not |
|
|
1895 | * peaceful. Our assumption is the creature is a pet if the |
|
|
1896 | * player owns it and it is either friendly or unagressive. |
|
|
1897 | */ |
|
|
1898 | if (op->type == PLAYER |
|
|
1899 | && ((mon->owner && mon->owner->contr |
|
|
1900 | && same_party (mon->owner->contr->party, op->contr->party)) |
|
|
1901 | || mon->owner == op) |
|
|
1902 | && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])) |
|
|
1903 | { |
|
|
1904 | /* If we're braced, we don't want to switch places with it */ |
|
|
1905 | if (op->contr->braced) |
|
|
1906 | return false; |
|
|
1907 | |
|
|
1908 | if (op->speed_left > 0.f) |
|
|
1909 | { |
|
|
1910 | --op->speed_left; |
|
|
1911 | |
|
|
1912 | op->play_sound (sound_find ("push_player")); |
|
|
1913 | push_ob (mon, dir, op); |
|
|
1914 | |
|
|
1915 | if (action_makes_visible (op)) |
|
|
1916 | make_visible (op); |
|
|
1917 | |
|
|
1918 | return true; |
2054 | } |
1919 | } |
2055 | else |
1920 | else |
2056 | m = op->map; |
|
|
2057 | |
|
|
2058 | if (!(tmp = m->at (nx, ny).bot)) |
|
|
2059 | return; |
1921 | return false; |
|
|
1922 | } |
2060 | |
1923 | |
2061 | mon = 0; |
1924 | bool on_battleground = op_on_battleground (op, 0, 0); |
2062 | /* Go through all the objects, and find ones of interest. Only stop if |
|
|
2063 | * we find a monster - that is something we know we want to attack. |
|
|
2064 | * if its a door or barrel (can roll) see if there may be monsters |
|
|
2065 | * on the space |
|
|
2066 | */ |
|
|
2067 | while (tmp) |
|
|
2068 | { |
|
|
2069 | if (tmp == op) |
|
|
2070 | { |
|
|
2071 | tmp = tmp->above; |
|
|
2072 | continue; |
|
|
2073 | } |
|
|
2074 | |
1925 | |
2075 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
|
|
2076 | { |
|
|
2077 | mon = tmp; |
|
|
2078 | break; |
|
|
2079 | } |
|
|
2080 | |
|
|
2081 | if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL)) |
|
|
2082 | mon = tmp; |
|
|
2083 | |
|
|
2084 | tmp = tmp->above; |
|
|
2085 | } |
|
|
2086 | |
|
|
2087 | if (!mon) /* This happens anytime the player tries to move */ |
|
|
2088 | return; /* into a wall */ |
|
|
2089 | |
|
|
2090 | if (mon->head) |
|
|
2091 | mon = mon->head; |
|
|
2092 | |
|
|
2093 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
|
|
2094 | if (player_attack_door (op, mon)) |
|
|
2095 | return; |
|
|
2096 | |
|
|
2097 | /* The following deals with possibly attacking peaceful |
|
|
2098 | * or frienddly creatures. Basically, all players are considered |
|
|
2099 | * unaggressive. If the moving player has peaceful set, then the |
|
|
2100 | * object should be pushed instead of attacked. It is assumed that |
|
|
2101 | * if you are braced, you will not attack friends accidently, |
|
|
2102 | * and thus will not push them. |
|
|
2103 | */ |
|
|
2104 | |
|
|
2105 | /* If the creature is a pet, push it even if the player is not |
|
|
2106 | * peaceful. Our assumption is the creature is a pet if the |
|
|
2107 | * player owns it and it is either friendly or unagressive. |
|
|
2108 | */ |
|
|
2109 | if ((op->type == PLAYER) |
|
|
2110 | #if COZY_SERVER |
|
|
2111 | && |
|
|
2112 | ((mon->owner && mon->owner->contr |
|
|
2113 | && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) |
|
|
2114 | #else |
|
|
2115 | && mon->owner == op |
|
|
2116 | #endif |
|
|
2117 | && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) |
|
|
2118 | { |
|
|
2119 | /* If we're braced, we don't want to switch places with it */ |
|
|
2120 | if (op->contr->braced) |
|
|
2121 | return; |
|
|
2122 | |
|
|
2123 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
|
|
2124 | push_ob (mon, dir, op); |
|
|
2125 | if (op->contr->tmp_invis || op->hide) |
|
|
2126 | make_visible (op); |
|
|
2127 | |
|
|
2128 | return; |
|
|
2129 | } |
|
|
2130 | |
|
|
2131 | /* in certain circumstances, you shouldn't attack friendly |
1926 | /* in certain circumstances, you shouldn't attack friendly |
2132 | * creatures. Note that if you are braced, you can't push |
1927 | * creatures. Note that if you are braced, you can't push |
2133 | * someone, but put it inside this loop so that you won't |
1928 | * someone, but put it inside this loop so that you won't |
2134 | * attack them either. |
1929 | * attack them either. |
2135 | */ |
1930 | */ |
2136 | if ((mon->type == PLAYER || mon->enemy != op) && |
1931 | if ((mon->type == PLAYER || mon->enemy != op) |
2137 | (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( |
1932 | && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]) |
2138 | #ifdef PROHIBIT_PLAYERKILL |
|
|
2139 | (op->contr->peaceful |
1933 | && ((op->contr->peaceful |
2140 | || (mon->type == PLAYER |
1934 | || (mon->type == PLAYER && mon->contr->peaceful)) |
2141 | && mon->contr-> |
|
|
2142 | peaceful)) && |
|
|
2143 | #else |
|
|
2144 | op->contr->peaceful && |
|
|
2145 | #endif |
|
|
2146 | !on_battleground)) |
1935 | && !on_battleground)) |
|
|
1936 | { |
|
|
1937 | if (op->speed_left > 0.f) |
2147 | { |
1938 | { |
|
|
1939 | --op->speed_left; |
|
|
1940 | |
2148 | if (!op->contr->braced) |
1941 | if (!op->contr->braced) |
2149 | { |
1942 | { |
2150 | play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); |
1943 | op->play_sound (sound_find ("push_player")); |
2151 | push_ob (mon, dir, op); |
1944 | push_ob (mon, dir, op); |
2152 | } |
1945 | } |
2153 | else |
1946 | else |
2154 | new_draw_info (0, 0, op, "You withhold your attack"); |
1947 | op->statusmsg ("You withhold your attack"); |
2155 | |
1948 | |
2156 | if (op->contr->tmp_invis || op->hide) |
1949 | if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) |
2157 | make_visible (op); |
1950 | make_visible (op); |
2158 | } |
|
|
2159 | |
1951 | |
|
|
1952 | return true; |
|
|
1953 | } |
|
|
1954 | } |
2160 | /* If the object is a boulder or other rollable object, then |
1955 | /* If the object is a boulder or other rollable object, then |
2161 | * roll it if not braced. You can't roll it if you are braced. |
1956 | * roll it if not braced. You can't roll it if you are braced. |
2162 | */ |
1957 | */ |
2163 | else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) |
1958 | else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced)) |
|
|
1959 | { |
|
|
1960 | if (op->speed_left > 0.f) |
2164 | { |
1961 | { |
|
|
1962 | --op->speed_left; |
|
|
1963 | |
2165 | recursive_roll (mon, dir, op); |
1964 | recursive_roll (mon, dir, op); |
2166 | if (action_makes_visible (op)) |
1965 | if (action_makes_visible (op)) |
2167 | make_visible (op); |
1966 | make_visible (op); |
2168 | } |
|
|
2169 | |
1967 | |
|
|
1968 | return true; |
|
|
1969 | } |
|
|
1970 | } |
2170 | /* Any generic living creature. Including things like doors. |
1971 | /* Any generic living creature. Including things like doors. |
2171 | * Way it works is like this: First, it must have some hit points |
1972 | * Way it works is like this: First, it must have some hit points |
2172 | * and be living. Then, it must be one of the following: |
1973 | * and be living. Then, it must be one of the following: |
2173 | * 1) Not a player, 2) A player, but of a different party. Note |
1974 | * 1) Not a player, 2) A player, but of a different party. Note |
2174 | * that party_number -1 is no party, so attacks can still happen. |
1975 | * that party_number -1 is no party, so attacks can still happen. |
2175 | */ |
1976 | */ |
2176 | else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && |
1977 | else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] && |
2177 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
1978 | ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) |
2178 | { |
1979 | { |
2179 | |
1980 | if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) |
2180 | /* If the player hasn't hit something this tick, and does |
|
|
2181 | * so, give them speed boost based on weapon speed. Doing |
|
|
2182 | * it here is better than process_players2, which basically |
|
|
2183 | * incurred a 1 tick offset. |
|
|
2184 | */ |
|
|
2185 | if (!op->contr->has_hit) |
|
|
2186 | { |
1981 | { |
2187 | op->speed_left += op->speed / op->contr->weapon_sp; |
1982 | --op->contr->weapon_sp_left; |
2188 | |
|
|
2189 | op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ |
|
|
2190 | } |
|
|
2191 | |
1983 | |
2192 | skill_attack (mon, op, 0, 0, 0); |
1984 | skill_attack (mon, op, 0, 0, 0); |
2193 | |
|
|
2194 | /* If attacking another player, that player gets automatic |
|
|
2195 | * hitback, and doesn't loose luck either. |
|
|
2196 | * Disable hitback on the battleground or if the target is |
|
|
2197 | * the wiz. |
|
|
2198 | */ |
|
|
2199 | if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ)) |
|
|
2200 | { |
|
|
2201 | short luck = mon->stats.luck; |
|
|
2202 | |
|
|
2203 | mon->contr->has_hit = 1; |
|
|
2204 | skill_attack (op, mon, 0, 0, 0); |
|
|
2205 | mon->stats.luck = luck; |
|
|
2206 | } |
|
|
2207 | |
1985 | |
2208 | if (action_makes_visible (op)) |
1986 | if (action_makes_visible (op)) |
2209 | make_visible (op); |
1987 | make_visible (op); |
2210 | } |
|
|
2211 | } /* if player should attack something */ |
|
|
2212 | } |
|
|
2213 | |
1988 | |
2214 | int |
1989 | return true; |
|
|
1990 | } |
|
|
1991 | } |
|
|
1992 | |
|
|
1993 | return false; |
|
|
1994 | } |
|
|
1995 | |
|
|
1996 | bool |
2215 | move_player (object *op, int dir) |
1997 | move_player (object *op, int dir) |
2216 | { |
1998 | { |
2217 | int pick; |
|
|
2218 | |
|
|
2219 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
1999 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2220 | return 0; |
2000 | return 0; |
2221 | |
2001 | |
2222 | /* Sanity check: make sure dir is valid */ |
2002 | /* Sanity check: make sure dir is valid */ |
2223 | if ((dir < 0) || (dir >= 9)) |
2003 | if (dir < 0 || dir > 8) |
2224 | { |
2004 | { |
2225 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2005 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2226 | return 0; |
2006 | return 0; |
2227 | } |
2007 | } |
2228 | |
2008 | |
2229 | /* peterm: added following line */ |
2009 | /* peterm: added following line */ |
2230 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2010 | if (op->flag [FLAG_CONFUSED] && dir) |
2231 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2011 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2232 | |
2012 | |
2233 | op->facing = dir; |
2013 | op->facing = dir; |
2234 | |
2014 | |
2235 | if (op->hide) |
2015 | if (op->flag [FLAG_HIDDEN]) |
2236 | do_hidden_move (op); |
2016 | do_hidden_move (op); |
2237 | |
2017 | |
|
|
2018 | bool retval; |
|
|
2019 | int pick = 0; |
|
|
2020 | |
2238 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2021 | if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) |
2239 | /*nop */ ; |
2022 | retval = RESULT_INT (0); |
2240 | else if (op->contr->fire_on) |
2023 | else if (op->contr->fire_on) |
2241 | fire (op, dir); |
2024 | retval = fire (op, dir); |
2242 | else |
2025 | else |
2243 | { |
2026 | { |
2244 | move_player_attack (op, dir); |
2027 | retval = move_player_attack (op, dir); |
2245 | pick = check_pick (op); |
2028 | pick = check_pick (op); |
2246 | } |
2029 | } |
2247 | |
2030 | |
2248 | /* Add special check for newcs players and fire on - this way, the |
2031 | /* Add special check for newcs players and fire on - this way, the |
2249 | * server can handle repeat firing. |
2032 | * server can handle repeat firing. |
… | |
… | |
2256 | /* Update how the player looks. Use the facing, so direction may |
2039 | /* Update how the player looks. Use the facing, so direction may |
2257 | * get reset to zero. This allows for full animation capabilities |
2040 | * get reset to zero. This allows for full animation capabilities |
2258 | * for players. |
2041 | * for players. |
2259 | */ |
2042 | */ |
2260 | animate_object (op, op->facing); |
2043 | animate_object (op, op->facing); |
2261 | return 0; |
2044 | |
|
|
2045 | return retval; |
2262 | } |
2046 | } |
2263 | |
2047 | |
2264 | /* This is similar to handle_player, below, but is only used by the |
2048 | /* This is similar to handle_player, below, but is only used by the |
2265 | * new client/server stuff. |
2049 | * new client/server stuff. |
2266 | * This is sort of special, in that the new client/server actually uses |
2050 | * This is sort of special, in that the new client/server actually uses |
2267 | * the new speed values for commands. |
2051 | * the new speed values for commands. |
2268 | * |
2052 | * |
2269 | * Returns true if there are more actions we can do. |
2053 | * Returns true if there are more actions we can do. Should not do |
|
|
2054 | * many actions in a row, as that would be too unfair to other |
|
|
2055 | * players. |
2270 | */ |
2056 | */ |
2271 | int |
2057 | bool |
2272 | handle_newcs_player (object *op) |
2058 | handle_newcs_player (object *op) |
2273 | { |
2059 | { |
2274 | if (QUERY_FLAG (op, FLAG_SCARED)) |
2060 | if (op->flag [FLAG_SCARED]) |
2275 | { |
2061 | { |
2276 | flee_player (op); |
2062 | if (op->speed_left > 0.f) |
2277 | /* If player is still scared, that is his action for this tick */ |
|
|
2278 | if (QUERY_FLAG (op, FLAG_SCARED)) |
|
|
2279 | { |
2063 | { |
2280 | op->speed_left--; |
2064 | --op->speed_left; |
|
|
2065 | flee_player (op); |
|
|
2066 | |
2281 | return 0; |
2067 | return true; |
2282 | } |
2068 | } |
|
|
2069 | else |
|
|
2070 | return false; |
2283 | } |
2071 | } |
2284 | |
2072 | |
2285 | /* call this here - we also will call this in do_ericserver, but |
2073 | /* call this here - we also will call this in do_ericserver, but |
2286 | * the players time has been increased when doericserver has been |
2074 | * the players time has been increased when doericserver has been |
2287 | * called, so we recheck it here. |
2075 | * called, so we recheck it here. |
2288 | */ |
2076 | */ |
2289 | if (op->contr->ns->handle_command ()) |
2077 | if (op->contr->ns->handle_command ()) |
2290 | return 1; |
2078 | return true; |
2291 | |
2079 | |
2292 | if (op->speed_left > 0) |
|
|
2293 | { |
|
|
2294 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2080 | if (op->direction && (op->contr->run_on || op->contr->fire_on)) |
2295 | { |
|
|
2296 | /* All move commands take 1 tick, at least for now */ |
|
|
2297 | op->speed_left--; |
|
|
2298 | |
|
|
2299 | /* Instead of all the stuff below, let move_player take care |
|
|
2300 | * of it. Also, some of the skill stuff is only put in |
|
|
2301 | * there, as well as the confusion stuff. |
|
|
2302 | */ |
|
|
2303 | move_player (op, op->direction); |
2081 | return move_player (op, op->direction); |
2304 | |
2082 | |
2305 | return op->speed_left > 0; |
|
|
2306 | } |
|
|
2307 | } |
|
|
2308 | |
|
|
2309 | return 0; |
2083 | return false; |
2310 | } |
2084 | } |
2311 | |
2085 | |
2312 | int |
2086 | static int |
2313 | save_life (object *op) |
2087 | save_life (object *op) |
2314 | { |
2088 | { |
2315 | if (!QUERY_FLAG (op, FLAG_LIFESAVE)) |
2089 | if (!op->flag [FLAG_LIFESAVE]) |
2316 | return 0; |
2090 | return 0; |
2317 | |
2091 | |
2318 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2092 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2319 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) |
2093 | if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE]) |
2320 | { |
2094 | { |
2321 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
2095 | op->play_sound (sound_find ("ob_evaporate")); |
2322 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2096 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); |
2323 | |
2097 | |
2324 | if (op->contr) |
|
|
2325 | esrv_del_item (op->contr, tmp->count); |
|
|
2326 | |
|
|
2327 | tmp->destroy (); |
2098 | tmp->destroy (); |
2328 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2099 | op->clr_flag (FLAG_LIFESAVE); |
2329 | |
2100 | |
2330 | if (op->stats.hp < 0) |
2101 | if (op->stats.hp < 0) |
2331 | op->stats.hp = op->stats.maxhp; |
2102 | op->stats.hp = op->stats.maxhp; |
2332 | |
2103 | |
2333 | if (op->stats.food < 0) |
2104 | if (op->stats.food < 0) |
2334 | op->stats.food = 999; |
2105 | op->stats.food = MAX_FOOD; |
2335 | |
2106 | |
2336 | op->update_stats (); |
2107 | op->update_stats (); |
2337 | return 1; |
2108 | return 1; |
2338 | } |
2109 | } |
2339 | |
2110 | |
2340 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2111 | LOG (llevError, "Error: LIFESAVE set without applied object.\n"); |
2341 | CLEAR_FLAG (op, FLAG_LIFESAVE); |
2112 | op->clr_flag (FLAG_LIFESAVE); |
2342 | enter_player_savebed (op); /* bring him home. */ |
2113 | enter_player_savebed (op); /* bring him home. */ |
2343 | return 0; |
2114 | return 0; |
2344 | } |
2115 | } |
2345 | |
2116 | |
2346 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2117 | /* This goes throws the inventory and removes unpaid objects, and puts them |
2347 | * back in the map (location and map determined by values of env). This |
2118 | * back in the map (location and map determined by values of env). This |
2348 | * function will descend into containers. op is the object to start the search |
2119 | * function will descend into containers. op is the object to start the search |
2349 | * from. |
2120 | * from. |
2350 | */ |
2121 | */ |
|
|
2122 | static void |
|
|
2123 | drop_unpaid_items (object *op, object *env) |
|
|
2124 | { |
|
|
2125 | while (op) |
|
|
2126 | { |
|
|
2127 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2128 | |
|
|
2129 | if (op->flag [FLAG_UNPAID]) |
|
|
2130 | op->insert_at (env); |
|
|
2131 | else if (op->inv) |
|
|
2132 | drop_unpaid_items (op->inv, env); |
|
|
2133 | |
|
|
2134 | op = next; |
|
|
2135 | } |
|
|
2136 | } |
|
|
2137 | |
2351 | void |
2138 | void |
2352 | remove_unpaid_objects (object *op, object *env) |
2139 | object::drop_unpaid_items () |
2353 | { |
2140 | { |
2354 | while (op) |
2141 | if (!flag [FLAG_REMOVED]) |
2355 | { |
2142 | ::drop_unpaid_items (inv, this); |
2356 | object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ |
|
|
2357 | |
|
|
2358 | if (QUERY_FLAG (op, FLAG_UNPAID)) |
|
|
2359 | { |
|
|
2360 | if (env->type == PLAYER) |
|
|
2361 | esrv_del_item (env->contr, op->count); |
|
|
2362 | |
|
|
2363 | op->insert_at (env); |
|
|
2364 | } |
|
|
2365 | else if (op->inv) |
|
|
2366 | remove_unpaid_objects (op->inv, env); |
|
|
2367 | |
|
|
2368 | op = next; |
|
|
2369 | } |
|
|
2370 | } |
|
|
2371 | |
|
|
2372 | /* |
|
|
2373 | * Returns pointer a static string containing gravestone text |
|
|
2374 | * Moved from apply.c to player.c - player.c is what |
|
|
2375 | * actually uses this function. player.c may not be quite the |
|
|
2376 | * best, a misc file for object actions is probably better, |
|
|
2377 | * but there isn't one in the server directory. |
|
|
2378 | */ |
|
|
2379 | char * |
|
|
2380 | gravestone_text (object *op) |
|
|
2381 | { |
|
|
2382 | static char buf2[MAX_BUF]; |
|
|
2383 | char buf[MAX_BUF]; |
|
|
2384 | time_t now = time (NULL); |
|
|
2385 | |
|
|
2386 | strcpy (buf2, " R.I.P.\n\n"); |
|
|
2387 | if (op->type == PLAYER) |
|
|
2388 | sprintf (buf, "%s the %s\n", &op->name, op->contr->title); |
|
|
2389 | else |
|
|
2390 | sprintf (buf, "%s\n", &op->name); |
|
|
2391 | |
|
|
2392 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2393 | strcat (buf2, buf); |
|
|
2394 | if (op->type == PLAYER) |
|
|
2395 | sprintf (buf, "who was in level %d when killed\n", op->level); |
|
|
2396 | else |
|
|
2397 | sprintf (buf, "who was in level %d when died.\n\n", op->level); |
|
|
2398 | |
|
|
2399 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2400 | strcat (buf2, buf); |
|
|
2401 | if (op->type == PLAYER) |
|
|
2402 | { |
|
|
2403 | sprintf (buf, "by %s.\n\n", op->contr->killer); |
|
|
2404 | strncat (buf2, " ", 21 - strlen (buf) / 2); |
|
|
2405 | strcat (buf2, buf); |
|
|
2406 | } |
|
|
2407 | |
|
|
2408 | strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); |
|
|
2409 | strncat (buf2, " ", 20 - strlen (buf) / 2); |
|
|
2410 | strcat (buf2, buf); |
|
|
2411 | |
|
|
2412 | return buf2; |
|
|
2413 | } |
2143 | } |
2414 | |
2144 | |
2415 | void |
2145 | void |
2416 | do_some_living (object *op) |
2146 | do_some_living (object *op) |
2417 | { |
2147 | { |
… | |
… | |
2434 | * alternate it here for it to work correctly. |
2164 | * alternate it here for it to work correctly. |
2435 | */ |
2165 | */ |
2436 | if (pticks & 2) |
2166 | if (pticks & 2) |
2437 | op->invisible--; |
2167 | op->invisible--; |
2438 | } |
2168 | } |
2439 | else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) |
2169 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2440 | { |
2170 | { |
2441 | if (!op->invisible--) |
2171 | if (!op->invisible--) |
2442 | { |
2172 | { |
2443 | make_visible (op); |
2173 | make_visible (op); |
2444 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
2174 | new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); |
… | |
… | |
2469 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2199 | gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; |
2470 | else |
2200 | else |
2471 | { |
2201 | { |
2472 | gen_grace = op->stats.maxgrace; |
2202 | gen_grace = op->stats.maxgrace; |
2473 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2203 | rate_grace -= rate_grace / 2 * op->contr->gen_grace; |
2474 | } |
|
|
2475 | |
|
|
2476 | /* Regenerate Spell Points */ |
|
|
2477 | if (!op->contr->golem && --op->last_sp < 0) |
|
|
2478 | { |
|
|
2479 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
|
|
2480 | if (op->stats.sp < op->stats.maxsp) |
|
|
2481 | { |
|
|
2482 | op->stats.sp++; |
|
|
2483 | /* dms do not consume food */ |
|
|
2484 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2485 | { |
|
|
2486 | op->stats.food--; |
|
|
2487 | if (op->contr->digestion < 0) |
|
|
2488 | op->stats.food += op->contr->digestion; |
|
|
2489 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2490 | op->stats.food = last_food; |
|
|
2491 | } |
|
|
2492 | } |
|
|
2493 | |
|
|
2494 | if (max_sp > 1) |
|
|
2495 | { |
|
|
2496 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2497 | if (over_sp > 0) |
|
|
2498 | { |
|
|
2499 | if (op->stats.sp < op->stats.maxsp) |
|
|
2500 | { |
|
|
2501 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2502 | |
|
|
2503 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2504 | op->stats.sp--; |
|
|
2505 | |
|
|
2506 | if (op->stats.sp > op->stats.maxsp) |
|
|
2507 | op->stats.sp = op->stats.maxsp; |
|
|
2508 | } |
|
|
2509 | op->last_sp = 0; |
|
|
2510 | } |
|
|
2511 | else |
|
|
2512 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2513 | } |
|
|
2514 | else |
|
|
2515 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2516 | } |
2204 | } |
2517 | |
2205 | |
2518 | /* Regenerate Grace */ |
2206 | /* Regenerate Grace */ |
2519 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2207 | /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ |
2520 | if (--op->last_grace < 0) |
2208 | if (--op->last_grace < 0) |
… | |
… | |
2541 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2229 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2542 | } |
2230 | } |
2543 | /* wearing stuff doesn't detract from grace generation. */ |
2231 | /* wearing stuff doesn't detract from grace generation. */ |
2544 | } |
2232 | } |
2545 | |
2233 | |
|
|
2234 | if (op->stats.food > 0) |
|
|
2235 | { |
2546 | /* Regenerate Hit Points */ |
2236 | /* Regenerate Spell Points */ |
2547 | if (--op->last_heal < 0) |
2237 | if (!op->contr->golem && --op->last_sp < 0) |
2548 | { |
|
|
2549 | if (op->stats.hp < op->stats.maxhp) |
|
|
2550 | { |
2238 | { |
2551 | op->stats.hp++; |
2239 | gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); |
2552 | /* dms do not consume food */ |
2240 | |
2553 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2241 | if (op->stats.sp < op->stats.maxsp) |
2554 | { |
2242 | { |
|
|
2243 | op->stats.sp++; |
|
|
2244 | |
|
|
2245 | /* dms do not consume food */ |
|
|
2246 | if (!op->flag [FLAG_WIZ]) |
|
|
2247 | { |
2555 | op->stats.food--; |
2248 | op->stats.food--; |
|
|
2249 | |
2556 | if (op->contr->digestion < 0) |
2250 | if (op->contr->digestion < 0) |
2557 | op->stats.food += op->contr->digestion; |
2251 | op->stats.food += op->contr->digestion; |
2558 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2252 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2559 | op->stats.food = last_food; |
2253 | op->stats.food = last_food; |
|
|
2254 | } |
2560 | } |
2255 | } |
2561 | } |
|
|
2562 | |
2256 | |
2563 | if (max_hp > 1) |
2257 | if (max_sp > 1) |
2564 | { |
|
|
2565 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2566 | if (over_hp > 0) |
|
|
2567 | { |
2258 | { |
2568 | op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2259 | over_sp = (gen_sp + 10) / rate_sp; |
|
|
2260 | if (over_sp > 0) |
|
|
2261 | { |
|
|
2262 | if (op->stats.sp < op->stats.maxsp) |
|
|
2263 | { |
|
|
2264 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
|
|
2265 | |
|
|
2266 | if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) |
|
|
2267 | op->stats.sp--; |
|
|
2268 | |
|
|
2269 | if (op->stats.sp > op->stats.maxsp) |
|
|
2270 | op->stats.sp = op->stats.maxsp; |
|
|
2271 | } |
|
|
2272 | |
2569 | op->last_heal = 0; |
2273 | op->last_sp = 0; |
|
|
2274 | } |
|
|
2275 | else |
|
|
2276 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
2570 | } |
2277 | } |
2571 | else |
2278 | else |
|
|
2279 | op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); |
|
|
2280 | } |
|
|
2281 | |
|
|
2282 | /* Regenerate Hit Points */ |
|
|
2283 | if (--op->last_heal < 0) |
|
|
2284 | { |
|
|
2285 | if (op->stats.hp < op->stats.maxhp) |
2572 | { |
2286 | { |
2573 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2287 | op->stats.hp++; |
|
|
2288 | |
|
|
2289 | /* dms do not consume food */ |
|
|
2290 | if (!op->flag [FLAG_WIZ]) |
|
|
2291 | { |
|
|
2292 | op->stats.food--; |
|
|
2293 | |
|
|
2294 | if (op->contr->digestion < 0) |
|
|
2295 | op->stats.food += op->contr->digestion; |
|
|
2296 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
|
|
2297 | op->stats.food = last_food; |
|
|
2298 | } |
2574 | } |
2299 | } |
|
|
2300 | |
|
|
2301 | if (max_hp > 1) |
|
|
2302 | { |
|
|
2303 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
|
|
2304 | |
|
|
2305 | if (over_hp > 0) |
|
|
2306 | { |
|
|
2307 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
|
|
2308 | op->last_heal = 0; |
|
|
2309 | } |
|
|
2310 | else |
|
|
2311 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2575 | } |
2312 | } |
2576 | else |
2313 | else |
2577 | { |
|
|
2578 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2314 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2579 | } |
2315 | } |
2580 | } |
2316 | } |
2581 | |
2317 | |
2582 | /* Digestion */ |
2318 | /* Digestion */ |
2583 | if (--op->last_eat < 0) |
2319 | if (--op->last_eat < 0) |
2584 | { |
2320 | { |
2585 | #ifdef COZY_SERVER |
2321 | int bonus = max (0, op->contr->digestion), |
2586 | int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion; |
2322 | penalty = max (0, -op->contr->digestion); |
2587 | int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0; |
|
|
2588 | #else |
|
|
2589 | int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; |
|
|
2590 | #endif |
|
|
2591 | |
2323 | |
2592 | if (op->contr->gen_hp > 0) |
|
|
2593 | op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); |
2324 | op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); |
2594 | else |
|
|
2595 | op->last_eat = 25 * (1 + bonus) / (penalty + 1); |
|
|
2596 | |
2325 | |
2597 | /* dms do not consume food */ |
2326 | /* dms do not consume food */ |
2598 | if (!QUERY_FLAG (op, FLAG_WIZ)) |
2327 | if (!op->flag [FLAG_WIZ]) |
2599 | op->stats.food--; |
2328 | op->stats.food--; |
2600 | } |
2329 | } |
2601 | |
2330 | |
2602 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2331 | if (op->stats.food < 0 && op->stats.hp >= 0) |
2603 | { |
2332 | { |
2604 | object *tmp, *flesh = 0; |
2333 | object *flesh = 0; |
2605 | |
2334 | |
2606 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2335 | for_inv_removable (op, tmp) |
2607 | { |
2336 | { |
2608 | if (!QUERY_FLAG (tmp, FLAG_UNPAID)) |
2337 | if (tmp->flag [FLAG_UNPAID]) |
|
|
2338 | continue; |
|
|
2339 | |
|
|
2340 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2609 | { |
2341 | { |
2610 | if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) |
2342 | op->statusmsg ("You blindly grab for a bite of food. " |
2611 | { |
2343 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2612 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2344 | op->apply (tmp); |
2613 | manual_apply (op, tmp, 0); |
2345 | |
2614 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2346 | if (op->stats.food >= 0 || op->stats.hp < 0) |
2615 | break; |
2347 | break; |
2616 | } |
2348 | } |
2617 | else if (tmp->type == FLESH) |
2349 | else if (tmp->type == FLESH) |
2618 | flesh = tmp; |
2350 | flesh = tmp; |
2619 | } /* End if paid for object */ |
2351 | } |
2620 | } /* end of for loop */ |
|
|
2621 | |
2352 | |
2622 | /* If player is still starving, it means they don't have any food, so |
2353 | /* If player is still starving, it means they don't have any food, so |
2623 | * eat flesh instead. |
2354 | * eat flesh instead. |
2624 | */ |
2355 | */ |
2625 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2356 | if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) |
2626 | { |
2357 | { |
2627 | new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); |
2358 | op->statusmsg ("You blindly grab for a bite of food. " |
|
|
2359 | "H<To prevent you from starving, you ate some random item from your backpack.>"); |
2628 | manual_apply (op, flesh, 0); |
2360 | op->apply (flesh); |
2629 | } |
2361 | } |
|
|
2362 | |
|
|
2363 | // If player is still starving, alert him! |
|
|
2364 | if (op->stats.food < 0) |
|
|
2365 | op->failmsg ("You are starving! " |
|
|
2366 | "H<Eat some food to increase your food and prevent you from an untimely death.>"); |
|
|
2367 | } |
|
|
2368 | |
|
|
2369 | if (op->stats.food < 0) |
2630 | } |
2370 | { |
|
|
2371 | op->stats.hp += op->stats.food; |
|
|
2372 | op->stats.food = 0; |
2631 | |
2373 | |
2632 | while (op->stats.food < 0 && op->stats.hp >= 0) |
2374 | if (op->stats.hp < 0) |
2633 | op->stats.food++, op->stats.hp--; |
2375 | { |
|
|
2376 | op->contr->killer = archetype::get ("killer_starvation"); |
|
|
2377 | op->contr->killer->destroy (); |
|
|
2378 | } |
|
|
2379 | } |
2634 | |
2380 | |
|
|
2381 | /* killer should be set here already */ |
2635 | if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) |
2382 | if (op->stats.hp < 0 && !op->flag [FLAG_WIZ]) |
2636 | kill_player (op); |
2383 | kill_player (op); |
2637 | } |
2384 | } |
2638 | } |
2385 | } |
2639 | |
2386 | |
2640 | /* If the player should die (lack of hp, food, etc), we call this. |
2387 | /* If the player should die (lack of hp, food, etc), we call this. |
… | |
… | |
2643 | * file. |
2390 | * file. |
2644 | */ |
2391 | */ |
2645 | void |
2392 | void |
2646 | kill_player (object *op) |
2393 | kill_player (object *op) |
2647 | { |
2394 | { |
2648 | char buf[MAX_BUF]; |
|
|
2649 | int x, y; |
2395 | int x, y; |
2650 | |
|
|
2651 | //int i; |
|
|
2652 | maptile *map; /* this is for resurrection */ |
2396 | maptile *map; /* this is for resurrection */ |
2653 | |
|
|
2654 | /* int z; |
|
|
2655 | int num_stats_lose; |
|
|
2656 | int lost_a_stat; |
|
|
2657 | int lose_this_stat; |
|
|
2658 | int this_stat; */ |
|
|
2659 | int will_kill_again; |
2397 | int will_kill_again; |
2660 | archetype *at; |
2398 | archetype *at; |
2661 | object *tmp; |
2399 | object *tmp; |
2662 | |
2400 | |
2663 | if (save_life (op)) |
2401 | if (save_life (op)) |
2664 | return; |
2402 | return; |
2665 | |
2403 | |
|
|
2404 | dynbuf_text deathtab; |
|
|
2405 | |
|
|
2406 | /* restore player */ |
|
|
2407 | at = archetype::find (shstr_poisoning); |
|
|
2408 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2409 | { |
|
|
2410 | tmp->destroy (); |
|
|
2411 | deathtab << "Your body feels cleansed...\r"; |
|
|
2412 | } |
|
|
2413 | |
|
|
2414 | at = archetype::find (shstr_confusion); |
|
|
2415 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2416 | { |
|
|
2417 | tmp->destroy (); |
|
|
2418 | deathtab << "Your mind feels clearer...\r"; |
|
|
2419 | } |
|
|
2420 | |
|
|
2421 | cure_disease (op, 0, 0); /* remove any disease */ |
|
|
2422 | |
|
|
2423 | max_it (op->stats.hp , op->stats.maxhp); |
|
|
2424 | max_it (op->stats.sp , op->stats.maxsp); |
|
|
2425 | max_it (op->stats.grace, op->stats.maxgrace); |
|
|
2426 | max_it (op->stats.food , 200); |
|
|
2427 | |
|
|
2428 | // remove all spell effects that are active |
|
|
2429 | // to avoid long-term effects such as word-of-recall |
|
|
2430 | for (object *item = op->inv; item; ) |
|
|
2431 | { |
|
|
2432 | object *next = item->below; |
|
|
2433 | |
|
|
2434 | if (item->type == SPELL_EFFECT && item->active) |
|
|
2435 | item->destroy (); |
|
|
2436 | |
|
|
2437 | item = next; |
|
|
2438 | } |
2666 | |
2439 | |
2667 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2440 | /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas |
2668 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2441 | * in cities ONLY!!! It is very important that this doesn't get abused. |
2669 | * Look at op_on_battleground() for more info --AndreasV |
2442 | * Look at op_on_battleground() for more info --AndreasV |
2670 | */ |
2443 | */ |
2671 | if (op_on_battleground (op, &x, &y)) |
2444 | if (op_on_battleground (op, &x, &y)) |
2672 | { |
2445 | { |
2673 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); |
2446 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2674 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life..."); |
|
|
2675 | |
|
|
2676 | /* restore player */ |
|
|
2677 | at = archetype::find ("poisoning"); |
|
|
2678 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2679 | { |
|
|
2680 | tmp->destroy (); |
|
|
2681 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2682 | } |
|
|
2683 | |
|
|
2684 | at = archetype::find ("confusion"); |
|
|
2685 | if (object *tmp = present_arch_in_ob (at, op)) |
|
|
2686 | { |
|
|
2687 | tmp->destroy (); |
|
|
2688 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2689 | } |
|
|
2690 | |
|
|
2691 | cure_disease (op, 0); /* remove any disease */ |
|
|
2692 | op->stats.hp = op->stats.maxhp; |
|
|
2693 | if (op->stats.food <= 0) |
|
|
2694 | op->stats.food = 999; |
|
|
2695 | |
2447 | |
2696 | /* create a bodypart-trophy to make the winner happy */ |
2448 | /* create a bodypart-trophy to make the winner happy */ |
2697 | if (object *tmp = arch_to_object (archetype::find ("finger"))) |
2449 | object *tmp = archetype::find (shstr_finger)->instance (); |
2698 | { |
2450 | |
2699 | sprintf (buf, "%s's finger", &op->name); |
2451 | tmp->name = format ("%s's finger" , &op->name); |
2700 | tmp->name = buf; |
2452 | tmp->name_pl = format ("%s's fingers", &op->name); |
2701 | sprintf (buf, " This finger has been cut off %s\n" |
2453 | tmp->msg = format ( |
2702 | " the %s, when he was defeated at\n level %d by %s.\n", |
2454 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2703 | &op->name, op->contr->title, (int) (op->level), op->contr->killer); |
2455 | &op->name, op->contr->title, |
2704 | tmp->msg = buf; |
2456 | (int)op->level, |
|
|
2457 | op->contr->killer_name () |
|
|
2458 | ); |
2705 | tmp->value = 0, tmp->type = 0; |
2459 | tmp->value = 0, tmp->type = 0; |
2706 | tmp->materialname = "organics"; |
2460 | tmp->material = name_to_material (shstr_organic); |
2707 | tmp->insert_at (op, tmp); |
2461 | tmp->insert_at (op, tmp); |
2708 | } |
|
|
2709 | |
2462 | |
2710 | /* teleport defeated player to new destination */ |
2463 | /* teleport defeated player to new destination */ |
2711 | transfer_ob (op, x, y, 0, NULL); |
2464 | transfer_ob (op, x, y, 0, NULL); |
2712 | op->contr->braced = 0; |
2465 | op->contr->braced = 0; |
|
|
2466 | |
|
|
2467 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2713 | return; |
2468 | return; |
2714 | } |
2469 | } |
2715 | |
2470 | |
|
|
2471 | deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; |
|
|
2472 | deathtab << "T<YOU HAVE DIED>\n\n"; |
|
|
2473 | |
2716 | INVOKE_PLAYER (DEATH, op->contr); |
2474 | INVOKE_PLAYER (DEATH, op->contr); |
2717 | |
2475 | |
2718 | command_kill_pets (op, 0); |
2476 | command_kill_pets (op, 0); |
2719 | |
2477 | |
2720 | if (op->stats.food < 0) |
2478 | op->contr->play_sound (sound_find ("player_dies")); |
2721 | { |
|
|
2722 | sprintf (buf, "%s starved to death.", &op->name); |
|
|
2723 | strcpy (op->contr->killer, "starvation"); |
|
|
2724 | } |
|
|
2725 | else |
|
|
2726 | sprintf (buf, "%s died.", &op->name); |
|
|
2727 | |
|
|
2728 | play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0); |
|
|
2729 | |
2479 | |
2730 | /* save the map location for corpse, gravestone */ |
2480 | /* save the map location for corpse, gravestone */ |
2731 | x = op->x; |
2481 | x = op->x; |
2732 | y = op->y; |
2482 | y = op->y; |
2733 | map = op->map; |
2483 | map = op->map; |
… | |
… | |
2761 | |
2511 | |
2762 | lost_a_stat = 0; |
2512 | lost_a_stat = 0; |
2763 | |
2513 | |
2764 | for (z = 0; z < num_stats_lose; z++) |
2514 | for (z = 0; z < num_stats_lose; z++) |
2765 | { |
2515 | { |
2766 | i = RANDOM () % NUM_STATS; |
2516 | i = rndm (NUM_STATS); |
2767 | |
2517 | |
2768 | if (settings.stat_loss_on_death) |
2518 | if (settings.stat_loss_on_death) |
2769 | { |
2519 | { |
2770 | /* Pick a random stat and take a point off it. Tell the player |
2520 | /* Pick a random stat and take a point off it. Tell the player |
2771 | * what he lost. |
2521 | * what he lost. |
… | |
… | |
2778 | lost_a_stat = 1; |
2528 | lost_a_stat = 1; |
2779 | } |
2529 | } |
2780 | else |
2530 | else |
2781 | { |
2531 | { |
2782 | /* deplete a stat */ |
2532 | /* deplete a stat */ |
2783 | archetype *deparch = archetype::find ("depletion"); |
2533 | archetype *deparch = archetype::find (shstr_depletion); |
2784 | object *dep; |
2534 | object *dep; |
2785 | |
2535 | |
2786 | dep = present_arch_in_ob (deparch, op); |
2536 | dep = present_arch_in_ob (deparch, op); |
2787 | if (!dep) |
2537 | if (!dep) |
2788 | { |
2538 | { |
2789 | dep = arch_to_object (deparch); |
2539 | dep = deparch->instance (); |
2790 | insert_ob_in_ob (dep, op); |
2540 | insert_ob_in_ob (dep, op); |
2791 | } |
2541 | } |
2792 | lose_this_stat = 1; |
2542 | lose_this_stat = 1; |
2793 | if (settings.balanced_stat_loss) |
2543 | if (settings.balanced_stat_loss) |
2794 | { |
2544 | { |
… | |
… | |
2822 | } |
2572 | } |
2823 | } |
2573 | } |
2824 | |
2574 | |
2825 | if (lose_this_stat) |
2575 | if (lose_this_stat) |
2826 | { |
2576 | { |
2827 | this_stat = get_attr_value (&(dep->stats), i); |
2577 | this_stat = get_attr_value (&dep->stats, i); |
2828 | /* We could try to do something clever like find another |
2578 | /* We could try to do something clever like find another |
2829 | * stat to reduce if this fails. But chances are, if |
2579 | * stat to reduce if this fails. But chances are, if |
2830 | * stats have been depleted to -50, all are pretty low |
2580 | * stats have been depleted to -50, all are pretty low |
2831 | * and should be roughly the same, so it shouldn't make a |
2581 | * and should be roughly the same, so it shouldn't make a |
2832 | * difference. |
2582 | * difference. |
2833 | */ |
2583 | */ |
2834 | if (this_stat >= -50) |
2584 | if (this_stat >= -50) |
2835 | { |
2585 | { |
2836 | change_attr_value (&(dep->stats), i, -1); |
2586 | change_attr_value (&(dep->stats), i, -1); |
2837 | SET_FLAG (dep, FLAG_APPLIED); |
2587 | dep->set_flag (FLAG_APPLIED); |
2838 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2588 | new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); |
2839 | op->update_stats (); |
2589 | op->update_stats (); |
2840 | lost_a_stat = 1; |
2590 | lost_a_stat = 1; |
2841 | } |
2591 | } |
2842 | } |
2592 | } |
2843 | } |
2593 | } |
2844 | } |
2594 | } |
|
|
2595 | |
2845 | /* If no stat lost, tell the player. */ |
2596 | /* If no stat lost, tell the player. */ |
2846 | if (!lost_a_stat) |
2597 | if (!lost_a_stat) |
2847 | { |
2598 | { |
2848 | /* determine_god() seems to not work sometimes... why is this? |
2599 | /* determine_god() seems to not work sometimes... why is this? |
2849 | Should I be using something else? GD */ |
2600 | Should I be using something else? GD */ |
2850 | const char *god = determine_god (op); |
2601 | shstr_tmp god = determine_god (op); |
2851 | |
2602 | |
2852 | if (god && (strcmp (god, "none"))) |
2603 | if (god != shstr_none) |
2853 | new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); |
2604 | deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; |
2854 | else |
2605 | else |
2855 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); |
2606 | deathtab << "For a brief moment you feel a holy presence protecting you.\r"; |
2856 | } |
2607 | } |
2857 | #else |
2608 | #else |
2858 | new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); |
2609 | deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; |
2859 | #endif |
2610 | #endif |
2860 | |
2611 | |
2861 | /* Put a gravestone up where the character 'almost' died. List the |
2612 | /* Put a gravestone up where the character 'almost' died. List the |
2862 | * exp loss on the stone. |
2613 | * exp loss on the stone. |
2863 | */ |
2614 | */ |
2864 | tmp = arch_to_object (archetype::find ("gravestone")); |
2615 | tmp = archetype::find (shstr_gravestone)->instance (); |
2865 | sprintf (buf, "%s's gravestone", &op->name); |
2616 | tmp->name = format ("%s's gravestone", &op->name); |
2866 | tmp->name = buf; |
2617 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2867 | sprintf (buf, "%s's gravestones", &op->name); |
2618 | tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", |
2868 | tmp->name_pl = buf; |
2619 | &op->name, op->contr->title, op->contr->killer_name ()); |
2869 | 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); |
|
|
2870 | tmp->msg = buf; |
|
|
2871 | tmp->x = op->x, tmp->y = op->y; |
2620 | tmp->x = op->x, tmp->y = op->y; |
2872 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2621 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2873 | |
2622 | |
2874 | /**************************************/ |
2623 | /**************************************/ |
2875 | /* */ |
2624 | /* */ |
2876 | /* Subtract the experience points, */ |
2625 | /* Subtract the experience points, */ |
2877 | /* if we died cause of food, give us */ |
|
|
2878 | /* food, and reset HP's... */ |
|
|
2879 | /* */ |
2626 | /* */ |
2880 | /**************************************/ |
2627 | /**************************************/ |
2881 | |
2628 | |
2882 | /* remove any poisoning and confusion the character may be suffering. */ |
|
|
2883 | /* restore player */ |
|
|
2884 | at = archetype::find ("poisoning"); |
|
|
2885 | tmp = present_arch_in_ob (at, op); |
|
|
2886 | |
|
|
2887 | if (tmp) |
|
|
2888 | { |
|
|
2889 | tmp->destroy (); |
|
|
2890 | new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed"); |
|
|
2891 | } |
|
|
2892 | |
|
|
2893 | at = archetype::find ("confusion"); |
|
|
2894 | tmp = present_arch_in_ob (at, op); |
|
|
2895 | if (tmp) |
|
|
2896 | { |
|
|
2897 | tmp->destroy (); |
|
|
2898 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
|
|
2899 | } |
|
|
2900 | |
|
|
2901 | cure_disease (op, 0); /* remove any disease */ |
|
|
2902 | |
|
|
2903 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2629 | /*add_exp(op, (op->stats.exp * -0.20)); */ |
2904 | apply_death_exp_penalty (op); |
2630 | apply_death_exp_penalty (op); |
2905 | if (op->stats.food < 100) |
|
|
2906 | op->stats.food = 900; |
|
|
2907 | op->stats.hp = op->stats.maxhp; |
|
|
2908 | op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); |
|
|
2909 | op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); |
|
|
2910 | |
2631 | |
2911 | /* |
2632 | /* |
2912 | * Check to see if the player has any unpaid items. If so, remove them |
2633 | * Check to see if the player has any unpaid items. If so, remove them |
2913 | * and put them back in the map. |
2634 | * and put them back in the map. |
2914 | */ |
2635 | */ |
2915 | remove_unpaid_objects (op->inv, op); |
2636 | op->drop_unpaid_items (); |
2916 | |
2637 | |
2917 | /****************************************/ |
2638 | /****************************************/ |
2918 | /* */ |
2639 | /* */ |
2919 | /* Move player to his current respawn- */ |
2640 | /* Move player to his current respawn- */ |
2920 | /* position (usually last savebed) */ |
2641 | /* position (usually last savebed) */ |
… | |
… | |
2940 | object *force; |
2661 | object *force; |
2941 | int at; |
2662 | int at; |
2942 | |
2663 | |
2943 | force = get_archetype (FORCE_NAME); |
2664 | force = get_archetype (FORCE_NAME); |
2944 | /* 50 ticks should be enough time for the spell to abate */ |
2665 | /* 50 ticks should be enough time for the spell to abate */ |
2945 | force->speed = 0.1; |
2666 | force->speed = 0.1f; |
2946 | force->speed_left = -5.0; |
2667 | force->speed_left = -5.f; |
2947 | SET_FLAG (force, FLAG_APPLIED); |
2668 | force->set_flag (FLAG_APPLIED); |
2948 | for (at = 0; at < NROFATTACKS; at++) |
2669 | for (at = 0; at < NROFATTACKS; at++) |
2949 | if (will_kill_again & (1 << at)) |
2670 | if (will_kill_again & (1 << at)) |
2950 | force->resist[at] = 100; |
2671 | force->resist[at] = 100; |
2951 | |
2672 | |
2952 | insert_ob_in_ob (force, op); |
2673 | insert_ob_in_ob (force, op); |
2953 | op->update_stats (); |
2674 | op->update_stats (); |
2954 | |
|
|
2955 | } |
2675 | } |
2956 | |
2676 | |
2957 | new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); |
2677 | op->contr->infobox (MSG_CHANNEL ("death"), deathtab); |
2958 | } |
2678 | } |
2959 | |
2679 | |
2960 | void |
2680 | static void |
2961 | loot_object (object *op) |
2681 | loot_object (object *op) |
2962 | { /* Grab and destroy some treasure */ |
2682 | { /* Grab and destroy some treasure */ |
2963 | object *tmp, *tmp2, *next; |
2683 | object *tmp, *tmp2, *next; |
2964 | |
2684 | |
2965 | op->close_container (); /* close open sack first */ |
2685 | op->close_container (); /* close open sack first */ |
… | |
… | |
2975 | tmp->x = op->x, tmp->y = op->y; |
2695 | tmp->x = op->x, tmp->y = op->y; |
2976 | |
2696 | |
2977 | if (tmp->type == CONTAINER) |
2697 | if (tmp->type == CONTAINER) |
2978 | loot_object (tmp); /* empty container to ground */ |
2698 | loot_object (tmp); /* empty container to ground */ |
2979 | |
2699 | |
2980 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2700 | if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3)))) |
2981 | { |
2701 | { |
2982 | if (tmp->nrof > 1) |
2702 | if (tmp->nrof > 1) |
2983 | { |
2703 | { |
2984 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2704 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2985 | tmp2->destroy (); |
|
|
2986 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2705 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2987 | } |
2706 | } |
2988 | else |
2707 | else |
2989 | tmp->destroy (); |
2708 | tmp->destroy (); |
2990 | } |
2709 | } |
… | |
… | |
2997 | * fix_weight(): Check recursively the weight of all players, and fix |
2716 | * fix_weight(): Check recursively the weight of all players, and fix |
2998 | * what needs to be fixed. Refresh windows and fix speed if anything |
2717 | * what needs to be fixed. Refresh windows and fix speed if anything |
2999 | * was changed. |
2718 | * was changed. |
3000 | */ |
2719 | */ |
3001 | void |
2720 | void |
3002 | fix_weight (void) |
2721 | fix_weight () |
3003 | { |
2722 | { |
3004 | for_all_players (pl) |
2723 | for_all_players (pl) |
3005 | { |
2724 | { |
3006 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2725 | sint32 old = pl->ob->carrying; |
3007 | |
2726 | |
3008 | if (old == sum) |
2727 | pl->ob->update_weight (); |
3009 | continue; |
2728 | |
|
|
2729 | if (old != pl->ob->carrying) |
|
|
2730 | { |
3010 | pl->ob->update_stats (); |
2731 | pl->ob->update_stats (); |
3011 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2732 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2733 | } |
3012 | } |
2734 | } |
3013 | } |
2735 | } |
3014 | |
2736 | |
3015 | void |
2737 | void |
3016 | fix_luck (void) |
2738 | fix_luck () |
3017 | { |
2739 | { |
3018 | for_all_players (pl) |
2740 | for_all_players (pl) |
3019 | if (!pl->ob->contr->ns->state) |
2741 | if (!pl->ob->contr->ns->state) |
3020 | pl->ob->change_luck (0); |
2742 | pl->ob->change_luck (0); |
3021 | } |
2743 | } |
… | |
… | |
3058 | } |
2780 | } |
3059 | |
2781 | |
3060 | void |
2782 | void |
3061 | make_visible (object *op) |
2783 | make_visible (object *op) |
3062 | { |
2784 | { |
3063 | op->hide = 0; |
2785 | op->flag [FLAG_HIDDEN] = 0; |
3064 | op->invisible = 0; |
2786 | op->invisible = 0; |
|
|
2787 | |
3065 | if (op->type == PLAYER) |
2788 | if (op->type == PLAYER) |
3066 | { |
2789 | { |
3067 | op->contr->tmp_invis = 0; |
2790 | op->contr->tmp_invis = 0; |
3068 | op->contr->invis_race = 0; |
2791 | op->contr->invis_race = 0; |
3069 | } |
2792 | } |
… | |
… | |
3072 | } |
2795 | } |
3073 | |
2796 | |
3074 | int |
2797 | int |
3075 | is_true_undead (object *op) |
2798 | is_true_undead (object *op) |
3076 | { |
2799 | { |
3077 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
2800 | if (op->arch->flag [FLAG_UNDEAD]) |
3078 | return 1; |
2801 | return 1; |
3079 | |
2802 | |
3080 | return 0; |
2803 | return 0; |
3081 | } |
2804 | } |
3082 | |
2805 | |
3083 | /* look at the surrounding terrain to determine |
2806 | /* look at the surrounding terrain to determine |
3084 | * the hideability of this object. Positive levels |
2807 | * the hideability of this object. Positive levels |
3085 | * indicate greater hideability. |
2808 | * indicate greater hideability. |
3086 | */ |
2809 | */ |
3087 | |
|
|
3088 | int |
2810 | int |
3089 | hideability (object *ob) |
2811 | hideability (object *ob) |
3090 | { |
2812 | { |
3091 | int i, level = 0, mflag; |
2813 | int i, level = 0, mflag; |
3092 | sint16 x, y; |
2814 | sint16 x, y; |
3093 | |
2815 | |
3094 | if (!ob || !ob->map) |
2816 | if (!ob || !ob->map) |
3095 | return 0; |
2817 | return 0; |
3096 | |
2818 | |
3097 | /* so, on normal lighted maps, its hard to hide */ |
2819 | /* so, on normal lighted maps, its hard to hide */ |
3098 | level = ob->map->darkness - 2; |
2820 | level = ob->map->darklevel () - 2; |
3099 | |
2821 | |
3100 | /* this also picks up whether the object is glowing. |
2822 | /* this also picks up whether the object is glowing. |
3101 | * If you carry a light on a non-dark map, its not |
2823 | * If you carry a light on a non-dark map, its not |
3102 | * as bad as carrying a light on a pitch dark map */ |
2824 | * as bad as carrying a light on a pitch dark map */ |
3103 | if (has_carried_lights (ob)) |
2825 | if (ob->has_carried_lights ()) |
3104 | level = -(10 + (2 * ob->map->darkness)); |
2826 | level = -(10 + (2 * ob->map->darklevel ())); |
3105 | |
2827 | |
3106 | /* scan through all nearby squares for terrain to hide in */ |
2828 | /* scan through all nearby squares for terrain to hide in */ |
3107 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
2829 | for (i = 0, x = ob->x, y = ob->y; |
|
|
2830 | i <= SIZEOFFREE1; |
|
|
2831 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3108 | { |
2832 | { |
3109 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
2833 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3110 | if (mflag & P_OUT_OF_MAP) |
2834 | if (mflag & P_OUT_OF_MAP) |
3111 | { |
|
|
3112 | continue; |
2835 | continue; |
3113 | } |
2836 | |
3114 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
2837 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3115 | level += 2; |
2838 | level += 2; |
3116 | else /* open terrain! */ |
2839 | else /* open terrain! */ |
3117 | level -= 1; |
2840 | level -= 1; |
3118 | } |
2841 | } |
… | |
… | |
3126 | /* For Hidden creatures - a chance of becoming 'unhidden' |
2849 | /* For Hidden creatures - a chance of becoming 'unhidden' |
3127 | * every time they move - as we subtract off 'invisibility' |
2850 | * every time they move - as we subtract off 'invisibility' |
3128 | * AND, for players, if they move into a ridiculously unhideable |
2851 | * AND, for players, if they move into a ridiculously unhideable |
3129 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
2852 | * spot (surrounded by clear terrain in broad daylight). -b.t. |
3130 | */ |
2853 | */ |
3131 | |
|
|
3132 | void |
2854 | void |
3133 | do_hidden_move (object *op) |
2855 | do_hidden_move (object *op) |
3134 | { |
2856 | { |
3135 | int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); |
2857 | int hide = 0; |
3136 | object *skop; |
|
|
3137 | |
2858 | |
3138 | if (!op || !op->map) |
2859 | if (!op || !op->map) |
3139 | return; |
2860 | return; |
3140 | |
2861 | |
3141 | skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
2862 | object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); |
|
|
2863 | int num = random_roll (0, 19, op, PREFER_LOW); |
3142 | |
2864 | |
3143 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
2865 | /* its *extremely* hard to run and sneak/hide at the same time! */ |
3144 | if (op->type == PLAYER && op->contr->run_on) |
2866 | if (op->type == PLAYER && op->contr->run_on) |
3145 | if (!skop || num >= skop->level) |
2867 | if (!skop || num >= skop->level) |
3146 | { |
2868 | { |
… | |
… | |
3156 | num -= hide; |
2878 | num -= hide; |
3157 | |
2879 | |
3158 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
2880 | if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) |
3159 | { |
2881 | { |
3160 | make_visible (op); |
2882 | make_visible (op); |
|
|
2883 | |
3161 | if (op->type == PLAYER) |
2884 | if (op->type == PLAYER) |
3162 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
2885 | new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); |
3163 | } |
2886 | } |
3164 | else if (op->type == PLAYER && skop) |
2887 | else if (op->type == PLAYER && skop) |
3165 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
2888 | change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); |
… | |
… | |
3180 | |
2903 | |
3181 | if (who->type == PLAYER) |
2904 | if (who->type == PLAYER) |
3182 | player = 1; |
2905 | player = 1; |
3183 | |
2906 | |
3184 | else |
2907 | else |
3185 | friendly = QUERY_FLAG (who, FLAG_FRIENDLY); |
2908 | friendly = who->flag [FLAG_FRIENDLY]; |
3186 | |
2909 | |
3187 | /* search adjacent squares */ |
2910 | /* search adjacent squares */ |
3188 | for (i = 1; i < 9; i++) |
2911 | for (i = 1; i < 9; i++) |
3189 | { |
2912 | { |
3190 | x = who->x + freearr_x[i]; |
2913 | x = who->x + freearr_x[i]; |
… | |
… | |
3199 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
2922 | if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) |
3200 | continue; |
2923 | continue; |
3201 | |
2924 | |
3202 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
2925 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
3203 | { |
2926 | { |
3204 | if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) |
2927 | if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) |
3205 | return 1; |
2928 | return 1; |
3206 | else if (tmp->type == PLAYER) |
2929 | else if (tmp->type == PLAYER) |
3207 | { |
2930 | { |
3208 | /*don't let a hidden DM prevent you from hiding */ |
2931 | /*don't let a hidden DM prevent you from hiding */ |
3209 | if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) |
2932 | if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0) |
3210 | return 1; |
2933 | return 1; |
3211 | } |
2934 | } |
3212 | } |
2935 | } |
3213 | } |
2936 | } |
3214 | return 0; |
2937 | return 0; |
… | |
… | |
3218 | * object op. This function works fine for monsters, |
2941 | * object op. This function works fine for monsters, |
3219 | * but we dont worry if the object isnt the top one in |
2942 | * but we dont worry if the object isnt the top one in |
3220 | * a pile (say a coin under a table would return "viewable" |
2943 | * a pile (say a coin under a table would return "viewable" |
3221 | * by this routine). Another question, should we be |
2944 | * by this routine). Another question, should we be |
3222 | * concerned with the direction the player is looking |
2945 | * concerned with the direction the player is looking |
3223 | * in? Realistically, most of use cant see stuff behind |
2946 | * in? Realistically, most of us can't see stuff behind |
3224 | * our backs...on the other hand, does the "facing" direction |
2947 | * our backs...on the other hand, does the "facing" direction |
3225 | * imply the way your head, or body is facing? Its possible |
2948 | * imply the way your head, or body is facing? It's possible |
3226 | * for them to differ. Sigh, this fctn could get a bit more complex. |
2949 | * for them to differ. Sigh, this fctn could get a bit more complex. |
3227 | * -b.t. |
2950 | * -b.t. |
3228 | * This function is now map tiling safe. |
2951 | * This function is now map tiling safe. |
3229 | */ |
2952 | */ |
3230 | |
|
|
3231 | int |
2953 | int |
3232 | player_can_view (object *pl, object *op) |
2954 | player_can_view (object *pl, object *op) |
3233 | { |
2955 | { |
3234 | rv_vector rv; |
2956 | rv_vector rv; |
3235 | int dx, dy; |
2957 | int dx, dy; |
… | |
… | |
3247 | |
2969 | |
3248 | get_rangevector (pl, op, &rv, 0x1); |
2970 | get_rangevector (pl, op, &rv, 0x1); |
3249 | |
2971 | |
3250 | /* starting with the 'head' part, lets loop |
2972 | /* starting with the 'head' part, lets loop |
3251 | * through the object and find if it has any |
2973 | * through the object and find if it has any |
3252 | * part that is in the los array but isnt on |
2974 | * part that is in the los array but isn't on |
3253 | * a blocked los square. |
2975 | * a blocked los square. |
3254 | * we use the archetype to figure out offsets. |
2976 | * we use the archetype to figure out offsets. |
3255 | */ |
2977 | */ |
3256 | while (op) |
2978 | while (op) |
3257 | { |
2979 | { |
3258 | dx = rv.distance_x + op->arch->clone.x; |
2980 | dx = rv.distance_x + op->arch->x; |
3259 | dy = rv.distance_y + op->arch->clone.y; |
2981 | dy = rv.distance_y + op->arch->y; |
3260 | |
2982 | |
3261 | /* only the viewable area the player sees is updated by LOS |
2983 | if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) |
3262 | * code, so we need to restrict ourselves to that range of values |
|
|
3263 | * for any meaningful values. |
|
|
3264 | */ |
|
|
3265 | if (FABS (dx) <= (pl->contr->ns->mapx / 2) && |
|
|
3266 | FABS (dy) <= (pl->contr->ns->mapy / 2) && |
|
|
3267 | !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)]) |
|
|
3268 | return 1; |
2984 | return 1; |
|
|
2985 | |
3269 | op = op->more; |
2986 | op = op->more; |
3270 | } |
2987 | } |
3271 | return 0; |
|
|
3272 | } |
|
|
3273 | |
2988 | |
3274 | /* routine for both players and monsters. We call this when |
|
|
3275 | * there is a possibility for our action distrubing our hiding |
|
|
3276 | * place or invisiblity spell. Artefact invisiblity is not |
|
|
3277 | * effected by this. If we arent invisible to begin with, we |
|
|
3278 | * return 0. |
|
|
3279 | */ |
|
|
3280 | int |
|
|
3281 | action_makes_visible (object *op) |
|
|
3282 | { |
|
|
3283 | |
|
|
3284 | if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
3285 | { |
|
|
3286 | if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) |
|
|
3287 | return 0; |
|
|
3288 | |
|
|
3289 | if (op->contr && op->contr->tmp_invis == 0) |
|
|
3290 | return 0; |
|
|
3291 | |
|
|
3292 | /* If monsters, they should become visible */ |
|
|
3293 | if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) |
|
|
3294 | { |
|
|
3295 | new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible"); |
|
|
3296 | return 1; |
|
|
3297 | } |
|
|
3298 | } |
|
|
3299 | return 0; |
2989 | return 0; |
3300 | } |
2990 | } |
3301 | |
2991 | |
3302 | /* op_on_battleground - checks if the given object op (usually |
2992 | /* op_on_battleground - checks if the given object op (usually |
3303 | * a player) is standing on a valid battleground-tile, |
2993 | * a player) is standing on a valid battleground-tile, |
… | |
… | |
3308 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
2998 | * Default is to do the same as before, so only people wanting to have different points need worry about this |
3309 | */ |
2999 | */ |
3310 | int |
3000 | int |
3311 | op_on_battleground (object *op, int *x, int *y) |
3001 | op_on_battleground (object *op, int *x, int *y) |
3312 | { |
3002 | { |
3313 | object *tmp; |
|
|
3314 | |
|
|
3315 | /* A battleground-tile needs the following attributes to be valid: |
3003 | /* A battleground-tile needs the following attributes to be valid: |
3316 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3004 | * is_floor 1 (has to be the FIRST floor beneath the player's feet), |
3317 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3005 | * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) |
3318 | * and the exit-coordinates sp/hp must both be > 0. |
3006 | * and the exit-coordinates sp/hp must both be > 0. |
3319 | * => The intention here is to prevent abuse of the battleground- |
3007 | * => The intention here is to prevent abuse of the battleground- |
3320 | * feature (like pickable or hidden battleground tiles). */ |
3008 | * feature (like pickable or hidden battleground tiles). */ |
3321 | for (tmp = op->below; tmp != NULL; tmp = tmp->below) |
3009 | for (object *tmp = op->below; tmp; tmp = tmp->below) |
3322 | { |
3010 | { |
3323 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
3011 | if (tmp->flag [FLAG_IS_FLOOR]) |
3324 | { |
3012 | { |
3325 | if (QUERY_FLAG (tmp, FLAG_NO_PICK) && |
3013 | if (tmp->flag [FLAG_NO_PICK] |
3326 | strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) |
3014 | && tmp->type == BATTLEGROUND |
|
|
3015 | && tmp->name == shstr_battleground |
|
|
3016 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3327 | { |
3017 | { |
3328 | /*before we assign the exit, check if this is a teambattle */ |
3018 | /* before we assign the exit, check if this is a teambattle */ |
3329 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3019 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3330 | { |
|
|
3331 | object *invtmp; |
|
|
3332 | |
|
|
3333 | for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) |
3020 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3021 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3334 | { |
3022 | { |
3335 | if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) |
|
|
3336 | { |
|
|
3337 | if (x != NULL && y != NULL) |
3023 | if (x && y) |
3338 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3024 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
|
|
3025 | |
3339 | return 1; |
3026 | return 1; |
3340 | } |
|
|
3341 | } |
3027 | } |
3342 | } |
3028 | |
3343 | if (x != NULL && y != NULL) |
3029 | if (x && y) |
3344 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3030 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
|
|
3031 | |
3345 | return 1; |
3032 | return 1; |
3346 | } |
3033 | } |
3347 | } |
3034 | } |
3348 | } |
3035 | } |
|
|
3036 | |
3349 | /* If we got here, did not find a battleground */ |
3037 | /* If we got here, did not find a battleground */ |
3350 | return 0; |
3038 | return 0; |
3351 | } |
3039 | } |
3352 | |
3040 | |
3353 | /* |
3041 | /* |
… | |
… | |
3369 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3057 | char buf[MAX_BUF]; /* tmp. string buffer */ |
3370 | int i = 0, j = 0; |
3058 | int i = 0, j = 0; |
3371 | |
3059 | |
3372 | /* get the appropriate treasurelist */ |
3060 | /* get the appropriate treasurelist */ |
3373 | if (atnr == ATNR_FIRE) |
3061 | if (atnr == ATNR_FIRE) |
3374 | trlist = treasurelist::find ("dragon_ability_fire"); |
3062 | trlist = treasurelist::find (shstr_dragon_ability_fire); |
3375 | else if (atnr == ATNR_COLD) |
3063 | else if (atnr == ATNR_COLD) |
3376 | trlist = treasurelist::find ("dragon_ability_cold"); |
3064 | trlist = treasurelist::find (shstr_dragon_ability_cold); |
3377 | else if (atnr == ATNR_ELECTRICITY) |
3065 | else if (atnr == ATNR_ELECTRICITY) |
3378 | trlist = treasurelist::find ("dragon_ability_elec"); |
3066 | trlist = treasurelist::find (shstr_dragon_ability_elec); |
3379 | else if (atnr == ATNR_POISON) |
3067 | else if (atnr == ATNR_POISON) |
3380 | trlist = treasurelist::find ("dragon_ability_poison"); |
3068 | trlist = treasurelist::find (shstr_dragon_ability_poison); |
3381 | |
3069 | |
3382 | if (trlist == NULL || who->type != PLAYER) |
3070 | if (trlist == NULL || who->type != PLAYER) |
3383 | return; |
3071 | return; |
3384 | |
3072 | |
3385 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
3073 | for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); |
… | |
… | |
3389 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3077 | /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ |
3390 | return; |
3078 | return; |
3391 | } |
3079 | } |
3392 | |
3080 | |
3393 | /* everything seems okay - now bring on the gift: */ |
3081 | /* everything seems okay - now bring on the gift: */ |
3394 | item = &(tr->item->clone); |
3082 | item = tr->item; |
3395 | |
3083 | |
3396 | if (item->type == SPELL) |
3084 | if (item->type == SPELL) |
3397 | { |
3085 | { |
3398 | if (check_spell_known (who, item->name)) |
3086 | if (check_spell_known (who, item->name)) |
3399 | return; |
3087 | return; |
… | |
… | |
3458 | { |
3146 | { |
3459 | /* forces in the treasurelist can alter the player's stats */ |
3147 | /* forces in the treasurelist can alter the player's stats */ |
3460 | object *skin; |
3148 | object *skin; |
3461 | |
3149 | |
3462 | /* first get the dragon skin force */ |
3150 | /* first get the dragon skin force */ |
3463 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
3464 | for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) |
3151 | for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) |
3465 | ; |
3152 | ; |
3466 | |
3153 | |
3467 | if (!skin) |
3154 | if (!skin) |
3468 | return; |
3155 | return; |
3469 | |
3156 | |
… | |
… | |
3483 | else |
3170 | else |
3484 | j = 1; |
3171 | j = 1; |
3485 | strcat (buf, spellpathnames[i]); |
3172 | strcat (buf, spellpathnames[i]); |
3486 | } |
3173 | } |
3487 | } |
3174 | } |
|
|
3175 | |
3488 | strcat (buf, "."); |
3176 | strcat (buf, "."); |
3489 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3177 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); |
3490 | } |
3178 | } |
3491 | |
3179 | |
3492 | /* evtl. adding flags: */ |
3180 | /* evtl. adding flags: */ |
3493 | if (QUERY_FLAG (item, FLAG_XRAYS)) |
3181 | if (item->flag [FLAG_XRAYS]) |
3494 | SET_FLAG (skin, FLAG_XRAYS); |
3182 | skin->set_flag (FLAG_XRAYS); |
3495 | if (QUERY_FLAG (item, FLAG_STEALTH)) |
3183 | if (item->flag [FLAG_STEALTH]) |
3496 | SET_FLAG (skin, FLAG_STEALTH); |
3184 | skin->set_flag (FLAG_STEALTH); |
3497 | if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) |
3185 | if (item->flag [FLAG_SEE_IN_DARK]) |
3498 | SET_FLAG (skin, FLAG_SEE_IN_DARK); |
3186 | skin->set_flag (FLAG_SEE_IN_DARK); |
3499 | |
3187 | |
3500 | /* print message if there is one */ |
3188 | /* print message if there is one */ |
3501 | if (item->msg != NULL) |
3189 | if (item->msg != NULL) |
3502 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3190 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3503 | } |
3191 | } |
3504 | else |
3192 | else |
3505 | { |
3193 | { |
3506 | /* generate misc. treasure */ |
3194 | /* generate misc. treasure */ |
3507 | tmp = arch_to_object (tr->item); |
3195 | tmp = tr->item->instance (); |
3508 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3196 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3509 | tmp = insert_ob_in_ob (tmp, who); |
3197 | who->insert (tmp); |
3510 | if (who->type == PLAYER) |
|
|
3511 | esrv_send_item (who, tmp); |
|
|
3512 | } |
3198 | } |
3513 | } |
3199 | } |
3514 | |
3200 | |
3515 | /** |
3201 | //-GPL |
3516 | * Unready an object for a player. This function does nothing if the object was |
|
|
3517 | * not readied. |
|
|
3518 | */ |
|
|
3519 | void |
|
|
3520 | player_unready_range_ob (player *pl, object *ob) |
|
|
3521 | { |
|
|
3522 | if (pl->ob->current_weapon == ob) |
|
|
3523 | pl->ob->current_weapon = 0; |
|
|
3524 | |
|
|
3525 | if (pl->combat_ob == ob) |
|
|
3526 | pl->combat_ob = 0; |
|
|
3527 | |
|
|
3528 | if (pl->ranged_ob == ob) |
|
|
3529 | pl->ranged_ob = 0; |
|
|
3530 | } |
|
|
3531 | |
3202 | |
3532 | sint8 |
3203 | sint8 |
3533 | player::visibility_at (maptile *map, int x, int y) const |
3204 | player::darkness_at (maptile *map, int x, int y) const |
3534 | { |
3205 | { |
3535 | if (!ns) |
3206 | if (!ns) |
3536 | return 0; |
3207 | return LOS_BLOCKED; |
3537 | |
3208 | |
3538 | int dx, dy; |
3209 | int dx, dy; |
3539 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
3210 | if (!adjacent_map (map, ns->current_map, &dx, &dy)) |
|
|
3211 | return LOS_BLOCKED; |
|
|
3212 | |
|
|
3213 | x += dx - ns->current_x; |
|
|
3214 | y += dy - ns->current_y; |
|
|
3215 | |
|
|
3216 | return blocked_los (x, y); |
|
|
3217 | } |
|
|
3218 | |
|
|
3219 | void |
|
|
3220 | player::infobox (const char *title, const char *msg, int color) |
|
|
3221 | { |
|
|
3222 | send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); |
|
|
3223 | } |
|
|
3224 | |
|
|
3225 | void |
|
|
3226 | player::statusmsg (const char *msg, int color) |
|
|
3227 | { |
|
|
3228 | send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); |
|
|
3229 | } |
|
|
3230 | |
|
|
3231 | void |
|
|
3232 | player::failmsg (const char *msg, int color) |
|
|
3233 | { |
|
|
3234 | play_sound (sound_find ("generic_failure")); |
|
|
3235 | statusmsg (msg, color); |
|
|
3236 | } |
|
|
3237 | |
|
|
3238 | void |
|
|
3239 | object::failmsgf (const char *format, ...) |
|
|
3240 | { |
|
|
3241 | if (!contr) |
3540 | return 0; |
3242 | return; |
3541 | |
3243 | |
3542 | x += dx - ns->current_x + ns->mapx / 2; |
3244 | va_list ap; |
3543 | y += dy - ns->current_y + ns->mapy / 2; |
3245 | va_start (ap, format); |
3544 | |
3246 | contr->failmsg (vformat (format, ap)); |
3545 | if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy)) |
3247 | va_end (ap); |
3546 | return 0; |
|
|
3547 | |
|
|
3548 | return 100 - blocked_los [x][y]; |
|
|
3549 | } |
3248 | } |
|
|
3249 | |
|
|
3250 | void |
|
|
3251 | player::failmsgf (const char *format, ...) |
|
|
3252 | { |
|
|
3253 | va_list ap; |
|
|
3254 | va_start (ap, format); |
|
|
3255 | failmsg (vformat (format, ap)); |
|
|
3256 | va_end (ap); |
|
|
3257 | } |
|
|
3258 | |